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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from PsiGuy60

    You can get neutral essence if you feed light or dark essence into a mana battery. The mana battery always outputs neutral essence.
    Posted in: Minecraft Mods
  • 1

    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from netshaman

    From one of the changelogs:
    • From average level 0-7 you will not see NPC mages at all, light or dark.
    • From level 8 through 14 you will see diminished NPC mages.
    • Starting from average level 15 you will start to see infrequent normal casting mages. This chance will increase as the average mage level of players increases (max 30% chance).
    • Starting from average level 30 you will start to see infrequent Augmented casting mage NPCs. This chance will increase as you get closer to 50 (max 40% chance). Normal casting mages continue to be more common as well. Be prepared.
    Posted in: Minecraft Mods
  • 1

    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from Steelflame

    I would recommend xeno's reliquary for your situation. The coin of fortune is a very nice tool to have. Especially if you like to fly and kill things. That way you don't need to land and you don't lose those precious ghast tears. I think looting 3 helps to get more than one tear occasionally so that is another thing to recommend.
    Posted in: Minecraft Mods
  • 1

    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from Draken09

    Divine RPG is compatible with Ars Magica. I play on a server with that and a variety of other mods. If you are getting an error while playing with the two I would make sure to check that you do not have any Block, Item, and Entity IDs conflicting. For Entities I know you have to bump up the Ars Magica IDs for those, because Divine RPG doesn't allow you to config its entity IDs..
    Posted in: Minecraft Mods
  • 1

    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from Sara

    MCore showing up as disabled is a known bug. It will be fixed next version. It still works fine and the server that I play on has Chicken Core fine. The OP even has this bug listed.
    Posted in: Minecraft Mods
  • 1

    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from Fender7freak

    From the Ars Magica download all you need to do is drop that in mods folder. If you still have the resources from a prior version transfer those over too. If you don't get a copy of the 1.4.5 Ars Magica zip and take the resource folder from there.
    Quote from optic_frost

    If you are getting a crash or if the screen is freezing up post the crash log in a spoiler tag or link a pastebin. I know for a fact that Mo Creatures and Tale of Kingdoms works fine with Ars Magica. I played a bit with that combination, but since I also had Divine RPG, Mo creatures decided to spawned too many Divine RPG mobs for me to handle, so I removed it.
    Posted in: Minecraft Mods
  • 1

    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from Girrockss

    That is a known bug. The mod still works fine even though in the mod list it shows as disabled.
    Posted in: Minecraft Mods
  • 1

    posted a message on Equivalent Exchange 3 - 0.1.142
    Quote from UberWaffe

    I have the feeling that someone might eventually either compile a list of all the questions that pahimar has answered time after time again, or just get a list of page numbers that answer that specific question and tell them that if they want the answer they can go to that page. Most of us can see that some people are not even taking the time to read the posts above them, which is quite unfortunate. I am just crossing my fingers and hoping that the next 30 or so pages won't have as many people complaining about what they miss from EE2 because EE3 doesn't have it.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.5] The Runic Dust Mod [Mar14]
    Yup. It seems to run fine on a server. I got the torch and beacon runes to activate. I wonder if I did something wrong or beacons don't show up on smp yet. Then there is the issue of not being able to craft the runic lexicon in smp. In ssp you can craft. I will continue to try and use the runes to their full advantage. It is interesting having to place them. Thanks for this interesting mod. I saw Direwolf's spotlight a while ago, but finally got around to testing.
    Posted in: Minecraft Mods
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