there are commands in game so you don't have to do that.
FOR EXAMPLE:
/aec edit <insert name of config here>
this "opens" a config in commands and enables you to add new values.
/aec add <insert AV value here>
this will add the currently held item to that config with the AV value mentioned. if you add an item that is already added it'll get overwritten with the new value.
/aec save
this will save the config currently loaded. because if you so much as exit the map to main menu while editing you'll lose all your progress. :V so make sure you save. you'll also have to re-open the config when you save if you're not done.
/aec reload
This reloads all the configs and refreshes the aether values so you can immediately test the effects of what you've added.
although if you would rather just figure out the string values and do it by hand you can download nei and go into the options menu that appears in your inventory on the bottom left corner of the screen, then go into tools, then data dump then dump out a file for item values. this will give you a big spreadsheet of all items and their current item IDs which also includes their full string IDs. just search for the id of the item in game and it should be on the same line.
We do, there are actually quite a number of automatic mappers, as well as commands to add custom EMC values.
well, apologies. the last time I had checked it over I don't believe seeing it in the description as a key featured, which that kinda is. :V but this was a few months ago. But if I were to use project E it'd be Equivalentwars Infinite, rather than Aetherwars Infinite since i sorta built my whole modpack around the use of this. >_< As much as I enjoyed gaining all the redmatter back in the day, gotta give some other things spotlight. :<
Modpack has recently been updated with Quivermobs and Quiverbow mod in replacement of balkons weapons which hardly saw any action due to mostly being outclassed very quickly. :< Along with various config and recipe fixes, but anyway; if you've got any questions or just wanna chat about the pack first before you make up your mind join myself and a bunch of others on esper.net irc channel #Aetherwars and we'll pique your interest further. :3
So... brainslug. You coming back to work on this sometime? :V I want you to fix your generation so we don't get clipped off biospheres and half height maps so I can make a massive underground biospheres world that doesn't only encompass half the area. :< Tried to do it on my server with my modpack testing group and yeah, big biospheres, bigger than around 60 = too big and they get lopped off. so as nice as having space above is, all the building and aura nodes end up generating on the surface where they can spawn above 128 and so theres nothing left in the spheres underground. >_>
This was a simply amazing mod while it lasted, and still is, my opinion. Many are favoring ProjectE over AetherCraft, but I see no reason why. ProjectE was a simple port of EE2 to 1.7.10, yet your mod is unique in its techniques of transmutation. When combined with EE3, you have the Transmutation Tablet, and all of your wonderful Aether devices. I look forward to AetherCraft 2, as this is one of my favorite mods. So thank you, iconmaster, for bringing back the lovable concept of transmutation in its own unique way.
~SkullyGamingMC
hear, hear!
Indeed, the EE boat sailed ages ago. And despite not touching ProjectE I have a feeling they don't even the ability to dynamically get values from recipes or add your own. And that, is the best part about Aethercraft here... and the aesthetic... and the configurations.
would an epic update count as the clockwork armor being enchantable? Cause that was one of them and to me, thats massive. cause now I've got a clockwork suit that not even a nature guardian from ars magica can get through. :3
Updated Main post with modlist! it slipped my mind cause it's on the modpack page on technic thanks to solder but I have to give the link to people for them to see it. @_@ (how'd that plan turn out for you, dummy?)
yes, it does crash the server. something about some color variable or something on the new umbrella thing. :V so I'm still using the older version cause I use it on a server for my modpack. >_>
I'd like to help test it, although you might want to post a list of mods. I see a lot of mods I like using in your pics so I think I'll have a good time, I also see some I've never used so this might be interesting
theres actually a big procedurally generated modlist on the mod page thanks to solder on the technic page, it's just that no-one has access... but yeah, good idea, I'll look into getting the list up on here. and sure, I'll send the pack and details your way.
OH! Thank you very much! I would have been very disappointed if five-second time stop had been gone for good.
(I was already a bit disappointed when time stop was no longer dependent on hunger, but the drastically fixed mechanics made up for it in my opinion; also, five seconds isn't that short of an amount of time for this, in my opinion :B)
how long ago was it that it used to drain your hunger till you ran out then it'd turn off? cause I remember that too but it was quite a while back when I first played this mod between now and before. but yeah, quick shiftrightclick to get it all glowly, then charge it up and time stop ftw. in PvP it'd probably become like as if you were playing transistor or something if you've seen that game.
Ah, by the way, my time stop issue is in the latest 1.7.10 update.
"Stopwatch" works fine and stops mobs and everything, but "Sakuya's Pocket Watch" does not.
Actually, "Sakuya's Pocket Watch" seems to not stop time for me at all.
If I squint, it appears that it slows down mobs and bullets a little bit, but I might just be imagining things.
Did "Sakuya's Pocket Watch" get seriously nerfed?
oh yeah, he nerfed the sakuya pocketwatch into the ground. D: it's a time slow not a time stop. while the stop watch is now the stop and it goes instantly but only for 2 seconds which is hardly even worth it now cause you gotta buy them off sakuya who just randomly spawns for like a stack of shot materials... :V
EDIT: WAIT. I SEE IT! you gotta shiftclick it to make it glow in enchanted mode, then hold it down and charge it for longer, then you get the super mode which is a time stop. charging the normal mode only gets a time slow but it comes out quicker. slow lasts for 8 seconds and stop lasts for about 5 or 6.
It's about bloody time this got some spotlighting where people can see it. Cause with a mod like this, theres no reason for people to complain that enchanting is a pain in the rear. and "I don't like mods" people, are Just. Gonna. Miss. Out.
0
there are commands in game so you don't have to do that.
FOR EXAMPLE:
/aec edit <insert name of config here>
this "opens" a config in commands and enables you to add new values.
/aec add <insert AV value here>
this will add the currently held item to that config with the AV value mentioned. if you add an item that is already added it'll get overwritten with the new value.
/aec save
this will save the config currently loaded. because if you so much as exit the map to main menu while editing you'll lose all your progress. :V so make sure you save. you'll also have to re-open the config when you save if you're not done.
/aec reload
This reloads all the configs and refreshes the aether values so you can immediately test the effects of what you've added.
although if you would rather just figure out the string values and do it by hand you can download nei and go into the options menu that appears in your inventory on the bottom left corner of the screen, then go into tools, then data dump then dump out a file for item values. this will give you a big spreadsheet of all items and their current item IDs which also includes their full string IDs. just search for the id of the item in game and it should be on the same line.
savvy?
0
prone*
lol
and I just use the previous version. 2.84 that I had previously before the update. that one still works like a charm.
0
Hey, thanks. Do you use irc at all? join that #aetherwars channel on esper.net if you do. but anyway, I'll send you a pm with details and stuff.
0
well, apologies. the last time I had checked it over I don't believe seeing it in the description as a key featured, which that kinda is. :V but this was a few months ago. But if I were to use project E it'd be Equivalentwars Infinite, rather than Aetherwars Infinite since i sorta built my whole modpack around the use of this. >_< As much as I enjoyed gaining all the redmatter back in the day, gotta give some other things spotlight. :<
0
It's there in the title. "Aetherwars: Infinite".
0
Modpack has recently been updated with Quivermobs and Quiverbow mod in replacement of balkons weapons which hardly saw any action due to mostly being outclassed very quickly. :< Along with various config and recipe fixes, but anyway; if you've got any questions or just wanna chat about the pack first before you make up your mind join myself and a bunch of others on esper.net irc channel #Aetherwars and we'll pique your interest further. :3
1
So... brainslug. You coming back to work on this sometime? :V I want you to fix your generation so we don't get clipped off biospheres and half height maps so I can make a massive underground biospheres world that doesn't only encompass half the area. :< Tried to do it on my server with my modpack testing group and yeah, big biospheres, bigger than around 60 = too big and they get lopped off. so as nice as having space above is, all the building and aura nodes end up generating on the surface where they can spawn above 128 and so theres nothing left in the spheres underground. >_>
I did get some pretty amazing sky shots though.
0
hear, hear!
Indeed, the EE boat sailed ages ago. And despite not touching ProjectE I have a feeling they don't even the ability to dynamically get values from recipes or add your own. And that, is the best part about Aethercraft here... and the aesthetic... and the configurations.
0
would an epic update count as the clockwork armor being enchantable? Cause that was one of them and to me, thats massive. cause now I've got a clockwork suit that not even a nature guardian from ars magica can get through. :3
0
Updated Main post with modlist! it slipped my mind cause it's on the modpack page on technic thanks to solder but I have to give the link to people for them to see it. @_@ (how'd that plan turn out for you, dummy?)
1
yes, it does crash the server. something about some color variable or something on the new umbrella thing. :V so I'm still using the older version cause I use it on a server for my modpack. >_>
0
theres actually a big procedurally generated modlist on the mod page thanks to solder on the technic page, it's just that no-one has access... but yeah, good idea, I'll look into getting the list up on here. and sure, I'll send the pack and details your way.
1
is that the one up item? that'd be about right. good to know.
0
how long ago was it that it used to drain your hunger till you ran out then it'd turn off? cause I remember that too but it was quite a while back when I first played this mod between now and before. but yeah, quick shiftrightclick to get it all glowly, then charge it up and time stop ftw. in PvP it'd probably become like as if you were playing transistor or something if you've seen that game.
0
oh yeah, he nerfed the sakuya pocketwatch into the ground. D: it's a time slow not a time stop. while the stop watch is now the stop and it goes instantly but only for 2 seconds which is hardly even worth it now cause you gotta buy them off sakuya who just randomly spawns for like a stack of shot materials... :V
EDIT: WAIT. I SEE IT! you gotta shiftclick it to make it glow in enchanted mode, then hold it down and charge it for longer, then you get the super mode which is a time stop. charging the normal mode only gets a time slow but it comes out quicker. slow lasts for 8 seconds and stop lasts for about 5 or 6.