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

    Two possibilities come to mind. One, that the chunk your altar is in is unloading, or that you made a bad recipe somehow. First, try to make sure your altar is in one chunk; I've found this eliminates a few issues with it. Secondly, make sure you aren't traveling far for your items or put down a chunkloader when you start making the spell.


    Also, if the altar has screwed up, the items it displays will not be the ingredients in the book; use the ones in the book and ignore what it displays in the case.


    Bad recipe could also be due to wrong version of forge, but I don't think newer versions have broken anything...

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    Eh, torches are essentially free too. Sticks come from any kind of wood, which is extremely renewable, and charcoal can come from burning logs. Torches are almost free too, by that logic.


    Even in the case of a scenario where torches go out after time, they're still magic torches. Could just claim they suck a little mana out of the creatures nearby, or even that they only light up when something is looking for a more 'lorefriendly' way to explain them.

    Posted in: Minecraft Mods
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    posted a message on Backpacks! (by Brad16840)

    This is still the absolute best backpack mod. The ability to easily filter and configure the items makes everything so much better.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Wait what's this about dimensions? I haven't seen or heard anything about that

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Nope, you know all aspects now, but you can scan for bonus points in the minigame and for certain unlocks.

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    Well, I dunno about all that. The boss battles are all about figuring out what they do and fighting them the correct way.

    The spell experience is based on cost and burnout, unless I'm totally mistaken. And yes, it takes a long time. Hoooowever, you can also fight bosses and find skill orbs other ways. I strongly recommend Chocolatequest's dungeons and adding a very rare chance for skill orbs to the rare chests. You still have to fight your way through and there's no guarantee, but it's fun.


    There's some bugs with XP, so that's a shame. Wizard's autumn apparently gives more than it should? As for Mith? I think he's always had a particular view for how the mod should go.


    So... yeah, it takes a long time, but that's always been the point. By the end you can be way overpowered, but it takes a LONG time. It's a very complex mod and I wish it did things like explain the modifiers a bit better. Y'know, 'Damage increases damage by 20% and mana usage by 2x' or something. Because it IS possible to make worthless spells. Cheating to test spells is one way to do it, but other than that you can actually just take the spells apart in the deconstructor if they don't work. I ended up writing notes.

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    You did sort of snap on here. As to why things are different now, a lot of mechanics have changed over time. Porting the earlier ars magica mods to 1.7.10 would be a huge time-consuming thing, and... well, Mithion is stepping away from minecraft modding. Right now it's on github and you could probably do a sidebuild of your ideas if you asked permission.


    I liked the mechanics introduced in the past few variations. It felt more like discovery and practice than just lucking into finding magic scrolls that did a specific thing.

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    Don't think Ars plays well with Cauldron.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Yeah, sorry gurujive, your system just isn't going to handle modded minecraft well. Try optifine or fastcraft when they come out.


    Part of the reason thaumcraft is so huge in comparison is how much Thaumcraft does. It's a big fancy mod. It needs a bit more juice.


    The code itself isn't what's being loaded into memory, it's all sorts of other information. There's new mobs, new calculations, new blocks, vis levels and all that jazz. Everything does things, makes things happen, and for it to happen to everything in the environment, more checks have to be made. Even if Azanor made the mod 'smaller' by removing a few things, it's still going to require more memory than vanilla minecraft would. Minecraft itself is... what, 50 megs of hard drive space without world data? And it's taking up 900 in ram? You really can't compare the two.


    So yeah, long story short, you probably need to allocate more ram. If you have a 32 bit system, you're probably SOL but if not, get 64 bit java and hit the local computer store. Ram ain't half bad in price right now.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Really? What's wrong with fastcraft?

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    It's gonna, last I heard, but it will certainly be a while.

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    You have to specifically link it to the crafting altar block. If it says there's a link in the text, you're ready to go. If not, your source is too far away and you need to put it closer or put a the links in place. If it does link, make sure you're feeding it the right kind of energy.

    Also, there's multiple functions for the crystal wrench. Try Shift-Right-click to switch between them and try right-click-linking again.

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    You have to link it as well. Use a crystal wrench to link the obelisk / prism / aurem to mana batteries and the batteries to the altar / other devices.

    You can skip the batteries but the obelisk variants don't store much essence in themselves, batteries on the other hand are huge.

    Posted in: Minecraft Mods
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    posted a message on Gravestone mod

    It's not really a grave crash, it's more a 'there's suddenly a billion items on the ground' thing, and my server doesn't like it. A shovel to move things directly to your inventory works much better, thanks.

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    Gonna need more info. Did you go through the process of making your guide with the essentia pool?


    Did you research the components in the oculus?

    Posted in: Minecraft Mods
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