The Ritual appears to be fully formed. I compared with a screenshot on the FTB Wikia, and this is the 3rd time it was rebuild from scratch.
The 2nd and 3rd time it was built one block above the ground. I removed all the snow that fell on the ritualstones and I have ~17 million LP on my Soulnetwork if my Divination Sigil is to be trusted.
Look at the top left part of the ritual: Your missing one stone. Quite literally one stone.
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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
Seeing you bring back EE2-esque items gave me an idea. What about a ritual that upgrades solid fuels like coal or charcoal into the EE2 alchemical coal->mobius fuel->aeternalis fuel cycle, each one have 4 times the fuel rating of its predecessor. IC2 Generators and Railcraft boilers will love this stuff. These fuels should support block form like coal and be upgradable in that form with commensurate cost and speed.
1) Yes it is
2)No, that is Sphax. Dokucraft is currently bringing its Modsupport up-to-date and in the meantime I use this TP because it was what I had at hand.
Look at the top left part of the ritual: Your missing one stone. Quite literally one stone.
Uhmmm... where? Besides, since the blocks are all floating one block above the ground, there is nothing to prevent the ritual diviner from placing any blocks. I still have 10 in my inventory.
I think I see what you mean.I dont have access to my computer right now, but I'll check it out when I get the opportunity. If it really was that simple I get to feel really dumb.
Any tips how to gett from self-sacrfice to sacrfice
Edit: hope this helps
There is no secret. I tend to make my first altar pure SS, then move on to sacrifice latter on by building a second altar. That is the best tip can give you for now: You shouldn't stick to one altar, and shouldn't just replace your SS with a sacrifice.
Is it a bug that life essence is slowly draining from my network or is that intentional? It is kind-of annoying considering I'm playing on a server, whenever I leave I come back dying
There is something using your LP while your off line. This might come in the form of a lava crystal, a ritual, or someone else using tools or items bound to you.
I think I see what you mean.I dont have access to my computer right now, but I'll check it out when I get the opportunity. If it really was that simple I get to feel really dumb.
Thanks.
It happens to the best of us. If I had to guess, I'd say that A) you missed picking up one when you tore it down the first time or B)There is a fake air block blocking the diviner from placing it there(This can come in many forms, like a TC arcane lamp).
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 have a rather unfortunate problem regarding rituals (or at least the Ritual of Binding). I had the necessary stones and the Ritual Diviner and I placed everything without any issues but using the Weak Activation Crystal has absolutely no effect. I thought perhaps my ritual was too far away so I moved it right next to my altar and I made sure it was full and yet nothing.
I have a rather unfortunate problem regarding rituals (or at least the Ritual of Binding). I had the necessary stones and the Ritual Diviner and I placed everything without any issues but using the Weak Activation Crystal has absolutely no effect. I thought perhaps my ritual was too far away so I moved it right next to my altar and I made sure it was full and yet nothing.
You need LP in your soul network, not in the altar. Stick your blood orb in the altar and suck up the LP in it.
In other matter, I have a problem with the ritual of binding and the ritual of unbinding - stuff is randomly vanishing right after being spawned. First time I created a sanguine helmet, the helmet popped out after the ritual ran... then immediately vanished. Unbinding my Bound Armor has everything pop out, including the sockets, then the sockets vanish almost instantly. It's really frustrating.
Strange, I could have sworn I read somewhere that I needed blood in the altar. Regardless, thank you for the help.
You're welcome. Only thing you need blood in the altar itself is for creating things in the altar. It's also a more efficient way of getting LP into your soul network (as you can use runes of sacrifice/self-sacrifice, which will yield more than just using your blood orb in your hand.)
You're welcome. Only thing you need blood in the altar itself is for creating things in the altar. It's also a more efficient way of getting LP into your soul network (as you can use runes of sacrifice/self-sacrifice, which will yield more than just using your blood orb in your hand.)
