Okay, so your runes will still work fine. Each one now contains 1 of each of its respective element. This means I'll be able to add more items that contain energy and even batteries that can store lots of energy inside them. Magic damage is separate from ranged and melee damage, as it can penetrate armour. Conjure Arrow counts as ranged damage, because it's simply spawning an arrow, and ignite can do both. The projectile itself deals magic damage, but the fire deals fire damage.
Currently I have plans for the shade to deal magic damage, and maybe even add some more mobs that cast spells or use splash potions.
Okay, so your runes will still work fine. Each one now contains 1 of each of its respective element. This means I'll be able to add more items that contain energy and even batteries that can store lots of energy inside them. Magic damage is separate from ranged and melee damage, as it can penetrate armour. Conjure Arrow counts as ranged damage, because it's simply spawning an arrow, and ignite can do both. The projectile itself deals magic damage, but the fire deals fire damage.
Currently I have plans for the shade to deal magic damage, and maybe even add some more mobs that cast spells or use splash potions.
Oh, thanks for clearing that up. The shade idea seems nice. Does that mean witches' potions count as magic as well? Also, It would be interesting to add a few spells that do straight up magic damage, like a frost bolt, fire ball, something like that. Maybe making it so that some of the new spells you add can be made, instead of just found. I don't really have any spell ideas, though I'll post here if i get any, but I think you have that covered. That cloud bridge is just pure awesome fun.
Oh, thanks for clearing that up. The shade idea seems nice. Does that mean witches' potions count as magic as well? Also, It would be interesting to add a few spells that do straight up magic damage, like a frost bolt, fire ball, something like that. Maybe making it so that some of the new spells you add can be made, instead of just found. I don't really have any spell ideas, though I'll post here if i get any, but I think you have that covered. That cloud bridge is just pure awesome fun.
I am already working on a spell research system, plus some new spells. It should be very cool. And yes, witches' potions count as magic damage.
Hello again, Vroom! I've been doing a lot of testing with the machines trying to automate them and such, and have a few suggestions/bug fixes that may prove handy.
For starters, the machines (tested with the runic infuser) do not appear to drop their contents on destroying them. I tried this by placing gunpowder in each of the slots and picked it up with a pickaxe, and unless the gunpowder exploded, it did not drop anything. I suppose that this is an easy enough thing to fix.
Second is that it doesn't seem that the barrels added by the mod are able to connect to any form of liquid routing item. I used liquiducts from Thermal Expansion and water-proof pipes from Buildcraft, and they connected fine but were unable to extract or input any liquid in the barrel. Forge does have a liquid API that you would be able to utilize so I think it would be easy enough to implement the correct behaviour. (The Runic Infuser did not connect to any pipe.)
Third is mainly a suggestion. When I was trying to input/extract items into/out from the machines, the bucket slots were inaccessible from any of the sides of the machines. So, when trying to get around the liquid issue with buckets, I was unable to put buckets into the slots through either Factorization Routers (which operate using slot numbers) or by standard Buildcraft pipes. Forge has an ISided API that is used to determine when an item is piped into a side which slot on the machine it interfaces with, so this should be another simple enough fix to accomplish.
Also, the Forge seems to sometimes take two passes to complete any sort of task. So, sometimes it takes double the time (and double the lava) for any of the tasks.
Other than the shades not spawning in the Nether when BoP and Natura are installed, I think that is everything currently. Let me know if something isn't clear, and let me know how it goes!
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Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
Please Help!
I can use the mod fine by itself, but not with NEI with the plugin! (Yes, NEI works by itself fine)
I searched for a video and watched the video from TheAtlanticCraft and got all the recipes EXCEPT for the magic power generator. (I tried the recipe in the video, but it didn't work ) I used a tinkering station and it still didn't work.
If you can help, thank you
Please Help!
I can use the mod fine by itself, but not with NEI with the plugin! (Yes, NEI works by itself fine)
I searched for a video and watched the video from TheAtlanticCraft and got all the recipes EXCEPT for the magic power generator. (I tried the recipe in the video, but it didn't work ) I used a tinkering station and it still didn't work.
