For some reason, a bunch of rune recipes spontaneously stopped working. I was crafting things just fine and then suddenly the rune recipes stopped working.
Screenshot:
Any idea what could be wrong?
Did the server recently change the config files?
I wish we had a wiki for this mod. I'd like to get a place where we could see and contribute to what the different spells and potion effects do. I've figured some out by experimentation, but some of them are rather... shall we say, subtle. Also the categories aren't very intuitive either. Such as the defensive water spell that causes lightning bolts to strike around me (or was that glowstone?).
Or even better: an in game manual I can craft like what Witchery, Ars Magica, and Thaumcraft have.
Did the server recently change the config files? I wish we had a wiki for this mod. I'd like to get a place where we could see and contribute to what the different spells and potion effects do. I've figured some out by experimentation, but some of them are rather... shall we say, subtle. Also the categories aren't very intuitive either. Such as the defensive water spell that causes lightning bolts to strike around me (or was that glowstone?). Or even better: an in game manual I can craft like what Witchery, Ars Magica, and Thaumcraft have.
Config files are all at default values.
An in-game manual would be nice. Could put a book in the blood altar and imbue it to get a Book of Blood or something.
You also have my permission to create your own wiki page in the interim, though I'd like to know the links of said wiki so that I can spot potential errors :3. Then again, if it were moderated by the community errors would be found pretty quickly.
"The Clock of Life": although a good idea, it would have a lot of problems with several mods. For instance, some mods use the World Time to determine when their stuff should activate and don't have individual progress bars. Also, it would be a little difficult if two of said rituals were activated... It might be more convenient to have one ritual set the time to day, and another to night. Or ... make a new dimension in Mystcraft, since they have that covered! =3
Tested the teleposer recipe in my Dev version (3 gold on top, 3 gold on bottom, lowest teleposition focus in center and 2 ender pearls on either side) and it works for me. Perhaps it is MC glitching or something? Seems like it only happened recently, but I'd either need an error or a sustained problem to know that the issue was my own... Kinda sucks, but I can't do anything.
Edit: Mrvideogame, that idea sounds really, really fascinating. I'd probably wish to see a few videos of someone in Quantum armour facing off against someone in Bound armour. Wonder who would tire first...
The fact that both sides have their own strength and weaknesses is an added bonus! Distills a sense of pride in both sides.
Edit: Mrvideogame, that idea sounds really, really fascinating. I'd probably wish to see a few videos of someone in Quantum armour facing off against someone in Bound armour. Wonder who would tire first...
The fact that both sides have their own strength and weaknesses is an added bonus! Distills a sense of pride in both sides.
My favorite part of this idea is that both sides need to com up with intrusting solutions to the same problem. For example, with the move the contentes of a dozen chests a thousand blocks challenge. What the mecanics might do is build, in the twentey four hour prep and construction time, a rail way with pipes pumping into cart loaders that would send everything to the other side, replacing the cart as it leaves to continue moving items. The mages on the other hand are in there home turf, being able to use ars magica rift spells, better storage enchanted backpacks, thaumcraft magic mirrors, or even your teleposers to move the chests all together. With the assassination challenge, the mechanics could try to overpower there opponent or snipe them with an explosive mining laser. Mages could sneak into the other teams base with invisibility, then make witchery poppet's of there target using there beds. The same problem, two vairy different answers.
As for the clash of the titans, bound armor will have one massive advantage: remote charging. The mages could set up tanks of life essence to be pumped into a alter with the blood orb of the fighter constantly being feed. It would be a long and bloody fight, but in the end it will probably be a numbers game. Still, I wouldn't mind seeing a fight like that. If only to watch the smug look fall from the mechanics faces when there precious quantum armor falls....
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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
Well then, my idea is simple....A "Magic vs machines" competitive sever, with a small mod list of less then twenty. There would be three lists of mods: What only mages can use, what only mechanics can use, and what both may use.
There would be simple rules like everything on the positive side of 0,0 is the mechanics territory while the mages have everything negative, with a hundred and fifty block "Neutral zone" on ether side of the line.People can enter the other teams side, but it is basically open session for there head if they are caught. Keep inventory would be one to stop constant greffing. Robbery and vandalism is forbidden, but pranks are allowed(like adding ars magica trap runes in the other teams base, easy to clean up, but can lead to funny results if they don't see them). Mining is limited to strip and opportunity mining in the over-world, with automated mining restricted to anything that doesn't leave a massive hole.I said "use" earlier, but i meant craft. Both sides will get resorses they cant use, so they can trade for what they can with the other team. They can trade more refined items, like magic mirrors and macarators, along with raw resources like uranium and blue topaz. .There could be weekly compactions with the winning team to get a reword, having challenges like moving chests full of items a thousand blocks, obsidian mining, assassination( Two people on each team are randomly chosen, one as a target and one as the assassin. both teams don't know which of them is the target or who the other teams assassin is.), and a battle field. Rewords could be having items or blocks placed on the battle field as an advantage( imperfect ritual stones for the mages, solar panels and a charging pad for the mechanics, or items like diamonds and wither skeleton skulls. I was also thinking of bigger challenges every two to four weeks, like clash of the titans where both side gear up one player as much as possible, then both fight to the death in a arena. I was thinking of a mage mod list of Witchery, thaumcraft and thaumic tinkerer, blood magic, and ars magica. A mechanic mod list of IC2 with a few addons, buildcraft, applied energetics, and tinkers construct, and factorization. Mods both teams can use are extra utility's, open blocks, railcraft, natura, biomes o plenty and NEI.The intrusting thing about this mod set is that it gives both sides there own strengths, Mechanics can automate almost anything, but are restricted by logistics: they have few ways to move anything long distances easily or cheaply. Mages are much stronger, but they really can't automate much: great power, most of it manual. They also have the advantage of long distance transportation, for both themselves and there items.Blood magic works well with this list, giving mages an answer to the quantum armor trump card, a simple mining device that doesn't leave a huge hole, and countless other features.
