I didn't want to disrupt your guide, but in my experience getting a a simple spell altar setup made early (about T2) on is quite worth it to help fight at a bit of a distance, or for utility uses. So it might be worth adding that to your guide. Spells seem to be a commonly missed, but very fun part of this mod, and I am waiting on that spell overhaul so that I can improve my Hall of Spells.
I don't suppose you ever have plans to make a Grimoire of Blood book for ingame? Perhaps do something like Thaumcraft's Thauminomicon? Cause I think the one major pain about this mod, no offense, is that there's not any real documentation unless you want to keep flipping back to this thread or a wiki.
I think an ingame book that teaches you about the mod and have it unlockable like the recipes,etc. So once the I make a 2nd tier altar then the articles about the transmutations pop up,etc.
I don't suppose you ever have plans to make a Grimoire of Blood book for ingame? Perhaps do something like Thaumcraft's Thauminomicon? Cause I think the one major pain about this mod, no offense, is that there's not any real documentation unless you want to keep flipping back to this thread or a wiki.
I think an ingame book that teaches you about the mod and have it unlockable like the recipes,etc. So once the I make a 2nd tier altar then the articles about the transmutations pop up,etc.
(Turns head and yells at Way to add one more to the tally).
Alright, there may eventually be in game docs. But those are a pain to code, and to write. They take a long time, and right now Way is focusing on adding content instead of writing about it. This is one of the most requested features, so it is marked as "Maybe eventually, but not today". Sorry for shooting you down here, but this is literally the most requested feature.
Edit: But look at it this way, right now he is working on a spell system that might rival ars magica. Isn't that better then in game docs?
(Turns head and yells at Way to add one more to the tally).
Alright, there may eventually be in game docs. But those are a pain to code, and to write. They take a long time, and right now Way is focusing on adding content instead of writing about it. This is one of the most requested features, so it is marked as "Maybe eventually, but not today". Sorry for shooting you down here, but this is literally the most requested feature.
Edit: But look at it this way, right now he is working on a spell system that might rival ars magica. Isn't that better then in game docs?
Thanks for letting me know, it's great to hear that it'll come eventually....
But...
No, content vs. accessiblity isn't a good argument. I would weigh accessiblity over content any time of the day. If you gave the mod to someone and cut their internet, they would have a rather difficult time figuring out what to do and how to do it.
Though content is great, I think giving the mod the ingame book would help a lot on bringing in people to see and experience the mod and love it. If anything I think a lot of us would at least hope that he lays down some groundwork on the book, else what's the point of content if the only way to figure it out is to Google up step-by-step instructions.
[Edit] Azanor's API for his Thauminomicon is open-code so you could ask him if he could tell you how to implement that as your own book, as the code is pretty well made as Magic Bees,etc make use of it to add their own stuff to the original book.
Well, you have a point. Every one here wants in game docs, but they are by no means a necessity. Look at build craft and IC2, neither has in game docs, yet they are some of the most popular mods out there.In game docs are not always needed.
As for the book, it is a little rude to just tear apart some one else's code, give it a new coat of paint, then call it your own. It would also be a little impractical to highjack the thuamanomicon for our own uses. From the ground up will be the best way,and that will take a few weeks at best. Till then, we will work off the old school methods of forum posts and wikis.
Rollback Post to RevisionRollBack
Question not the mad-mans ways, for you may begin to see logic in his actions, then find yourself mad as well.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
BC and IC2 have been around for years.
Everyone practically uses it and that's why there's no need for ingame instructions.
Almost everyone and their grandma has done a video tutorial on it as well.
I never said to "hijack" code. Please refraim from putting words in my mouth, especially ones that are quite offensive towards mod designers and the like.
I mentioned looking at the code, as it is open to all to use as many have made add-on mods to Thaumcraft 4 and used it add their stuff to the Thauminomicon.
I was saying that the mod designer of BM could look at the code, to get a general idea of it, and possibl ask Azanor for some tips on making a similar like item.
BC and IC2 have been around for years.
Everyone practically uses it and that's why there's no need for ingame instructions.
Almost everyone and their grandma has done a video tutorial on it as well.
I never said to "hijack" code. Please refraim from putting words in my mouth, especially ones that are quite offensive towards mod designers and the like.
I mentioned looking at the code, as it is open to all to use as many have made add-on mods to Thaumcraft 4 and used it add their stuff to the Thauminomicon.
