You could use Carpenter's Blocks, if you want them so desperately.
Good idea, I didn't think about that. I don't like installing mods in my mod in my dev environment though.
You know what, I'm going to make a "slabs n stairs" mod to add stair and slabs for all the devs who don't have them, you devs know who you are, Way, Gregorius, Reika, all you guys.
Rollback Post to RevisionRollBack
Mod author. Too lazy to list mods, go here instead.
Help out the Official FTB Wiki reach a billion pages! (I keep having to update this, so let's just make it a billion)
The Meaning of Life, the Universe, and Everything.
Join Date:
8/28/2012
Posts:
397
Minecraft:
xbony2
Member Details
Way, can there be a list of addons for this mod? As far as I know, there aren't any yet, but I think an empty spoiler in the page would encourage some.
Rollback Post to RevisionRollBack
Mod author. Too lazy to list mods, go here instead.
Help out the Official FTB Wiki reach a billion pages! (I keep having to update this, so let's just make it a billion)
The Meaning of Life, the Universe, and Everything.
Join Date:
10/19/2013
Posts:
129
Member Details
Could someone please give me a tutorial on how to automate the blood alter with hoppers? I can't figure out how to get the hopper to pull items out of the alter. Is that even possible? I guess I need a tutorial on how hoppers work.
Set the hopper to pull items out of the altar, without letting it feed into anything else. Then, fill each of the hopper's slots with the item you want to automate. Then fill the altar with the correct ingredients and stuffs. When the item becomes the item in the hopper, it'll be pulled down into the hopper's inventory, assuming the items stack.
From what I've gathered on recent posts, what to do is fill the hopper's slots with the items you want pulled out. Can't leave any slots empty, or it'd just confuse the hopper. May or may not be possible to fill it with different items, the ones you frequently make, and it might pull any of them out. Worth testing. Put in some reinforced slates, some teleposition foci, see if it recognizes both as you make them... [edit for the realization that foci don't stack. but the principle is still there.]
With the hopper under the altar, filled with the items you want it to recognize and pull out, it should work. From what I understand. I haven't tried it myself.
On my own progression, I'm up to armor creation finally. It's a little amazing what just 20 sacrifice runes, a well of suffering, and 40ish pigmen can produce. Can't wait to see how crazy that altar gets when I upgrade it again...
Anyway, went over to test out the upgrading system. From what I can tell, it's mostly just one weak blood shard and one sigil per piece, right? Extra weak blood shards won't do anything, need demon blood for two sigils to work.
Tested to find the ones that do work, and what they do. Most of them made sense. Divination was a nice surprise. Had questions about two of them, though. Sigil of Green Grove and Void Sigil can both slot into armor, but I couldn't discern any effect from either. Anybody know if they do anything, or just shouldn't be working in armor?
Wanted to point out the Phantom Bridge seems a bit of a bother when used on armor. Instead of placing phantom blocks at your feet for a path, they get placed all around you, so that it's only ever useful as stairs really.
Ooh, almost forgot about the orbs to reduce or eliminate cost. Was almost going to brush off upgrades as not terribly necessary to save cost. But a few master orbs is easy. Now just to decide what to go with...
Something else. Sigil of Haste. Mentions having slower mining speed when active, but I can't seem to notice a difference. Not implemented properly, or is it just really subtle? If it's supposed to be there, do you get the same slowness if used on armor?
Sigil of Magnetism. Probably been brought up before, but is there probably no way for it to attract experience orbs as well?
So I have seen in a youtube video that in a newer version the "sacrificial knife" got replaced by the sacrificial orb... few thinks on that: 1st So is this censoring forced upon you or is it a config option? If forced wheres the reason behind this? If its PG I am going to do something about that for my personal use, I am not tolerating anymore that little kids ruin my games, sounds harsh but I have taken enough trouble for other people without getting anything in return... PG is wrong and eventually can spoil the fun for adult people, kids shouldnt play in the first place if they are not mature enough... just like censorship on this forum... If its however for people with borderline syndrom or similar then its a good decision to change that knife thing, know quite a few suffering from that and its no fun at all for them. Anyways I want to fuel my dark magic with my blood out of fingers (or other limbs) instead of an orb teleporting blood out of my body... So is there a way for a somewhat regular user to get sacrificial knife back in case its really going to get changed?
Rollback Post to RevisionRollBack
I will be back in another half year to see how fast a degenerative process on quality will go on... 2nd reason is further corruption of certain individuals on the forums, those individuals are not necessarily "only" "member".
Anyways nothing offensiv on here, and if anythig is "found" it comes from your own immagination. Farewell corruption.
- A close friend to ___MeRliN___
^ It's a config option that way added, by the request of jaded because some youtubers weren't comfortable with it.
Ah thanks, so I can still use my knife and do dark stuff, thats decent aslong it stays at the decision of people if they are mature enough to have a knife to stab themself or just use some weird orb.
