I wish the config had more tweaking options for some of the bound tools and stronger items. I personally feel that many of these items are AWESOME in mechanic, but are just a tad too strong. I'd love to see config options to weaken the bound pickaxe and maybe a config option to nerf the air sigil a bit, y'know stuff like that.
Without those config options my only real option to make it less stronger would be to use MCPC and perms to remove the items entirely, and I wouldn't wanna upset my server players but as it is right now, being able to go mining and fill your entire inventory in like 1-3 clicks is a tad insane lol. Great job nonetheless on the mod!
Well, all of these items power is balanced by the ext ream cost to run them, and the fact that you can easily die using them. The bound tools cost 10K LP per use, and that is a lot of LP to us at once. As for the air sigil, compare it to just creative mode flight. This gets you where your going, and fast, with the risk of dieing to fall damage when you use it.
That is the reason everything is stronger then your average mod: The risk you take to use it. Death can(And will) happen to the careless. That is what keeps our stuff in balance with other mods, they don't make you risk death every time you want to do something.
As for config options, I recall Way saying a few months back that due to how he handles calculations, many config options weren't possible.
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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
When you first get the tools, 10k LP does seem like a lot. But I think after a short while, you can progress to a point where it's not really such a huge drain. You're still a little limited in how much you can use it, but it's less of a dangerous thing. And the air sigil is risky, but you can mitigate it somewhat by dashing forward right before you hit the ground.
While all the items can be dangerous, I've kinda felt that if you maintain a healthy network, the risk is reduced. Also, I have been surprised at just how cheap some of the powerful sigils actually are. Expected the Sigil of Suppression to be a much bigger drain, for example.
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Are blood alters linked to specific players in any way, or just the orbs? If my friend hands me an archmage blood orb, and I bind it to myself, can I then place it in his tier 5 alter with runes of the orb and store a ton of LP, despite the fact I never even made an alter?
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Thanks for the reply chocolate25! I never got a reply from wayoftime, but is anyone else having issues with the key of binding not binding? Specifically, the server-wide key of binding?
When you first get the tools, 10k LP does seem like a lot. But I think after a short while, you can progress to a point where it's not really such a huge drain. You're still a little limited in how much you can use it, but it's less of a dangerous thing. And the air sigil is risky, but you can mitigate it somewhat by dashing forward right before you hit the ground.
While all the items can be dangerous, I've kinda felt that if you maintain a healthy network, the risk is reduced. Also, I have been surprised at just how cheap some of the powerful sigils actually are. Expected the Sigil of Suppression to be a much bigger drain, for example.
Air Sigil isn't bad at all. With Feather Falling IV and 4x Protection IV, you're literally nigh-immune to fall damage, so there's no need to worry.
i have an apprentice blood orb but i cant craft blood runes, please help
You craft standard blood runes with the weak blood orb. If you found the apprentice orb as loot via some modpack or whatever, you'll still need to get yourself the weak orb anyway. [if you find yourself lots of reinforced slates, you could theoretically skip that step all the way to teir 3 altar]
It is one of the things I think could stand to be changed about the mod. It's understandable that weaker orbs wouldn't be able to craft stronger items, but should be totally viable to use a stronger orb as a replacement in any recipe that calls for a weaker one.
You craft standard blood runes with the weak blood orb. If you found the apprentice orb as loot via some modpack or whatever, you'll still need to get yourself the weak orb anyway. [if you find yourself lots of reinforced slates, you could theoretically skip that step all the way to teir 3 altar]
It is one of the things I think could stand to be changed about the mod. It's understandable that weaker orbs wouldn't be able to craft stronger items, but should be totally viable to use a stronger orb as a replacement in any recipe that calls for a weaker one.
i threw away my weak blood orb thinking that the prentice blood orb would be able to craft things the weak on could, i was wrong and now i cant cheat a weak one in....
Yep. General good idea to keep most of the items. You'll need them one way or another. Even if you didn't need it for crafting, they're also used for taming the demons you kill.
Nothing that permanently spawns mobs, but you can summon a buffed-up zombie for 5,000 LP, and can summon demons later on.. Your best bet for monster spawning is to light up all the caves near your base until mobs can only spawn in the places you want them to.
When I use Meteorite ritual, it works wrong with Gregtech ores. When I report this to GregoriusT, he answered:
Not a GregTech Bug, I use TileEntities to store the Ore Data, because it would consume far too much Block IDs to have every possible Ore. If those two Mods don't check for any TileEntities being in that place, before transferring the Ore I cannot do anything about that. I guess the Ore Magnet of Twilight has the same Problem.
i threw away my weak blood orb thinking that the prentice blood orb would be able to craft things the weak on could, i was wrong and now i cant cheat a weak one in....
im thinking the reason this doesn't work is the more powerful orbs would "overpower" the recpie
I'm having way too much fun flying around everywhere with the Air Sigil. Weaving in and around obstacles, short bursts upwards to get a relatively stable vantage point for a few seconds, spinning and twisting around. I love it.
let me just say, this mod is a ton of fun! I love that automation is quasi required as you approach blood armor, but you cannot just "set and forget" the entire thing, with automatic crafting and such.
One bug I keep running into is that the ritual of regeneration is not affecting mobs immediately above it consistantly. I am sure it is activated and not locked with redstone
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Hello wayoftime
This mod is cool! Direwolf20 is still doeing a mod spotlight on this and i saw something. When i played with the mod, i only could make a sacraficial knife! In the mod sportlight dire had a sacraficial orb! Is there something wrong with my instalation or is the item removed?
The knife is crafted for supplying blood to the altar. The orb is created in the altar by infusing a diamond with the supplied blood.
Well, all of these items power is balanced by the ext ream cost to run them, and the fact that you can easily die using them. The bound tools cost 10K LP per use, and that is a lot of LP to us at once. As for the air sigil, compare it to just creative mode flight. This gets you where your going, and fast, with the risk of dieing to fall damage when you use it.
That is the reason everything is stronger then your average mod: The risk you take to use it. Death can(And will) happen to the careless. That is what keeps our stuff in balance with other mods, they don't make you risk death every time you want to do something.
As for config options, I recall Way saying a few months back that due to how he handles calculations, many config options weren't possible.
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
While all the items can be dangerous, I've kinda felt that if you maintain a healthy network, the risk is reduced. Also, I have been surprised at just how cheap some of the powerful sigils actually are. Expected the Sigil of Suppression to be a much bigger drain, for example.
*Tier Five altar stands up, because it's really a huge golem, and punches chocolote25 into the Stratosphere*
It is one of the things I think could stand to be changed about the mod. It's understandable that weaker orbs wouldn't be able to craft stronger items, but should be totally viable to use a stronger orb as a replacement in any recipe that calls for a weaker one.
i threw away my weak blood orb thinking that the prentice blood orb would be able to craft things the weak on could, i was wrong and now i cant cheat a weak one in....
Please fix this =)
im thinking the reason this doesn't work is the more powerful orbs would "overpower" the recpie
One bug I keep running into is that the ritual of regeneration is not affecting mobs immediately above it consistantly. I am sure it is activated and not locked with redstone
No, the sacrificial orb is a config option that DW20 uses because he doesn't want to encourage kids to cut themselves.
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