The Summoning System is making a lot of head way. It is a bit difficult to create, since it requires some precise mathematical measurements to be conducted - Alchemy is a fickle thing sometimes. I might make an item that would automatically place the components of the ritual on the ground, but I am not entirely sure if I want to give such a convenience! =P Nah, I'll probably make such an item so that it is easy enough, but it could be worse.
I won't give too much away for the ritual, because it is still a WIP, but what I will say is that if you love to make the multi-block structures currently, then you will love this. Maybe I'll have a picture of it in a few days...
The Bound Blade isn't giving the correct damage, for some odd reason. I'll have it fixed for the next release, though, so stay tuned. Also, the next release may have some preliminary stuff for the summoning, but it is a bit on the ... I wouldn't say the experimental side, but it does take a lot of work per mob. Much more worth it compared to rituals, however, but it is still fun!
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Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
Nah, he just keeps turning down invitations to join my server. Aw well, it'll work out if everybody stops playing. When starbound is out, and there's a server. I'll host.
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Find me on EsperNet at #Granseal
Props to those who know the reference!
For instance, the 4 edge runes may be replaced with other runes
Which runes are the 4 edge runes? The ones directly next to the altar? Do I get no effects if I replace corner runes? (You do so in the screenshot for the tier 3 altar.)
I like it, but I suggest changing the "alchemical" from the name because I don't think this mod is about alchemy. Secondly, the bound armour looks identical to redmatter from EE2
Alchemy comes in many different forms. Just because you don't see as much alchemy now doesn't mean that it isn't going to be added in some sort of way soon. Bound armor does look identical to redmatter from EE2 because WayofTime has permission from Pahimar to use the textures.
I like it, but I suggest changing the "alchemical" from the name because I don't think this mod is about alchemy. Secondly, the bound armour looks identical to redmatter from EE2
Alchemy comes in many different forms. Just because you don't see as much alchemy now doesn't mean that it isn't going to be added in some sort of way soon. Bound armor does look identical to redmatter from EE2 because WayofTime has permission from Pahimar to use the textures.
As Whizard said, I'm actually going to be adding a lot of alchemy related things to the mod. They won't be in the scope of EE or XReliquary - you won't transmute a vanilla material into another vanilla material, but you will be able to make multiple alchemical reagents for summoning means and other effects. I'd like to do some stuff with the potion system - it frankly kind of sucks right now, but we'll see what I can come up with.
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Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
Just a question, when I use the binding ritual, I don't seem to get the energy blaster in survival at all.
Is there something I'm missing?
I believe that the resulting item is getting hit by a stray lightning bolt. I tried it out in my world, and by constructing a simple 2-high wall around the Master Ritual Stone, you can prevent the Energy Blaster from getting ... blasted.
It is a bit of a pain, though, I have to admit!
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Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
I believe that the resulting item is getting hit by a stray lightning bolt. I tried it out in my world, and by constructing a simple 2-high wall around the Master Ritual Stone, you can prevent the Energy Blaster from getting ... blasted.
Hmmm. Is the weak orb supposed to be consumed whenever I craft something with it? Because one diamond per crafting seems to be somewhat costly.
Most of the stuff that you gain through this mod requires more of a gradual progression, and as such is a bit costly. Yeah, it does require a diamond for each weak blood orb, however if it didn't cost that amount, people playing with other mods would have an overwhelming advantage. One of the perils of having to balance with modded MC and vanilla...
Also, teaser pic:
What is that beast, and more importantly, what is that block that looks vaguely like a potion stand?
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Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
Most of the stuff that you gain through this mod requires more of a gradual progression, and as such is a bit costly. Yeah, it does require a diamond for each weak blood orb, however if it didn't cost that amount, people playing with other mods would have an overwhelming advantage. One of the perils of having to balance with modded MC and vanilla...
Also, teaser pic:
What is that beast, and more importantly, what is that block that looks vaguely like a potion stand?
The beast looks like a humanoid cow in a way... And the *vague potion stand* is... Hmmm.... A blood distillation device? O.o
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This is an image. Images need to be either looked at or poked. I'd recommend poking it.
