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Ars Magica 2 Bug Tracker

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arsmagica2's Issues

[Suggestion] Spell activated button

We've got a spell-sealed door. Is it possible to have a button-type block (doesn't have to be a button, but even just a block). Could we get some sort of block (bonus points if camouflagable) that emits a button-length redstone signal if hit with the spell we select? I could have a nice little wood door that opens when I hit it with a spell. But wouldn't it be so much cooler if we could trigger other redstone contraptions (or giant piston doors) with a fireball blast?

Three modifier limit can be worked around [ArsMagica2_1.5.0-6]

When writing a spell, up to 6 copies of the same modifier can be put into the spell.

Steps to reproduce:

  1. Put a shape in the Shape Group
  2. put three modifiers of the same type in the Spell grammar
  3. put a shape in the Spell Grammar after the 3x modifiers
  4. put the same modifier into the Shape Group up to three times
    (5. finish up a spell)

In this way, for example, it is possible to get duration x6 onto a spell.

Config Request: Mana Recharge, regain mana on sleep

Hey, I asked mithion about this ages ago, but never got anywhere, but I'd like to make a request for a couple configs I'd like to see, and one other config related addition.

Would it be possible to set the default mana recharge rate, with and without mana regen with a config, and related, could there be an option to fully recover mana upon sleeping?

I am super interested in making a role playing server which sort of follows a DnD style fantasy world where you don't recover spells so quick, and it would be fun to lower or even eliminate passive mana regen to sort of emulate that more limited type of spell casting.

I'd likely increase all damage effects to mean 1-3 fireballs might be significant enough to waste a ''spell slot'' on, but then ideally you'd need to rest or recharge within the aura of a power producer to recharge.

Ideally I'd be able to set mana to no natural regen and have the mana regen effect only recover one or two mana per level of effect, and increase starting mana and spell costs to make the regen less substantial even when it is in effect.

Error updating to 1.5.0-8

Booting up server with new update. Crashes and throws the following error

Server Crash Log: http://pastebin.com/iCsLFDKi

net.minecraftforge.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraft/client/entity/EntityPlayerSP

I'll pretend to know what I'm talking about from my little experience and assume it's because you're messing with stuff like this in the latest update.

//else if (transformedName.equalsIgnoreCase("net.minecraft.client.entity.EntityPlayerSP"))

  •  //	return alterEntityPlayerSP(basicClass, !Preloader.isDevEnvironment);
    

I'm assuming it has to do with that class not existing, but I'm probably wrong, I'm a hack who likes visual programming so I'm terrible with this stuff. I'll see if there's a newer version of Forge that it will work with.

Forge Version: Forge-1.10.2-12.18.2.2123-universal.jar

Let me know what you find, thanks. Oh and thanks for reviving AM2.

Sponge Issues

Not sure if this is reasonably fixable, but having AM2 and Sponge for Forge on a server creates an error where sponge can't edit a particular class due to it being "prematurely loaded," according to it.

Here is a paste from my fml-server-latest log regarding the issue.
http://pastebin.com/UdnkCBh7

MC 1.10.2
Forge 2122
Sponge 1874
AM2 1.5.0_6

Config generating with file path as name

gscreenshot_2016-11-10-185951
Instead of generating in the intended directory the config generates with the path as the full name of the file.
This may be due to being on linux, but is a problem nonetheless

Digging spell multiplying any block

A simple spell with the touch shape and dig component is for some reason giving me and the other player on the server two of any block it is "digging" on the 1.5.0-9 release. This means that anyone can easily multiply wool, wood, ores, even diamond blocks, thankfully usable blocks like enchantment tables cant' be dug since you activate them inseat of casting the dig spell, but maybe a projectile dig spell might duplicate those too.
Note that this didn't happen in the 1.5.0-6 version.

Frame rate drops dramatically when inscription table is placed.

Whenever I place the inscription table down, my frame rate takes a dramatic hit.
Currently I'm bypassing this by only placing it when it's needed, but it's quite annoying to my friends I'm playing with that their frame rate has to drop whenever I want to work on it.

Crash with two active chrono anchors [ArsMagica2_1.5.0-6]

Using forge version 2119 for 1.10.2

It is possible to cause a reliable crash upon world reload when exiting the world with two active chrono anchor spells.
Steps to reproduce:

  1. Make a spell with the following
    Shape group: Zone, Duration x3
    Spell grammar: Self, Chrono Anchor
  2. Cast this spell twice
  3. Exit the world
  4. Re-enter the world (Crash Step)

Re-entering the world a second time allows the world to load completely with no crash. To cause crash again, simply cast the spell twice and exit the world.

