File Details
1.2.1
- R
- May 21, 2018
- 527.54 KB
- 6.6K
- 1.12.2+1
File Name
MagicArsenal-MC1.12_ver1.2.1.jar
Supported Versions
- 1.12-Snapshot
- 1.12.2
1.2.1 : Playtesting Fixes
A lot of issues cropped up from playtesting - this makes sense considering the amount of content added last version. So I took careful notes and knocked them all out today.
- Codex UI was often much too small. There was really no way to both honor Minecraft's GUI scale and have a nice big book with readable text all the time. So I reversed Minecraft's gui transforms, figured out what an actually-pleasant scale would be, then re-transform the codex so that the text is crisp and large. As a result, I'll have to go back and replace the book texture with a higher-resolution one next update.
- Nightshade + Stone was making an already-carved runestone instead of a blank one. This was also making it hard to look up the recipe in JEI.
- Uncarved Stele's recipe went missing somehow. It showed up for this version.
- Fixed an NPE which could crop up when healed targets die while the particles are still happening.
- Runic Altar gui just wouldn't show up in SMP. Rookie mistake, fixed now.
- Runic Altar accepted 64 items per slot, making automation harder and exacerbating some of the above problems. It accepts only one item per slot now, which should make it much easier to use "dumb" pipes to automate simple recipes like Rosetta Stones.
These bugs also gave us a chance to throw some automation tools at the altar in a real-world setting, like EnderIO and Refined Storage, and I'm really happy with how it held up in that respect.
Known Issues:
These were less of a priority to fix. I wanted to kick the dealbreakers out the door first, but I'm definitely looking at this in the future:
- Many of the particles are too opaque for first-person. I'll probably go in and tone down alpha on healing wave/recovery and drain life/oblation in particular
- Chain Lightning is still a little weird, visually. This will continue to get graphical tweaks.
- Glyph particles can get caught on blocks and look like they're going in the wrong direction. This is only cosmetic. If it's sending glyphs out at all, it's been tapped by a valid altar.
Other news:
Sound engineering is happening! so hopefully soon we'll have some crackles and zaps to go with our visual effects.