The beast looks like a humanoid cow in a way... And the *vague potion stand* is... Hmmm.... A blood distillation device? O.o
Haha, no, it isn't a demon cow! It's actually something closer to a stone construct of a demon. It is a bit low tier, but would be worth the hassle in acquiring it.
The other "device" is going to be used in quite a few major recipes. Hopefully it is intuitive enough for use, because you will be using it a lot! It will help with buffing the character through other means, and will really help with the risk vs reward aspect of the mod.
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Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
Haha, no, it isn't a demon cow! It's actually something closer to a stone construct of a demon. It is a bit low tier, but would be worth the hassle in acquiring it.
The other "device" is going to be used in quite a few major recipes. Hopefully it is intuitive enough for use, because you will be using it a lot! It will help with buffing the character through other means, and will really help with the risk vs reward aspect of the mod.
(I liked blood distillation better :D)
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This is an image. Images need to be either looked at or poked. I'd recommend poking it.
True, the distillation of blood may have some interesting effects, however I think it would be much more wise to use other means to alter the state of your blood. Alchemy might be a viable alternative, especially if you were to find some more favourable ingredients...
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Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
pfft, you know you can come play with me.
Props to those who know the reference!
Awww, Rogue is such a softy.
The Summoning System is making a lot of head way. It is a bit difficult to create, since it requires some precise mathematical measurements to be conducted - Alchemy is a fickle thing sometimes. I might make an item that would automatically place the components of the ritual on the ground, but I am not entirely sure if I want to give such a convenience! =P Nah, I'll probably make such an item so that it is easy enough, but it could be worse.
I won't give too much away for the ritual, because it is still a WIP, but what I will say is that if you love to make the multi-block structures currently, then you will love this. Maybe I'll have a picture of it in a few days...
The Bound Blade isn't giving the correct damage, for some odd reason. I'll have it fixed for the next release, though, so stay tuned. Also, the next release may have some preliminary stuff for the summoning, but it is a bit on the ... I wouldn't say the experimental side, but it does take a lot of work per mob. Much more worth it compared to rituals, however, but it is still fun!
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Nah, he just keeps turning down invitations to join my server. Aw well, it'll work out if everybody stops playing. When starbound is out, and there's a server. I'll host.
Props to those who know the reference!
Which runes are the 4 edge runes? The ones directly next to the altar? Do I get no effects if I replace corner runes? (You do so in the screenshot for the tier 3 altar.)
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Alchemy comes in many different forms. Just because you don't see as much alchemy now doesn't mean that it isn't going to be added in some sort of way soon. Bound armor does look identical to redmatter from EE2 because WayofTime has permission from Pahimar to use the textures.
As Whizard said, I'm actually going to be adding a lot of alchemy related things to the mod. They won't be in the scope of EE or XReliquary - you won't transmute a vanilla material into another vanilla material, but you will be able to make multiple alchemical reagents for summoning means and other effects. I'd like to do some stuff with the potion system - it frankly kind of sucks right now, but we'll see what I can come up with.
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Is there something I'm missing?
I believe that the resulting item is getting hit by a stray lightning bolt. I tried it out in my world, and by constructing a simple 2-high wall around the Master Ritual Stone, you can prevent the Energy Blaster from getting ... blasted.
It is a bit of a pain, though, I have to admit!
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Okay thanks
Most of the stuff that you gain through this mod requires more of a gradual progression, and as such is a bit costly. Yeah, it does require a diamond for each weak blood orb, however if it didn't cost that amount, people playing with other mods would have an overwhelming advantage. One of the perils of having to balance with modded MC and vanilla...
Also, teaser pic:
What is that beast, and more importantly, what is that block that looks vaguely like a potion stand?
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
The beast looks like a humanoid cow in a way... And the *vague potion stand* is... Hmmm.... A blood distillation device? O.o
The other "device" is going to be used in quite a few major recipes. Hopefully it is intuitive enough for use, because you will be using it a lot! It will help with buffing the character through other means, and will really help with the risk vs reward aspect of the mod.
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
(I liked blood distillation better :D)
True, the distillation of blood may have some interesting effects, however I think it would be much more wise to use other means to alter the state of your blood. Alchemy might be a viable alternative, especially if you were to find some more favourable ingredients...
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
it will be ahwile thought