If you can help, thank you
-AMACB
I had some trouble installing the plugin myself, so I might be able to help. But could you give some more details as to what exactly the problem is? Did you fix the plugin watching the video, and just the one recipe is damaged? Or is the entire plugin still not working? Also, give details to your installation process.
Give us some recipes i need to know how to craft a forge!
The wiki is being updated, but for now the NEI plugin is a fantastic alternative, as it can be used in game, something even a completed wiki cannot do.
Oh and you craft a forge like this: B=Brick Block. F=Furnace. S=Stone.
Machines SHOULD drop their stuff when you destroy them. I'm about 99% sure this has been in since the first release, but I could be wrong so I'll check as soon as I can. I'm not entirely sure why some of my machines cannot connect to pipes. I know that the forge is fine, as I did extensive testing with it not too long ago. If I remember correctly, barrels can only connect on the top and the bottom, but things may have changed since I implemented that. I'm not sure about the mixer or runic infuser (which is getting an update soon, not this update, but most likely the next one). I do make use of Forge's liquid API so as to ensure that the barrels and mixer can contain any Forge liquid. Those bucket slots are there for users who do not have a mod that adds liquid pipes. They are not meant to be accessible through item pipes. I do make use of the ISidedInventory stuff on most of my machines, but then again, there are things I need to check.
I have made some recent modifications to how the Forge functions, which should have fixed most of the old bugs. It now has to heat up to a temperature defined in the recipe before it can begin smelting.
Sorry it took so long to get back to you, I've been really busy lately and haven't had much time to work on Sorcery or reply to posts here.
i've seen a review on this mod and it seems like a really good mod. But when i tried to install it, (via install forge>put .zip file into mods folder like it says) it only crashes my game when i try to open it. without dropping the .zip into the mods folder it will open and forge is working. i also tried extracting the .zip into the folder and that didn't work either. What am I doing wrong? Someone please help!
i've seen a review on this mod and it seems like a really good mod. But when i tried to install it, (via install forge>put .zip file into mods folder like it says) it only crashes my game when i try to open it. without dropping the .zip into the mods folder it will open and forge is working. i also tried extracting the .zip into the folder and that didn't work either. What am I doing wrong? Someone please help!
no 1.6.2 and any other mod i try to install like that doesn't work either. it just says the game crashed and to contact the mod developers
You do understand that I have not updated Sorcery to 1.6.2, don't you? The currently available version was built for Minecraft 1.5.2 and will not work for 1.6.2 until I update it.
You do understand that I have not updated Sorcery to 1.6.2, don't you? The currently available version was built for Minecraft 1.5.2 and will not work for 1.6.2 until I update it.
Oh ok. than ill just try to run the mod with 1.5.2 until it's updated.
Coming up with Ideas is vary fun and stimulating to me. that's why I love suggesting ideas -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- The Midna Icon Im using can be found Here
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I know my username is painfully witty. just ignore it
Looks great, cant wait till the 1.6.2 version (playing hell trying to make the new launcher run my 1.5.2 game and it's a PITA to swap the .minecraft folder and launcher back and forth...)
Okay, so your runes will still work fine. Each one now contains 1 of each of its respective element. This means I'll be able to add more items that contain energy and even batteries that can store lots of energy inside them. Magic damage is separate from ranged and melee damage, as it can penetrate armour. Conjure Arrow counts as ranged damage, because it's simply spawning an arrow, and ignite can do both. The projectile itself deals magic damage, but the fire deals fire damage.
Currently I have plans for the shade to deal magic damage, and maybe even add some more mobs that cast spells or use splash potions.
Oh, thanks for clearing that up. The shade idea seems nice. Does that mean witches' potions count as magic as well? Also, It would be interesting to add a few spells that do straight up magic damage, like a frost bolt, fire ball, something like that. Maybe making it so that some of the new spells you add can be made, instead of just found. I don't really have any spell ideas, though I'll post here if i get any, but I think you have that covered. That cloud bridge is just pure awesome fun.