That would make sense and again, I am grateful for your help. Also I have a few questions regarding the Well of Suffering and Ritual of Regeneration (if you can answer them): How far away can the Well of Suffering be from a blood altar? Does it have to be above or below the entities you want to draw Life Essence from or does it not matter? What about the Ritual of Regeneration? And lastly, do you know how big of an area the two rituals affect?
The Meaning of Life, the Universe, and Everything.
Join Date:
10/19/2013
Posts:
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Member Details
Is there any chance you could fix these TE's from ticking unnecessarily?
[15:22:49] [Server thread/INFO]: Detected TE WayofTime.alchemicalWizardry.common.tileEntity.TEHomHeart with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
[15:22:49] [Server thread/INFO]: Detected TE WayofTime.alchemicalWizardry.common.tileEntity.TEOrientable with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
[15:22:49] [Server thread/INFO]: Detected TE WayofTime.alchemicalWizardry.common.tileEntity.TESpellEffectBlock with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
[15:22:49] [Server thread/INFO]: Detected TE WayofTime.alchemicalWizardry.common.tileEntity.TESpellEnhancementBlock with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
[15:22:49] [Server thread/INFO]: Detected TE WayofTime.alchemicalWizardry.common.tileEntity.TESpellModifierBlock with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
[15:22:49] [Server thread/INFO]: Detected TE WayofTime.alchemicalWizardry.common.tileEntity.TESpellParadigmBlock with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
Is there any chance you could fix these TE's from ticking unnecessarily?
[15:22:49] [Server thread/INFO]: Detected TE WayofTime.alchemicalWizardry.common.tileEntity.TEHomHeart with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
[15:22:49] [Server thread/INFO]: Detected TE WayofTime.alchemicalWizardry.common.tileEntity.TEOrientable with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
[15:22:49] [Server thread/INFO]: Detected TE WayofTime.alchemicalWizardry.common.tileEntity.TESpellEffectBlock with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
[15:22:49] [Server thread/INFO]: Detected TE WayofTime.alchemicalWizardry.common.tileEntity.TESpellEnhancementBlock with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
[15:22:49] [Server thread/INFO]: Detected TE WayofTime.alchemicalWizardry.common.tileEntity.TESpellModifierBlock with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
[15:22:49] [Server thread/INFO]: Detected TE WayofTime.alchemicalWizardry.common.tileEntity.TESpellParadigmBlock with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
I guess, but considering that it doesn't really have any effect on performance to call am empty method... I don't think that the performance is actually hurt.
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Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
This mod is great. Stuff from it fits so well into so many designs that I use it all the time. I especially liked the fact that rituals can be moved (e.g. by force manipulators from MFFS), which allows for interesting contraptions (e.g. automatic quarry with silk touch/fortune, using ritual of magnetism). I also like Teleposers, with their many-to-one linking mechanics that allows for pretty interesting designs too.
Speaking of teleposers, is there any chance that ability to reorient them will be added? It would be helpful to be able to swap areas on the side or bottom. Also I tested how teleposers interact with forcefields, and they are able to swap part of the Calclavia MFFS forcefield, which may be... undesired.
Anyway, thanks for the great mod.
-- Sorry for the bad English, hope it's still understandable.
There is something using your LP while your off line. This might come in the form of a lava crystal, a ritual, or someone else using tools or items bound to you.
Turns out putting a block on the master ritual stone doesn't turn off the Serenade of the Nether. Now off to find some complicated way to wire that up to a lever .
It appears that if you link lowest tire focus to the teleposer A and put it into the teleposer B, when you apply redstone signal to B, the player standing on A will not be teleported, while anything that is on top of B will in fact teleport.
P.S. If you stand on the very corner of teleposer A, you may still be teleported, but it is hard to stand in the right place.
Turns out putting a block on the master ritual stone doesn't turn off the Serenade of the Nether. Now off to find some complicated way to wire that up to a lever .