I was saying that the mod designer of BM could look at the code, to get a general idea of it, and possibl ask Azanor for some tips on making a similar like item.
I was a little hasty as well, and I apologies for that.
Its just, looking at the code for the thuaminomicon would not help. The fact is we would not need half the features of the thuamanomicon, like locking entries or the fancy navigation. Those, in all likely hood, took weeks or months to code to the point they're at now. We'll only need a simple written book with information, akin to witchery's books.
And you suggested putting our information in the thuamanomicon, but that would help little as well. The reason thuamcraft add-ons add there information to the book is due to the fact that they need thuamcraft. You don't see any mod adding info if it is not directly related to thuamcraft.
Old mod or new, it does not matter. We have wikis and tutorial videos, just like buildcraft and IC2. An in game doc is a convenience, but not a necessity.
FireDancer, let's stop while where ahead. Look at us, bickering like the C.o.D community. How about we agree that we both would like in game docs, but for now we can just use the old school methods of tutorial videos and wikis.
"Raises glass of tea up for a toast"
What do you say, can you forgive me for what has been said and join me in a toast to the future of blood magic?
I suppose that I have to make some form of "statement" on this matter, but the fact that I have to phrase it that way makes it feel like I am not as close to the community as I would care to be. I suppose school does have some drawbacks, considering that it means that people don't really fully understand my position on these matters.
In-game documentation. I have two main opinions on the matter. The first one is that yes, it does toy with the emersion of the mod to have to flip through various wiki pages and forum threads to gather all of the information that you would require. Yes, an in-game document would help alleviate this "problem," however it does ... how do I say it? It's a LOT of work to do. Not only that, but considering how much information is in the main post of this thread, and how much work has been done on the excellent wiki pages (I tip my hat off to you, Madman), there just isn't THAT much return on the investment. Sure, I can make it into a WONDERFUL read, full of mystery at all of the wonders and allure of the mod, but I suppose the acronym "PITA" comes to mind.
Which brings me to my second opinion: there is so much that I want to get done! This spell system that I have been working at for the last week (and has been in the back of my mind since I first started the mod months ago) is meant to give a lot of creative choices to the player. And I mean a lot. Because of this, it takes quite a bit of effort to get it done, and since in-game doc writing would be a problem/time sink in and of itself, it would cause a lot of deviation and would push the next release (I want it to have the ENTIRE spell system done before then) farther and farther away. Also, I am waiting for one of my modder friends to finish his version of in-game documentation before I mercilessly steal utilize his work. Hey, what do you expect? I'm a self-centered person after all!
I don't want this to become simply a post of me going "Woe was me!," and don't want it to be taken as such. I just don't want people to hear my reasons for not wanting to start in-game documents right now and then proceed to shoot the messenger. Please, if you want to discuss this further, don't resort to flaming/bashing others' stances on the matter. Come on, it's not Necromancy here!
Rollback Post to RevisionRollBack
Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
The Meaning of Life, the Universe, and Everything.
Join Date:
8/29/2013
Posts:
57
Minecraft:
MrWonderful2012
Member Details
I have a small request if it's too difficult I understand but here it goes: can you increase configuration ability especially with the T5 blood altar beacon block and the other required blocks glowstone and large bloodstone bricks maybe not large bloodstone bricks but for my sprawling city on my blood magic/gregtech pack with some other dark magic mods I want the town hall to have a hall of fame with 4 players having a player beacon.If you don't know what a player beacon is google it
Hey could you please make it so the recipes can use nether rack/ nether brick?
I'm trying to do a nether survival by myself with this mod, and I have no access to stone for this modIf this too much to ask I understand
I would like to offer compromise solution until a proper writing and coding can be done. Various mods have recipes that make a vanilla book with predetermined text, a well know mod for this is MFR, which has the rednet manual, or open peripherals which has it's own manual.
So until you have time a compromise could me to document a handful of the information in a simple book like this. I suggest things like the blood altar recipes, the magic altar set up, and valid foci, and demon summoning information. Complete documentation could be added later on down the road.
Just a suggestion, I have not looked at how complex this would be, but it seems far less complicated than say, a full on specialized tome/grimoar.
I can completely understand your stance Way what with school and all as I'm the same, not a coder mind you but still I understand how school sucks up a major part of your freetime.