I am already working on a spell research system, plus some new spells. It should be very cool. And yes, witches' potions count as magic damage.
Nice to hear. Keep up the inspiring work!
For starters, the machines (tested with the runic infuser) do not appear to drop their contents on destroying them. I tried this by placing gunpowder in each of the slots and picked it up with a pickaxe, and unless the gunpowder exploded, it did not drop anything. I suppose that this is an easy enough thing to fix.
Second is that it doesn't seem that the barrels added by the mod are able to connect to any form of liquid routing item. I used liquiducts from Thermal Expansion and water-proof pipes from Buildcraft, and they connected fine but were unable to extract or input any liquid in the barrel. Forge does have a liquid API that you would be able to utilize so I think it would be easy enough to implement the correct behaviour. (The Runic Infuser did not connect to any pipe.)
Third is mainly a suggestion. When I was trying to input/extract items into/out from the machines, the bucket slots were inaccessible from any of the sides of the machines. So, when trying to get around the liquid issue with buckets, I was unable to put buckets into the slots through either Factorization Routers (which operate using slot numbers) or by standard Buildcraft pipes. Forge has an ISided API that is used to determine when an item is piped into a side which slot on the machine it interfaces with, so this should be another simple enough fix to accomplish.
Also, the Forge seems to sometimes take two passes to complete any sort of task. So, sometimes it takes double the time (and double the lava) for any of the tasks.
Other than the shades not spawning in the Nether when BoP and Natura are installed, I think that is everything currently. Let me know if something isn't clear, and let me know how it goes!
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
I can use the mod fine by itself, but not with NEI with the plugin! (Yes, NEI works by itself fine)
I searched for a video and watched the video from TheAtlanticCraft and got all the recipes EXCEPT for the magic power generator. (I tried the recipe in the video, but it didn't work
If you can help, thank you
-AMACB
I had some trouble installing the plugin myself, so I might be able to help. But could you give some more details as to what exactly the problem is? Did you fix the plugin watching the video, and just the one recipe is damaged? Or is the entire plugin still not working? Also, give details to your installation process.
The wiki is being updated, but for now the NEI plugin is a fantastic alternative, as it can be used in game, something even a completed wiki cannot do.
Oh and you craft a forge like this: B=Brick Block. F=Furnace. S=Stone.
BBB
BFB
SSS
Thank you!
Machines SHOULD drop their stuff when you destroy them. I'm about 99% sure this has been in since the first release, but I could be wrong so I'll check as soon as I can. I'm not entirely sure why some of my machines cannot connect to pipes. I know that the forge is fine, as I did extensive testing with it not too long ago. If I remember correctly, barrels can only connect on the top and the bottom, but things may have changed since I implemented that. I'm not sure about the mixer or runic infuser (which is getting an update soon, not this update, but most likely the next one). I do make use of Forge's liquid API so as to ensure that the barrels and mixer can contain any Forge liquid. Those bucket slots are there for users who do not have a mod that adds liquid pipes. They are not meant to be accessible through item pipes. I do make use of the ISidedInventory stuff on most of my machines, but then again, there are things I need to check.
I have made some recent modifications to how the Forge functions, which should have fixed most of the old bugs. It now has to heat up to a temperature defined in the recipe before it can begin smelting.
Sorry it took so long to get back to you, I've been really busy lately and haven't had much time to work on Sorcery or reply to posts here.
I am not able to reproduce this. Can you give me more information?
Are you running Minecraft 1.5.2?
no 1.6.2 and any other mod i try to install like that doesn't work either. it just says the game crashed and to contact the mod developers
You do understand that I have not updated Sorcery to 1.6.2, don't you? The currently available version was built for Minecraft 1.5.2 and will not work for 1.6.2 until I update it.
Oh ok. than ill just try to run the mod with 1.5.2 until it's updated.
My only con is magic regains way to quick.
I know its early development but i just wanted to say it
That's it bye
==================================================================================================================
Coming up with Ideas is vary fun and stimulating to me. that's why I love suggesting ideas
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The Midna Icon Im using can be found Here
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I know my username is painfully witty. just ignore it