Rollback Post to RevisionRollBack
I will be back in another half year to see how fast a degenerative process on quality will go on... 2nd reason is further corruption of certain individuals on the forums, those individuals are not necessarily "only" "member".
Anyways nothing offensiv on here, and if anythig is "found" it comes from your own immagination. Farewell corruption.
- A close friend to ___MeRliN___
Something else. Sigil of Haste. Mentions having slower mining speed when active, but I can't seem to notice a difference. Not implemented properly, or is it just really subtle? If it's supposed to be there, do you get the same slowness if used on armor?
Sigil of Magnetism. Probably been brought up before, but is there probably no way for it to attract experience orbs as well?
Edit: This post was wrong. Incredibly wrong. The exact opposite of right. I'm so very sorry for answering Rpgamer's question incorrectly. : (
This is a mistake. The sigil of Haste, as the name implies, makes you mine faster. Much faster. Like, gold pickaxe in the nether but instead of netherrack it's stone with an iron pickaxe faster. It's REALLY fast. Crouching turns the effect off while the sigil is active, for precision mining.
You sure you're not thinking of Sigil of the Fast Miner? That's the one that provides Haste buff. The Sigil of Haste is the one that provides Speed. Which, the naming problems are just a result of Minecraft itself, really.
Yah. Speed, provided by the Haste sigil, is for running and jumping and stuff. And the description says you should mine slower.
Haste, provided by Fast Miner, is for block breaking.
Oh. I'm so sorry, once again, for any confusion my inane ramblings may have caused among the invisible, intangible, nonexistent people who actually read my answers and believe them. ._. I'm so dumb.
It is listed as the Sigil of the Dome in the first post. A last minute name change maybe.
Or if you would like to see it before reading about it, I would direct you to try activating it at your nearest river, ocean, or pool of lava.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/19/2013
Posts:
129
Member Details
Way, I noticed bound armor doesn't provide the same level of defense as diamond armor.This surprised me, because bound armor actually takes MORE diamonds to make than diamond armor does (if you account for the soul forge). Is this another one of those balance decisions?
Edit: Also, I have (what I think is) a good suggestion for bound armor. I'm thinking something similar to venom and spiderman. When wearing the full set, make it impossible to remove by normal means! It would become a part of you, aka bound to you, and it would stay equipped when you die. You would also be prevented from taking it off in the event that you run out of LP. Very risky! It would kinda fit the devilish protection idea. I would suggest making it removable via the ritual of unbinding though. Make the player stand on the master ritual stone and get struck by lightning or something to remove it. =P
Edit 2: I would make there be a penalty for removing it also, a giant hit to their LP pool, kill them if they don't have enough LP, perhaps apply weakness for a few minutes? And also go ahead and break the armor into it's components (basically what the ritual of unbinding does to them now) so that they are forced to recraft them.
A few things before we get into that. First, did you make sure to right click to have the armor bound to your network? Second, are you only testing fall damage? Third, are you sure you don't have an Inhibitor active [not even sure this one is relevant]? Fourth, do you have an ample supply of LP in your network?
The armor works just fine, and is far more protective than diamond. When bound, and with LP aplenty, you take 0 damage in most instances. The damage is taken directly out of your LP network. As the first post says, there are exceptions, such as drowning and fall damage [and probably fire]. But a few easy upgrades can also completely eliminate those as well.
However, if the argument is that the LP cost isn't equivalent to the hearts you would otherwise lose, that might be a different thing and possibly more valid, Idunno, I'd have to pay more attention. But, as defense goes, the armor is pretty boss. I suspect the only things you can't become invulnerable to are suffocation and void, and I'm not even 100% on those.
Edit: Another quick test later. Of course, the void still kills you. But wow, you can survive suffocating inside a block for a very long time. Also, here's something that actually seemed a little odd. I seemed to be able to just stand in lava without ever taking any damage [taking the usual "hit" but no heart loss], but when I walked out of the lava, and it was just fire, I did eventually start losing life. Very slowly. But was odd how lava was no problem but the fire was more dangerous. Drowning is still dangerous. Fall damage is still dangerous [although whether more or less damaging than diamond, I'll leave that for others].
But overall, far more defensive than diamond. You could probably sit dead center in a whole chunk made entirely of TNT and the explosion would scarcely tickle.
So We are thinking about adding this mod to our server but we are not familiar with it. Any items or spells that could be used for griefing or bypass grief prevention plugins?
Mod author. Too lazy to list mods, go here instead.
Help out the Official FTB Wiki reach a billion pages! (I keep having to update this, so let's just make it a billion)
You could use Carpenter's Blocks, if you want them so desperately.
Profile pic by Cheshirette c:
Good idea, I didn't think about that. I don't like installing mods in my mod in my dev environment though.
You know what, I'm going to make a "slabs n stairs" mod to add stair and slabs for all the devs who don't have them, you devs know who you are, Way, Gregorius, Reika, all you guys.