Crash Report: http://pastebin.com/raw/H1D0GSQb

Additional Etherium Crafting?

One of the wierdly iconic effects of AM is making the book. Something I thought while making my pool for making the books / initiating others into the mod's content all fancy looking.

Would it be possible to make the crafting method for the book available for other forms of transformation?

If so some uses I can think of include:
A method to transform other mods materials into their AM equivalents.
A way to start accrewing arcane xp on armor, rather then have it on everything or availible to the non mages.
A logical precursor to other forms of essence driven processing.
And as a pack maker if things can be added it allows me to make AM2 more of a central magic mod, rather then being stuck with Botania, BloodMagic or Thaumcraft for that.

If it's not possible, feasible, or worth the time it would take I entirely understand.

[Question] - I'm very lost.

I'm sure this is due to my own incompetence but can someone please tell me how to create power in this mod? Back in the day I could just click the ground with some chalk in the middle of some pillars and I'd be gucci.

NPC mages not casting anything.

The NPC mages that spawn around the world aren't casting anything on zombies and such, they just stay at a safe distance and shake their heads.
By spawning a light and dark mage next to eachother on creative mode, one can create an amazing staring contest between the two.

Bauble Integration

Off the top of my head and what we discussed.

Support for using Guardian Drops in Bauble Slots.

Baubles to extend the logic of the robes and battlemage armor

Touch Dig Doubles everything when any other mod is installed[ArsMagica2_1.5.0-9]

Using the simple spell:
Group: Touch
Grammar: Dig

I'm able to double every block I mine using the spell. The effect is not limited to ores, but applies to every block broken by the spell (provided it drops something), and therefore get infinite ore. No idea what in particular is causing it, but its accompanied by some console spam.
https://i.imgur.com/tjQvDHq.png

EDIT: this is actually an interaction between Ars Magica and some other mod. I'm going to check see which.

Cannot replace blocks picked up by Appropriation

I made a simple projectile>appropriate spell for moving blocks/spawners/mobs. I tested it on a wall next to me and it picked up the piece of smooth stone.

Now I cant put it down, and I cant pick up anything else.

Quick edit. I was able to hit an entity with it. This made the smooth stone block appear in their feet. Perhaps its trying to place the block in the block it hits? Does it need to target the side of the block it hits instead?

Mana Battery does not maintain mana when broken

When broken, the mana battery won't remember how much mana it has. the NBT takes remember that it had neutral etherium, but not much much, showing 0, and being placed makes an empty battery.

Make spells ignore evilcraft vengeance spirits

Just a bit of proposed mod compatibility.
Evilcraft adds spirits that spawn right after a mob dies, they are invisible and in most ways can't be interacted with or even noticed by the player unless special conditions are met (special evilcraft items are designed for dealing with them), but ars magica spells detonate on them.
If possible, making projectile spells ignore these entities would be very nice.

[Dedicated Server] Strange issues upon trying to cast a projectile spell

https://gist.github.com/Febilian/115b38880f1e2bb028b62d1960c20ed7

Nothing showed up when I cast the spell(projectile force damage, as basic as you can get), but my mana dropped down and then refused to regenerate itself naturally before I could try casting it again.

I thought at first it might be because I tried to cast it from my offhand, but the log seems to mention something about missing particles and a texture map, so now I'm not really sure what's going on.

So basically there are two things that were weird:

  • The spell, when cast, had no particles or visuals show up, whereas in previous versions of AM2 for 1.7, you'd see the spell shoot out. I did not have a target, if it matters - I was casting at the ground a bit of a ways away in order to see whether it would work in my offhand.

  • My mana did not visibly regenerate after this happened. It was stuck at 50 mana(in numerical terms) for a good minute or two, when I'd immediately picked the "mana regen I" talent in the occulus as one of my initial 3 blue skill points.

Version 1.5.0-8: Air Guardian borking the game

Anytime during the Air Guardian using its channeled spin attack the game would freeze up, causing most in-game functions to be disabled, the most prominent one being mob AI. Exiting the game would cause it to not respond.

The game log doesn't seem to mention anything about the freeze. Also the AI of the Air Guardian appears to be deactivated until a player in survival mode attacked it.

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