One question: Why is Railcraft useable by both sides? I honestly fail to see how RC should be both, mainly considering the boilers and engines, as they are useless for magicals. Personally, I would suggest switching RC with Tinker's Construct, as, to me, that seems like a lower-tech mod. And... Thaumium TConstruct tools! Then again, Thaumium Crowbar can be researched...
One question: Why is Railcraft useable by both sides? I honestly fail to see how RC should be both, mainly considering the boilers and engines, as they are useless for magicals. Personally, I would suggest switching RC with Tinker's Construct, as, to me, that seems like a lower-tech mod. And... Thaumium TConstruct tools! Then again, Thaumium Crowbar can be researched...
My reasoning for this is simple, if railcraft is installed it will override all vanilla rail recipes. And one of the few ways mages would have to store liquids, the extra utility's drum, changes to need steel. Besides, I see rails as a vanilla feature, and both sides can fully use what vanilla has to offer.
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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
My reasoning for this is simple, if railcraft is installed it will override all vanilla rail recipes. And one of the few ways mages would have to store liquids, the extra utility's drum, changes to need steel. Besides, I see rails as a vanilla feature, and both sides can fully use what vanilla has to offer.
Ah, that makes sense. Thank you for explaining, and good luck with the server.
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If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
[/Spoiler]One question: Why is Railcraft useable by both sides? I honestly fail to see how RC should be both, mainly considering the boilers and engines, as they are useless for magicals. Personally, I would suggest switching RC with Tinker's Construct, as, to me, that seems like a lower-tech mod. And... Thaumium TConstruct tools! Then again, Thaumium Crowbar can be researched...
I forgot the tinkers construct part. The reason it would be locked to mechanics was a balance for infusion enchanting and the osmotic enchanter, giving both sides the power to pick and chose there enchanted tools.
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
Will this server be whitelisted Mrvideogame? Possible Greylist? I would LOVE to join a server like this. Sound like that one map called Magic vs Tech vs Redstone For good o' "Magic is OP" Tekkit. but it will be more balanced this time.
Will this server be whitelisted Mrvideogame? Possible Greylist? I would LOVE to join a server like this. Sound like that one map called Magic vs Tech vs Redstone For good o' "Magic is OP" Tekkit. but it will be more balanced this time.
Sadly, I have not the money to rent or buy a sever, or the time to manage one. I posted this here to get peoples ideas on it, so all can feel free to make sever around this concept, as currently that is all this is: a concept.
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
I think I figured out why my runes weren't crafting. My blank slates have a metadata of 1520 while NEI shows the recipe needing slates with metadata 0. I have no idea why the metadata is off, unless it's because I left the slate absorbing life in the altar for a little bit before I grabbed it. Anyways, I still can't craft any runes with these slates so I've been resorting to throwing the items away and spawning runes in.
Edit: After some experimenting, it definitely seems to be a problem with the slates. If I grab a slate that is in the middle of upgrading to the next tier, it becomes worthless for crafting. This is extremely inconvenient considering that any sort of blood input causes a finished slate to start upgrading. :/
I think I figured out why my runes weren't crafting. My blank slates have a metadata of 1520 while NEI shows the recipe needing slates with metadata 0. I have no idea why the metadata is off, unless it's because I left the slate absorbing life in the altar for a little bit before I grabbed it. Anyways, I still can't craft any runes with these slates so I've been resorting to throwing the items away and spawning runes in.
Edit: After some experimenting, it definitely seems to be a problem with the slates. If I grab a slate that is in the middle of upgrading to the next tier, it becomes worthless for crafting. This is extremely inconvenient considering that any sort of blood input causes a finished slate to start upgrading. :/
Way im asking about a bug that I have found that im making sure is a bug, because my server says that I can get refunded if its a bug.
So I had 400,000 LP in my soul network (aforementioned as SN) on a server named Magipunk (You post on the forum all the time, I suspect you know it well enough). I right clicked a weak blood orb so noone would claim it. and it reset my LP to 5000. And I worked very hard for that...... So I hope its a bug and not a desired effect.
