• 0

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

    If I remember, crafting the actual crafting altar block unlocks the entry.

    Must be glitching then. I've crafted it, placed it, removed it...

    No dice.
    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica 2 - Version (Updated February 8, 2016)
    Stalled at the Starting Line

    I'm running AM2 v 1.1.0 in MineCraft 1.6.4 (Yes, I'm a dinosaur).

    It's been a while since I played and I seem to have forgotten something. Like how to get started in AM2. Got the Arcane Compendium, did some dungeon diving and got some Infinity Orbs. Chowed down on them, built an occulus and got some basic Spell Shapes. Went to the workbench with writable book and made myself a basic "Light" spellbook.

    Now I need to get the spell generated in the crafting altar but the staged compendium isn't showing me how to build that yet. Need castable spell to advance, need advance to get castable spell.

    I have NEI so I've built a few other odds and ends that the compendium isn't showing me in hopes that will jump-start the compendium but no luck yet. I even made the crafting altar but it's useless without the multiblock.

    I could disable the staged compendium in the config but that feels like cheating. I know this works, I've done it before. I just can't remember how.


    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica 2 - Version (Updated February 8, 2016)
    OK, the silly Water Guardian was playing coy again and this time I think I've figured it out. It looks like there are two separate checks being made for game mode, one when the game is loaded and another at the moment of summoning.

    If I load a game in Peaceful and then switch to Easy the summoning fails. Boat and bucket bob listlessly in the center of the summoning circle.

    If I load a game in Easy then switch to Peaceful the summoning succeeds. The boat and bucket are consumed and a Water Guardian appears but only for an instant. Blink and it's gone.

    If I load a game in Easy I can switch back and forth and so long as I'm not in Peaceful when summoning everything works as intended.

    I'm using AM2 1.1.0. This may have already been fixed?
    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica 2 - Version (Updated February 8, 2016)
    Quote from chocolote25

    Um, unless a secret update has happened that I don't know about, it's a 3X3 (It takes eight (8) redstone inlay to make, if that helps) setup is in an predominately water biome (Oceans, rivers, and swamps come to mind, but mods may add others), it's raining, and you throw the materials into the redstone circle (Make sure that it doesn't land on the Redstone inlay).

    As for Speleomantes, I have some questions:

    I don't really know anything about actually useful stuff, but what version are you using? That may help smarter people assist you. Also, what are those blue tools in your inventory? They look very pretty.

    The setup you describe is exactly what I've got in the image that I posted. At the time of the posting the blasted thing was as useful as a rock as noted by the utter lack of Water Guardian in that image. I closed out of Minecraft, reloaded and "Voila!" boat and bucket are consumed and replaced by one grumpy Water Guardian. No idea what changed but it's been working fine ever since.

    I'm running AM2 v 1.1.0 under Minecraft 1.6.4 using Forge
    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica 2 - Version (Updated February 8, 2016)
    Well, whatever the problem was it's fixed now. Reloaded and summoned one up no problem. Three notches on my water bucket now.
    Posted in: Minecraft Mods
  • 0

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

    You are likely in Peaceful mode.

    Good guess but no. I thought that monsters might be reluctant to show up on Peaceful and switched it up to Easy mode to summon bosses. I had to dispatch a few nuisance zombies and skeletons and had a slime asphyxiate itself beneath my summoning platform so I'm sure I wasn't in Peaceful.

    Tried again. Moved the whole setup to the ocean as per painter73's suggestion. Made sure I wasn't in peaceful. Went and beat on a few mobs while waiting for rain. Finally got rain and... nothing again. Here's a screenshot of my latest attempt:

    So what's not right with this picture?

    Should the boat and bucket be consumed? Or are they supposed to just bob there?

    I did track one of the oddities down, not that it makes much more sense. If I open my compendium to the Water Guardian entry and then close it again the Water Guardian's boss bar pops up for about a second. Nothing else, just the health bar. So that's probably why I was seeing the health bar before while trying to summon the Water Guardian.