That is a bit unfortunate, really. Not something I had noticed. Leaving the ritual alone shouldn't cost any extra LP, it's only a drain when it tries to generate a new source block. Seems perhaps with a block in the way, it just constantly tries and fails to generate it.
Unfortunate, in that paired with a Full Spring, you have a handy obsidian generator, which apparently ends up being a bit of a drain.
But, maybe that's why you're able to turn them off with redstone.
Look at the top left part of the ritual: Your missing one stone. Quite literally one stone.
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
1) Yes it is
2)No, that is Sphax. Dokucraft is currently bringing its Modsupport up-to-date and in the meantime I use this TP because it was what I had at hand.
Uhmmm... where? Besides, since the blocks are all floating one block above the ground, there is nothing to prevent the ritual diviner from placing any blocks. I still have 10 in my inventory.
Look at the north-west segment between the north and west side. Right next to the north side on the left, your missing one water rune.
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
Thanks.
There is no secret. I tend to make my first altar pure SS, then move on to sacrifice latter on by building a second altar. That is the best tip can give you for now: You shouldn't stick to one altar, and shouldn't just replace your SS with a sacrifice.
There is something using your LP while your off line. This might come in the form of a lava crystal, a ritual, or someone else using tools or items bound to you.
It happens to the best of us. If I had to guess, I'd say that A) you missed picking up one when you tore it down the first time or B)There is a fake air block blocking the diviner from placing it there(This can come in many forms, like a TC arcane lamp).
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
Didn't see that, yeah! Just one stone. The beta for 1.7.2 has a feature to tell what is wrong with activating a ritual, hope to get that out soon.
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
In other matter, I have a problem with the ritual of binding and the ritual of unbinding - stuff is randomly vanishing right after being spawned. First time I created a sanguine helmet, the helmet popped out after the ritual ran... then immediately vanished. Unbinding my Bound Armor has everything pop out, including the sockets, then the sockets vanish almost instantly. It's really frustrating.
Strange, I could have sworn I read somewhere that I needed blood in the altar. Regardless, thank you for the help.
That would make sense and again, I am grateful for your help. Also I have a few questions regarding the Well of Suffering and Ritual of Regeneration (if you can answer them): How far away can the Well of Suffering be from a blood altar? Does it have to be above or below the entities you want to draw Life Essence from or does it not matter? What about the Ritual of Regeneration? And lastly, do you know how big of an area the two rituals affect?
[15:22:49] [Server thread/INFO]: Detected TE WayofTime.alchemicalWizardry.common.tileEntity.TEOrientable with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
[15:22:49] [Server thread/INFO]: Detected TE WayofTime.alchemicalWizardry.common.tileEntity.TESpellEffectBlock with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
[15:22:49] [Server thread/INFO]: Detected TE WayofTime.alchemicalWizardry.common.tileEntity.TESpellEnhancementBlock with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
[15:22:49] [Server thread/INFO]: Detected TE WayofTime.alchemicalWizardry.common.tileEntity.TESpellModifierBlock with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
[15:22:49] [Server thread/INFO]: Detected TE WayofTime.alchemicalWizardry.common.tileEntity.TESpellParadigmBlock with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
I guess, but considering that it doesn't really have any effect on performance to call am empty method... I don't think that the performance is actually hurt.
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Speaking of teleposers, is there any chance that ability to reorient them will be added? It would be helpful to be able to swap areas on the side or bottom. Also I tested how teleposers interact with forcefields, and they are able to swap part of the Calclavia MFFS forcefield, which may be... undesired.
Anyway, thanks for the great mod.
-- Sorry for the bad English, hope it's still understandable.
Turns out putting a block on the master ritual stone doesn't turn off the Serenade of the Nether. Now off to find some complicated way to wire that up to a lever .
P.S. If you stand on the very corner of teleposer A, you may still be teleported, but it is hard to stand in the right place.
Unfortunate, in that paired with a Full Spring, you have a handy obsidian generator, which apparently ends up being a bit of a drain.
But, maybe that's why you're able to turn them off with redstone.