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    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!
    Quote from IANNOVA»

    I have managed to figure out how to gain a few hundred K gold a day without lifting a finger. This isn't so much a complaint as a rather amusing bit of mod interaction.

    An interesting observation: one mark 3 collector is exactly enough to run one setup like this. With more hoppers, more collectors and more condensers in a 1:1:1 ratio, it should be possible to increase money production rates to about half a million per day per shipping box.


    For some reason I doubt ANY mod maker can balance against EE2.
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from TWSS123»

    i hate that mod!


    for years theres a bug that servers wont recognize your death and no grave spawns, which end in loosing all your stuff...


    EVERY other mod autor would fix that asap, but one....


    ...Ok? Any other personal attacks? Also, for years? I haven't heard of that bug for a while.
    Quote from Argo11»

    Hey WayofTime, I am playing a modpack called Quantus with blood magic in it.

    it has an era system so we do not have access to the mod yet. I was getting ready for blood magic, one of my favorite mod that got a crap ton of changes, and i do understand that there is an in-game wiki sort of thing, but whenever i check on the web, some of the information does not show up.

    I cannot remember off the top of my head which ones do not show up, but if there are images in there, then i cant see those.


    getting stuff like the other types of wills and learning the item transport system will be fun and a giant pain, but having a web that can easily explain the rituals and stuff really helps.


    either that or Ill just hope the in game guide is complete.


    also any hints on when a tier 6 altar will be implemented? and if its already in i did not notice


    No idea when T6 will come about, I would rather flesh out everything in the other tiers before readding new tiers.

    Also, I think the guide should be enough. I'm not in charge of community wikis, so you can check the FTB wikis for info that may not be complete.
    Quote from BlackHeart2273»

    Hello WayofFlowingTime,

    Ive love the mod you have been working on for a long time, and have been following it for a while (though not as close as I would like). It is definately one of my favorites.

    That being said, I am here making this reply to ask if this is open to use in a mod pack I've been putting together for distribution on Technic. I have read through all the information I could and I'm still unsure and don't want to use it if it is not allowed. Better to be safe than sorry.

    You will get proper credit just like all the other mods, and it will be stated that the pack is just compiled by me. There is no unique aspects added (as of now). Ill gladly give you a link for review if you so desire.


    Thank you.


    Go ahead, modpacks are always welcome.
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from Riyshn»

    Does the crystal-growing ritual care about any mobs dying in it's range, or specifically mobs killed by it? (I'm hoping I can put the crystal growth area above my regular mob farm and have it still work, rather than having to have 3 separate spawn areas(altar, crystals, farm).)


    Mobs have to be killed by the ritual, but the ritual doesn't have to hurt them until that point. If you can time it so that you damage the mobs until 1hp (for the other systems) and then kill it, you should be golden!
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from Unistic»

    Hey TehNut, its me again :D


    So I'm playing Direwolf 1.10, just updated to its latest version which includes Blood Magic version -68 the most current version was recently release of blood magic -69. Anyways in -68 version, the guide was updated I read the changelog etc it explains and describes the ritual of the falling meteor and stays you can use iron, gold block, or diamond but currently still atleast in Direwolf 1.10 only the iron block version works. Am I missing something cause I know that was a past update and not in -69.

    Thank you!


    Probably just them not updating it properly, since meteors are config-based. You can even add your own if you want!
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29

    Aye - I just took care of this and it will be in the next version of the mod.

    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from Daraku_Dakara»

    Playing on 1.10.2 with blood magic 2.1.0-65. Running into an issue with the living armor. It keeps saying I am receiving upgrades, and the upgrades are working (I have the extra hearts from healthy), but the chestplate is still saying 0/100, and not displaying any of the upgrades.


    Is this a known bug that there might be a fix for, or is this a mod interaction problem in the pack I am playing on? Playing on "The Futures Edge" pack by landstryder.



    Update: Turning the server off and on again made the currently active upgrades show up on the armor. But any upgrades earned since are not showing up.


    I've posted about this on the github. Didn't check if you are the same person, though, so may be telling you something you already know! ^_^
    Quote from Metaldude555»

    Okay, so I have a question. I'm using the latest version of the mod and I just started using the alchemy table in earnest and I can't figure out how to refill my potion flasks. I've tried the original refill recipe, looking for a filling agent recipe, and even placing it in my blood altar. Nothing works. Does anyone know how to refill potion flasks or is that feature not available yet/anymore?