While I do understand your situation with school, and wanting to add more content, I'll stick by my guns like I did with Mad when I say that content is great but if no one knows how to use it or needs to look up walkthroughs to figure it out then it's not very starter friendly. Just like you wouldn't want to go to school and ask your teacher a question and have them have to dig up a book everytime to tell you.
In the end though you're the modder and I'm the consumer, you've spent countless hours and night and etc on this doing this all for nothing so I can't really say much to sway you in the matter. Either way thanks for the great fun with this mod despite we all having different opinions on these matters.
I've been trying to use this do but I'm having a problem with making the initial blood sacrifice. I put down the blood altar and then put a diamond in but nothing happens and the blood slowly disappears in the altar. After a while I figured something was up so i cheated in the divination sigil and used it on the altar to find that it said it had no lp stored in it, and no matter how many times i use the sacrifical knife near it, even though I see the blood go into it, the lp count does not go up but the blood drains away even if nothing is in the altar. I am using quite a bit of mods so idk, maybe it's a conflict with one of those but it just seems rather strange.
edit: I forgot to mention I'm using the minetek modpack and I just threw this on to try it out
I've been trying to use this do but I'm having a problem with making the initial blood sacrifice. I put down the blood altar and then put a diamond in but nothing happens and the blood slowly disappears in the altar. After a while I figured something was up so i cheated in the divination sigil and used it on the altar to find that it said it had no lp stored in it, and no matter how many times i use the sacrifical knife near it, even though I see the blood go into it, the lp count does not go up but the blood drains away even if nothing is in the altar. I am using quite a bit of mods so idk, maybe it's a conflict with one of those but it just seems rather strange.
edit: I forgot to mention I'm using the minetek modpack and I just threw this on to try it out
Well, this is due to galacticraft. We have no idea why this happens, or how to fix it. We have tried contacting the GC devs but have heard nothing back. Sadly, you need to chose between the two for now.
Rollback Post to RevisionRollBack
Question not the mad-mans ways, for you may begin to see logic in his actions, then find yourself mad as well.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
Hey could you please make it so the recipes can use nether rack/ nether brick?
I'm trying to do a nether survival by myself with this mod, and I have no access to stone for this mod
If this too much to ask I understand
A sugestion: If you want, you could make a cobble gen using lava and a life essence source. You still need stone for the alter... If your using TE, molten redstone might work. But glass... There might be other options, but it depends on what mods you have.
Rollback Post to RevisionRollBack
Question not the mad-mans ways, for you may begin to see logic in his actions, then find yourself mad as well.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
Very nicely written. Many approvals from me. I am sure Way will agree.
I think an ingame book that teaches you about the mod and have it unlockable like the recipes,etc. So once the I make a 2nd tier altar then the articles about the transmutations pop up,etc.
Alright, there may eventually be in game docs. But those are a pain to code, and to write. They take a long time, and right now Way is focusing on adding content instead of writing about it. This is one of the most requested features, so it is marked as "Maybe eventually, but not today". Sorry for shooting you down here, but this is literally the most requested feature.
Edit: But look at it this way, right now he is working on a spell system that might rival ars magica. Isn't that better then in game docs?
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
Thanks for letting me know, it's great to hear that it'll come eventually....
But...
No, content vs. accessiblity isn't a good argument. I would weigh accessiblity over content any time of the day. If you gave the mod to someone and cut their internet, they would have a rather difficult time figuring out what to do and how to do it.
Though content is great, I think giving the mod the ingame book would help a lot on bringing in people to see and experience the mod and love it. If anything I think a lot of us would at least hope that he lays down some groundwork on the book, else what's the point of content if the only way to figure it out is to Google up step-by-step instructions.
[Edit] Azanor's API for his Thauminomicon is open-code so you could ask him if he could tell you how to implement that as your own book, as the code is pretty well made as Magic Bees,etc make use of it to add their own stuff to the original book.
As for the book, it is a little rude to just tear apart some one else's code, give it a new coat of paint, then call it your own. It would also be a little impractical to highjack the thuamanomicon for our own uses. From the ground up will be the best way,and that will take a few weeks at best. Till then, we will work off the old school methods of forum posts and wikis.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
BC and IC2 have been around for years.
Everyone practically uses it and that's why there's no need for ingame instructions.