    One notion comes to mind. I'm also using Dr. Zhark's Mo'Creatures which has a custom spawner. Do you know if this is likely to play merry hob with summoning AM2's bosses?

    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica 2 - Version (Updated February 8, 2016)
    Phobic Water Guardian?

    So I've just unlocked the Water Guardian and thought, "Cool, Let's go try this out." Went to a swamp, wandered out into the water, put down some cobblestone, put down the redstone inlays as specified in a nice 3 x 3 ring with hollow center. Waited for a nice rainy night then chucked in a boat and water bucket.

    Nothing. Waited. More nothing. Waited. Boss health bar popped up for about two seconds before vanishing. Never saw the Water Guardian it was attached to. Rinse, lather, repeat.

    Moved the whole show to a river section figuring that swamp might be too dry for it. Same result. Sometimes a boss health bar pops up for a Water Guardian for a few seconds but the guardian itself never shows.

    What am I doing wrong? Does the Water Guardian not love me?
    Posted in: Minecraft Mods
  • 0

    posted a message on spacechase0's Mods (Updated 11/18/2015)
    Spelunker Dimension goes crash.

    I found a nice little portal, jumped in and was promptly bamphed to what I'm guessing was the Spelunker Dimension. Lag went sky high immediately and before I could move the internal server decided to shut down because it was out of brain. To quote, "Exception in server tick loop java.lang.OutOfMemoryError: GC overhead limit exceeded." Detailed crash report follows
    ---- Minecraft Crash Report ----
    // You should try our sister game, Minceraft!

    Time: 4/6/14 5:18 PM
    Description: Exception in server tick loop

    java.lang.OutOfMemoryError: GC overhead limit exceeded
    at net.minecraft.nbt.NBTTagCompound.<init>(SourceFile:13)
    at net.minecraft.tileentity.TileEntityChest.func_70310_b(SourceFile:119)
    at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75820_a(AnvilChunkLoader.java:317)
    at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75816_a(AnvilChunkLoader.java:127)
    at net.minecraft.world.gen.ChunkProviderServer.func_73242_b(ChunkProviderServer.java:232)
    at net.minecraft.world.gen.ChunkProviderServer.func_73151_a(ChunkProviderServer.java:284)
    at net.minecraft.world.WorldServer.func_73044_a(WorldServer.java:899)
    at net.minecraft.server.MinecraftServer.func_71267_a(MinecraftServer.java:360)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:170)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
    at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)

    A detailed walkthrough of the error, its code path and all known details is as follows:

    -- System Details --
    Minecraft Version: 1.6.4
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.7.0_51, Oracle Corporation
    Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 120582976 bytes (114 MB) / 954728448 bytes (910 MB) up to 954728448 bytes (910 MB)
    JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
    AABB Pool Size: 6299 (352744 bytes; 0 MB) allocated, 6299 (352744 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 23, tallocated: 41
    FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge Optifine OptiFine_1.6.4_HD_U_D1 44 mods loaded, 44 mods active
    mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    FML{} [Forge Mod Loader] (minecraftforge- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Forge{} [Minecraft Forge] (minecraftforge- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    AppliedEnergistics-Core{rv14.finale3} [AppliedEnergistics Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    CodeChickenCore{} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    NotEnoughItems{} [Not Enough Items] (NotEnoughItems Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    SC0_SpelunkerDim{0.2} [Spelunker dimension] ([1.6.2] Spelunker Dimension 0.2.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    bspkrsCore{v5.3(1.6.4)} [bspkrsCore] ([1.6.4]bspkrsCorev5.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    mod_ReiMinimap{v3.4_01 [1.6.2]} [mod_ReiMinimap] ([1.6.4]ReiMinimap_v3.4_01.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    TreeCapitator{Forge 1.6.4.r09} [Treecapitator] ([1.6.4]TreeCapitator.Forge.1.6.4.r09.Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    WorldStateCheckpoints{Forge 1.6.4.r04} [WorldStateCheckpoints] ([1.6.4]WorldStateCheckpoints.Forge.1.6.4.r04.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    advancedgenetics{v1.4.1} [Advanced Genetics] (advancedGenetics_v1.4.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    arsmagica2{1.1.0} [Ars Magica 2] (AM2_1.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    AppliedEnergistics{rv14.finale3} [Applied Energistics] (appeng-rv14-finale3-mc16x.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    KeithyUtils{1.2} [Keithy Utils] (KeithyUtils_1.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Aquaculture{1.2.4} [Aquaculture] (Aquaculture_1.2.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Autoutils{1.0.1} [Autoutils] (autoutils-1.6.4-1.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Backpack{1.26.29} [Backpack] (backpack-1.26.29-1.6.x.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    BiomesOPlenty{1.2.1} [Biomes O' Plenty] (BiomesOPlenty-universal-1.6.4- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Chisel{1.5.0} [Chisel] (chisel-1.6.4-1.5.0fix.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    CustomSpawner{3.0.0} [DrZhark's CustomSpawner] (CustomMobSpawner 3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    IC2{2.0.384-experimental} [IndustrialCraft 2] (industrialcraft-2_2.0.384-experimental.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ImmibisCore{57.2.0} [Immibis Core] (immibis-core-57.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    DimensionalAnchors{57.1.95} [Dimensional Anchors] (dimensional-anchor-57.1.95.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    DragonMounts{r36} [Dragon Mounts] (dragonmount_r36_mc1.6.x.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    MoCreatures{6.1.0} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    eplus{1.16.5b} [Enchanting Plus] (EnchantingPlus-1.16.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    EnderStorage{} [EnderStorage] (EnderStorage Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    FinderCompass{1.6.4X} [Finder Compass] (FinderCompass_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    wuppy29_harderpeaceful{1.7.0b} [Harder Peaceful] (Harder Peaceful 1.7.0b.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    IC2NuclearControl{1.6.2e} [Nuclear Control] (IC2NuclearControl-1.6.2e-ic2-experimental.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    magicalcrops{3.2.1} [Magical Crops] (magical_crops_1.6.4_3.2.0_BETA_15a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    standardcrops{1.1.0} [Magical Crops - Crops & Food] (magical_crops_1.6.4_3.2.0_BETA_15a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    mod_GoodNightsSleep{B2.3.2 : 1.6.4 by tippyfoo} [Good Nights Sleep] (mod_GoodNightsSleep_B2.3.2_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Mystcraft{} [Mystcraft] (mystcraft-uni-1.6.4- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    onlysilver{1.6.8-1.6.4} [OnlySilver] (OnlySilver-1.6.8-1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Paleocraft{1.6.4 Cambrian 1.4.1} [Paleocraft] (Paleocraft 1.6.4 (V 1.4.2).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    simpleores{1.3.1} [SimpleOres 2] (SimpleOres 2 + Plugins v1.3.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    simpleoresfusion{1.3.0} [SimpleOres 2 Fusion Plugin] (SimpleOres 2 + Plugins v1.3.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    netherrocks{1.0.1} [SimpleOres 2 Netherrocks Plugin] (SimpleOres 2 + Plugins v1.3.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    SS2{2 (build 2)} [Soul Shards 2] (SoulShards-2.0.15-universal-srg.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Thaumcraft{4.1.0g} [Thaumcraft] (Thaumcraft4.1.0g.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Translocator{} [Translocator] (Translocator Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    TwilightForest{1.20.3} [The Twilight Forest] (twilightforest-1.20.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 1259 (70504 bytes; 0 MB) allocated, 1259 (70504 bytes; 0 MB) used
    Player Count: 1 / 8; [EntityPlayerMP['Speleomantes'/4944, l='Brave New World', x=-376.00, y=252.00, z=-24.00]]
    Type: Integrated Server (map_client.txt)
    Is Modded: Definitely; Client brand changed to 'fml,forge'
    I'm running more than a few mods. What doesn't Spelunker get along with?
    Posted in: Minecraft Mods
  • 1

    posted a message on More Enchantments version 1.3- Now for 1.8
    I don't suppose that there's any way to disable the bugged Horticulture enchantment? Although horribly OP, it was vaguely amusing to watch my plants grow to ripeness in 5 seconds and have flowers spring up around my ankles if I stood in one spot for too long. It was less amusing when a freshly planted oak grew at my feet and tried to suffocate me.

    Switching the enchantment to false in the config results in a crash. Details here.

    IMO, the enchantment is OP as it stands. Every crop and tree within about five blocks of you grows at rates similar to what you'd get with continuously applied bonemeal. That pretty much makes farming obsolete unless you're trying to feed vast hordes of players or mobs. It becomes truly obscene when used with Magical Crops. Mark has the crops set to ignore bone meal but Horticulture grows them to maturity in ~5 seconds.

    A better balance might be to enchant a hoe with Horticulture. Hoes get so few enchantments. When used on a crop it could produce an effect similar to bone meal. That way you'd only get one plant growing instead of the whole garden plot. Higher tiers of the enchantment could increase the area affected but you'd want to keep it from getting too broad since it costs nothing after the initial enchantment.

    Posted in: Minecraft Mods
  • 0

    posted a message on ChickenBones Mods
    I'm using NEI and can't get magnet mode to switch on. It's a really handy utility, no more hopping into holes to retrieve items, but none of the utility buttons are showing up to toggle them on or off. Yes, I'm in utility mode.

    Running Minecraft 1.6.4 SSP in Peaceful mode with Forge, CodeChickenCore and NotEnoughItems

    Posted in: Minecraft Mods
  • 0

    posted a message on The Ether - Wings of the End
    Quote from KyleGavin
    Looks like your mod conflicts with Mr.Crayfishes furniture modhttp://pastebin.com/UCpBh1KE I was wondering if you could make a config for your mod so we can change the ids quickly?

    I second the motion. I have a single ID conflict between The Ether and Paleocraft. Paleocraft only provides a partial config and The Ether provides none so I am stuck with choosing between the two.


    Update: As suggested by SirCoolGuy1999, Automatic Maiden's IDFix will resolve this conflict. Unfortunately it also tried to "fix" IDs for all my other mods creating more problems than it solved. IDFix Minus does not work for this issue.

    Does anybody know of another ID conflict resolver for 1.6.4 that I might try?
    Posted in: Minecraft Mods
  • 0

    posted a message on Extended Enchants [1.6.2]
    I was enjoying this mod in 1.6.2 but have upgraded to 1.6.4 and am having similar issues to other posters.

    Extended Enchanting shows up in the mod list but there's no effect beyond standard vanilla enchanting.

    Running MineCraft 1.6.4 with Forge and Extended Enchanting for 1.6.4 downloaded from the link in the OP.

    Posted in: Minecraft Mods
  • 0

    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    I don't suppose there's a way to simplify the 9 config files you're using? It's a pain the the rump if there's a conflict. I have Applied Energistics running and installed Metallurgy. Both use the 900 and close neighbors for blockIDs so they went bump in the night.

    If you're installing both at the same time then the quick and simple thing to do is change the four blockIDs that AE uses. I already have an ME network set up though so if I change those I end up with a very funny looking metal bar deposit where the whole of my inventory used to be. I had to edit 8 of the 9 config files in Metallurgy before I finally got them to stop hissing at each other and some of those blockIDs were buried in some pretty entertaining locations.

    It's be very handy if you could just assign, for example, 900 to ore, 901 to block and 902 to brick and the meta-data specifying which ore, block or brick could be added separately. I'm not sure if that's doable but it would vastly simplify those config files.
    Posted in: Minecraft Mods
  • 0

    posted a message on [SUPER EASY] How to Install Minecraft Forge and Mods in 1.6.2
    Fixed! MultiMC is a wonderful program.
    Posted in: Mods Discussion
  • 0

    posted a message on [SUPER EASY] How to Install Minecraft Forge and Mods in 1.6.2
    Quote from qmagnet

    I don't think you can do it for 1.5.2 in the new launcher.

    Kind of pointless to have 1.5.2 in the new launcher then. Unless you just want to play vanilla.

    Good thing I kept the old launcher.

    Posted in: Mods Discussion
  • To post a comment, please or register a new account.