Mod author. Too lazy to list mods, go here instead.
Help out the Official FTB Wiki reach a billion pages! (I keep having to update this, so let's just make it a billion)
Mod author. Too lazy to list mods, go here instead.
Help out the Official FTB Wiki reach a billion pages! (I keep having to update this, so let's just make it a billion)
With the hopper under the altar, filled with the items you want it to recognize and pull out, it should work. From what I understand. I haven't tried it myself.
On my own progression, I'm up to armor creation finally. It's a little amazing what just 20 sacrifice runes, a well of suffering, and 40ish pigmen can produce. Can't wait to see how crazy that altar gets when I upgrade it again...
Anyway, went over to test out the upgrading system. From what I can tell, it's mostly just one weak blood shard and one sigil per piece, right? Extra weak blood shards won't do anything, need demon blood for two sigils to work.
Tested to find the ones that do work, and what they do. Most of them made sense. Divination was a nice surprise. Had questions about two of them, though. Sigil of Green Grove and Void Sigil can both slot into armor, but I couldn't discern any effect from either. Anybody know if they do anything, or just shouldn't be working in armor?
Wanted to point out the Phantom Bridge seems a bit of a bother when used on armor. Instead of placing phantom blocks at your feet for a path, they get placed all around you, so that it's only ever useful as stairs really.
Ooh, almost forgot about the orbs to reduce or eliminate cost. Was almost going to brush off upgrades as not terribly necessary to save cost. But a few master orbs is easy. Now just to decide what to go with...
Something else. Sigil of Haste. Mentions having slower mining speed when active, but I can't seem to notice a difference. Not implemented properly, or is it just really subtle? If it's supposed to be there, do you get the same slowness if used on armor?
Sigil of Magnetism. Probably been brought up before, but is there probably no way for it to attract experience orbs as well?
Anyways nothing offensiv on here, and if anythig is "found" it comes from your own immagination. Farewell corruption.
- A close friend to ___MeRliN___
Ah thanks, so I can still use my knife and do dark stuff, thats decent aslong it stays at the decision of people if they are mature enough to have a knife to stab themself or just use some weird orb.
Anyways nothing offensiv on here, and if anythig is "found" it comes from your own immagination. Farewell corruption.
- A close friend to ___MeRliN___
Edit: This post was wrong. Incredibly wrong. The exact opposite of right. I'm so very sorry for answering Rpgamer's question incorrectly. : (
Haste, provided by Fast Miner, is for block breaking.
Does anyone know what the sigil of suppression does?Nevermind, its just the sigil of the dome renamed.
Or if you would like to see it before reading about it, I would direct you to try activating it at your nearest river, ocean, or pool of lava.
Way, I noticed bound armor doesn't provide the same level of defense as diamond armor.This surprised me, because bound armor actually takes MORE diamonds to make than diamond armor does (if you account for the soul forge). Is this another one of those balance decisions?Edit: Also, I have (what I think is) a good suggestion for bound armor. I'm thinking something similar to venom and spiderman. When wearing the full set, make it impossible to remove by normal means! It would become a part of you, aka bound to you, and it would stay equipped when you die. You would also be prevented from taking it off in the event that you run out of LP. Very risky! It would kinda fit the devilish protection idea. I would suggest making it removable via the ritual of unbinding though. Make the player stand on the master ritual stone and get struck by lightning or something to remove it. =P
Edit 2: I would make there be a penalty for removing it also, a giant hit to their LP pool, kill them if they don't have enough LP, perhaps apply weakness for a few minutes? And also go ahead and break the armor into it's components (basically what the ritual of unbinding does to them now) so that they are forced to recraft them.
The armor works just fine, and is far more protective than diamond. When bound, and with LP aplenty, you take 0 damage in most instances. The damage is taken directly out of your LP network. As the first post says, there are exceptions, such as drowning and fall damage [and probably fire]. But a few easy upgrades can also completely eliminate those as well.
However, if the argument is that the LP cost isn't equivalent to the hearts you would otherwise lose, that might be a different thing and possibly more valid, Idunno, I'd have to pay more attention. But, as defense goes, the armor is pretty boss. I suspect the only things you can't become invulnerable to are suffocation and void, and I'm not even 100% on those.
Edit: Another quick test later. Of course, the void still kills you. But wow, you can survive suffocating inside a block for a very long time. Also, here's something that actually seemed a little odd. I seemed to be able to just stand in lava without ever taking any damage [taking the usual "hit" but no heart loss], but when I walked out of the lava, and it was just fire, I did eventually start losing life. Very slowly. But was odd how lava was no problem but the fire was more dangerous. Drowning is still dangerous. Fall damage is still dangerous [although whether more or less damaging than diamond, I'll leave that for others].
But overall, far more defensive than diamond. You could probably sit dead center in a whole chunk made entirely of TNT and the explosion would scarcely tickle.
Thanks