Way im asking about a bug that I have found that im making sure is a bug, because my server says that I can get refunded if its a bug.
So I had 400,000 LP in my soul network (aforementioned as SN) on a server named Magipunk (You post on the forum all the time, I suspect you know it well enough). I right clicked a weak blood orb so noone would claim it. and it reset my LP to 5000. And I worked very hard for that...... So I hope its a bug and not a desired effect.
Unfortunately, This is how blood orbs work. You right click, the the mod goes "Alright, set SN cap to 5000. Above cap? Lower to cap." This was to prevent exploits with people "Skipping" steps, and having more LP then the should. Right click with your best orb, then plead ignorance to let the server allow you to reacquire your lost LP.
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
Unfortunately, This is how blood orbs work. You right click, the the mod goes "Alright, set SN cap to 5000. Above cap? Lower to cap." This was to prevent exploits with people "Skipping" steps, and having more LP then the should. Right click with your best orb, then plead ignorance to let the server allow you to reacquire your lost LP.
You don't actually lose the LP in the network. When you use an orb that is weaker, it simply won't go past its cap. Have 10kLP and use a weak blood orb? It won't add more.
Edit: If it is indeed messing with LP already in the network, then it is a glitch and I shall fix it.
You don't actually lose the LP in the network. When you use an orb that is weaker, it simply won't go past its cap. Have 10kLP and use a weak blood orb? It won't add more.
Good to know, will pass it one if i ever see someone with the same problem.
Now then, back to work on a "Project" Spawned off one little feature you mentioned yesterday...
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
Did the server recently change the config files?
I wish we had a wiki for this mod. I'd like to get a place where we could see and contribute to what the different spells and potion effects do. I've figured some out by experimentation, but some of them are rather... shall we say, subtle. Also the categories aren't very intuitive either. Such as the defensive water spell that causes lightning bolts to strike around me (or was that glowstone?).
Or even better: an in game manual I can craft like what Witchery, Ars Magica, and Thaumcraft have.
Relogging didn't fix the problem. Restarting the server didn't fix the problem. :/
Config files are all at default values.
An in-game manual would be nice. Could put a book in the blood altar and imbue it to get a Book of Blood or something.
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 also have my permission to create your own wiki page in the interim, though I'd like to know the links of said wiki so that I can spot potential errors :3. Then again, if it were moderated by the community errors would be found pretty quickly.
"The Clock of Life": although a good idea, it would have a lot of problems with several mods. For instance, some mods use the World Time to determine when their stuff should activate and don't have individual progress bars. Also, it would be a little difficult if two of said rituals were activated... It might be more convenient to have one ritual set the time to day, and another to night. Or ... make a new dimension in Mystcraft, since they have that covered! =3
Tested the teleposer recipe in my Dev version (3 gold on top, 3 gold on bottom, lowest teleposition focus in center and 2 ender pearls on either side) and it works for me. Perhaps it is MC glitching or something? Seems like it only happened recently, but I'd either need an error or a sustained problem to know that the issue was my own... Kinda sucks, but I can't do anything.
Edit: Mrvideogame, that idea sounds really, really fascinating. I'd probably wish to see a few videos of someone in Quantum armour facing off against someone in Bound armour. Wonder who would tire first...
The fact that both sides have their own strength and weaknesses is an added bonus! Distills a sense of pride in both sides.
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
As for the clash of the titans, bound armor will have one massive advantage: remote charging. The mages could set up tanks of life essence to be pumped into a alter with the blood orb of the fighter constantly being feed. It would be a long and bloody fight, but in the end it will probably be a numbers game. Still, I wouldn't mind seeing a fight like that. If only to watch the smug look fall from the mechanics faces when there precious quantum armor falls....
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
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
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
Ah, that makes sense. Thank you for explaining, and good luck with the server.
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
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
Edit: After some experimenting, it definitely seems to be a problem with the slates. If I grab a slate that is in the middle of upgrading to the next tier, it becomes worthless for crafting. This is extremely inconvenient considering that any sort of blood input causes a finished slate to start upgrading. :/
Ok, I think I have this covered. Try out this drop, and see what happens: https://www.dropbox.com/s/jcl9tgft0ehsejs/Blood%20Magic%20v0.6.2a.zip
Basically, I made the stuff while crafting not care what the damage values are. Guess I should've done that before, but alas!
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
So I had 400,000 LP in my soul network (aforementioned as SN) on a server named Magipunk (You post on the forum all the time, I suspect you know it well enough). I right clicked a weak blood orb so noone would claim it. and it reset my LP to 5000. And I worked very hard for that...... So I hope its a bug and not a desired effect.
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 don't actually lose the LP in the network. When you use an orb that is weaker, it simply won't go past its cap. Have 10kLP and use a weak blood orb? It won't add more.
Edit: If it is indeed messing with LP already in the network, then it is a glitch and I shall fix it.
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Now then, back to work on a "Project" Spawned off one little feature you mentioned yesterday...
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
I'm not observing that issue. What's your current essence? Right now, I fixed it for when your essence is above an orb's max, so is that it?
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-