    It's not that the feature is necessarily removed, its just that I've only implemented a small part of the potion system. Refilling simply hasn't be reimplemented, making these potions just a more powerful form of vanilla potions. I'm not entirely sure how I will implement refilling (I have a few ideas), however I want to focus on completing other systems before this. So, enjoy your 3-effect potions! :D
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29

    Only reason T6 is possible in your pack is because Blood Arsenal added a recipe - that's not in Vanilla BM. There is no timeline, sorry!

    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29

    Probably just a bug, but because that's in the 1.7 version of the mod it won't be fixed.

    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from Suki_Kitsune»

    Hey so, Idk if I'm just being dumb or something, but my blood magic mod keeps saying I need Dictum Blood Magic in order to craft the things I need? I tried searching everywhere, and this may just be me overthinking things, but I can't find anything on it. Please let me know if I'm just being dumb or if I'm actually missing something, and thank you! I'm really hoping to get back into this mod c:


    Edit:


    It might actually be the modpack I'm using, sorry if this was confusing I guess. Still let me know if anyone knows anything!


    Dictum Blood Magic...? Yup, definitely your modpack, if anything! ^_^ Unless you are using a language pack, in which case... ???
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from MentalMouse42»

    So, it seems that the blood altar has internally a Liquid Routing Node, it's just not accessible as an item, and apparently not properly functional. When I was trying to get blood out of the Altar into an Ender Tank (without having any mod providing pipes, I tried placing the tank on various sides of the Altar. When I placed it on top of the Altar, I got a crash, with this report.


    Now, the crash itself has since resolved, possibly to to advancement in EnderStorage. (Unfortunately, putting the tank atop the altar still doesn't do anything.) But the interesting thing is that it clearly mentions a Liquid Routing Node, and no such thing appears in JEI. I would really like to be able to get blood into and out of that Ender Tank....


    It mentioned an INPUT routing node. Also I can't help it when another mod somehow does something weird.
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29

    Self-sacrifice provides a large boost of LP without requiring other mods (cursed earth) to power your altar. It's also faster generally, but of course requires you to be at the altar.

    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from MentalMouse42»

    Whoops, my bad, I didn't see a "fixed it" comment from WOT and assumed the number I saw was the same "latest". Thanks, WayofTime!


    ETA: Also, no "update available" message from in-game... I guess you're not using the update-checking thing?


    ETA2: While I probobly should have been posting or playing at 2AM last night, I have now installed version .63 and tested it in the light of morning... When I initially loading the game, both my Containment and Sustainance ritual stones reported themselves as functional (though they still don't tell when they're redstone disabled). Unfortunately, neither of them worked. Using the Weak ritual stone on them charged me for restarting the ritual, but in fact they still weren't working. After actually breaking and replacing the ritual stones, I was able to restart the Ritual of Containment, and this time it worked. Doing the same for the Well of Suffering likewise; that's left me too low on LP to do the others just yet, but now I think once I stock up some, I'll be able to set them up again.


    My thinking is that the glitch made the tiles load in different locations or something, thus new tiles had to be created...? I have no idea, honestly.
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from MentalMouse42»


    Thanks1



    So, the only way to get more than scraps of aspected will would seem to be the crystal clusters... but do those absorb raw will to grow? That hasn't been working too well for me.

    Yes, but at a slow slow rate. Don't worry, soon I'll have a better method for you all. >:D
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from Canoby»

    I was about to ask if this "might" work in Minecraft 1.10 given how many 1.9 mods work between the two versions... then I saw MentalMouse42's posts (looks like he's trying to run 1.10 if I understand? sorry, just getting back into Minecraft/mods after being out of it for a few years). Is 1.10 sort of a "try it at your own risk" proposition at this point, well moreso than usual? Thanks


    No, it should be the go-to version of almost any 1.9/1.10 mod. It's just that there was some odd compiler issue - I just made build -63 and the rituals work flawlessly with the version I got from my jenkins. Think of this as a blip on the radar - everything else works well!
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29

    Ok, bug confirmed, at least for the ritual stuff. The other stuff you mentioned is not a bug and is simply a misunderstanding of the mechanics. The mobs do not (currently) drop aspected Will, no matter what gem is first. And if a gem is empty and you attempt to fill it with another gem, it will override the type of gem. The page for the capacity rune is just simply not done - I haven't had time to work on it yet due to other more serious issues.


    Issue with this bug is that rituals work in my IDE but not the compiled jar, so it will take some time to find the issue.

    Posted in: Minecraft Mods
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