Almost everyone and their grandma has done a video tutorial on it as well.
I never said to "hijack" code. Please refraim from putting words in my mouth, especially ones that are quite offensive towards mod designers and the like.
I mentioned looking at the code, as it is open to all to use as many have made add-on mods to Thaumcraft 4 and used it add their stuff to the Thauminomicon.
I was saying that the mod designer of BM could look at the code, to get a general idea of it, and possibl ask Azanor for some tips on making a similar like item.
Its just, looking at the code for the thuaminomicon would not help. The fact is we would not need half the features of the thuamanomicon, like locking entries or the fancy navigation. Those, in all likely hood, took weeks or months to code to the point they're at now. We'll only need a simple written book with information, akin to witchery's books.
And you suggested putting our information in the thuamanomicon, but that would help little as well. The reason thuamcraft add-ons add there information to the book is due to the fact that they need thuamcraft. You don't see any mod adding info if it is not directly related to thuamcraft.
Old mod or new, it does not matter. We have wikis and tutorial videos, just like buildcraft and IC2. An in game doc is a convenience, but not a necessity.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
FireDancer, let's stop while where ahead. Look at us, bickering like the C.o.D community. How about we agree that we both would like in game docs, but for now we can just use the old school methods of tutorial videos and wikis.
"Raises glass of tea up for a toast"
What do you say, can you forgive me for what has been said and join me in a toast to the future of blood magic?
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
Agreed, I guess I'll have to deal with half-done and some other half-assed wikis and threads XD
In-game documentation. I have two main opinions on the matter. The first one is that yes, it does toy with the emersion of the mod to have to flip through various wiki pages and forum threads to gather all of the information that you would require. Yes, an in-game document would help alleviate this "problem," however it does ... how do I say it? It's a LOT of work to do. Not only that, but considering how much information is in the main post of this thread, and how much work has been done on the excellent wiki pages (I tip my hat off to you, Madman), there just isn't THAT much return on the investment. Sure, I can make it into a WONDERFUL read, full of mystery at all of the wonders and allure of the mod, but I suppose the acronym "PITA" comes to mind.
Which brings me to my second opinion: there is so much that I want to get done! This spell system that I have been working at for the last week (and has been in the back of my mind since I first started the mod months ago) is meant to give a lot of creative choices to the player. And I mean a lot. Because of this, it takes quite a bit of effort to get it done, and since in-game doc writing would be a problem/time sink in and of itself, it would cause a lot of deviation and would push the next release (I want it to have the ENTIRE spell system done before then) farther and farther away. Also, I am waiting for one of my modder friends to finish his version of in-game documentation before I mercilessly
stealutilize his work. Hey, what do you expect? I'm a self-centered person after all!I don't want this to become simply a post of me going "Woe was me!," and don't want it to be taken as such. I just don't want people to hear my reasons for not wanting to start in-game documents right now and then proceed to shoot the messenger. Please, if you want to discuss this further, don't resort to flaming/bashing others' stances on the matter. Come on, it's not Necromancy here!
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
I'm trying to do a nether survival by myself with this mod, and I have no access to stone for this modIf this too much to ask I understand
I would like to offer compromise solution until a proper writing and coding can be done. Various mods have recipes that make a vanilla book with predetermined text, a well know mod for this is MFR, which has the rednet manual, or open peripherals which has it's own manual.
So until you have time a compromise could me to document a handful of the information in a simple book like this. I suggest things like the blood altar recipes, the magic altar set up, and valid foci, and demon summoning information. Complete documentation could be added later on down the road.
Just a suggestion, I have not looked at how complex this would be, but it seems far less complicated than say, a full on specialized tome/grimoar.
While I do understand your situation with school, and wanting to add more content, I'll stick by my guns like I did with Mad when I say that content is great but if no one knows how to use it or needs to look up walkthroughs to figure it out then it's not very starter friendly. Just like you wouldn't want to go to school and ask your teacher a question and have them have to dig up a book everytime to tell you.
In the end though you're the modder and I'm the consumer, you've spent countless hours and night and etc on this doing this all for nothing so I can't really say much to sway you in the matter. Either way thanks for the great fun with this mod despite we all having different opinions on these matters.
edit: I forgot to mention I'm using the minetek modpack and I just threw this on to try it out
For Creeper Army
Nearest Hugging Center
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum