Try setting up a mob farm near your altar and either whacking them with a sacrificial dagger or have the Well of Suffering going for it, then toss your orb in to the altar and you're good to go. More than the measily 200 you get from using it on yourself.
Ok, as long as I can do this in 164 then I got something better than a mob farm - CRAFTABLE SLIME SPAWN EGGS! So many slimes to kill, so little time.
So I built a well of suffering, and a ritual of regeneration directly under my tier 4 altar. Both rituals work, however it seems like the well of suffering causes damage faster than the ritual of regeneration can recover it. I had a flock of sheep in the ritual room, and they all died within 15 seconds. I could see them taking damage, and I could see the pink swirls from the ritual of regeneration. I even tested the ritual of regeneration of myself and found it to be working. So I don't know if this is an issue, the way it supposed to be, or something I'm doing wrong.
So I built a well of suffering, and a ritual of regeneration directly under my tier 4 altar. Both rituals work, however it seems like the well of suffering causes damage faster than the ritual of regeneration can recover it. I had a flock of sheep in the ritual room, and they all died within 15 seconds. I could see them taking damage, and I could see the pink swirls from the ritual of regeneration. I even tested the ritual of regeneration of myself and found it to be working. So I don't know if this is an issue, the way it supposed to be, or something I'm doing wrong.
That's the thing, now isn't it? Ritual of Regeneration does work, but what's hard to recognize is that it doesn't work faster or, at the very least, as fast as the Well of Suffering. Best way to rectify this issue is to use mobs that have inherent regenerative properties... the best of which is good old Vanilla Witches.
Its tough to get a good supply going with passive mobs unless you have spawners producing them from MFR or SSR.
I have a request, for map makers. I know this sounds bad, but hear me out. Could there be a config option to disable the LP Requirement for items and blocks? Now why -
I am making a UHC Pack, and i wanted to use your mod, because of all of the Cool new ways to fight with it, however the LP Requirement it holding me back. What i have to do is give my players a Orb of Testing to use every once in a while. This is tiresome, especially because players forget to use it.
This config option would be extremely broken, however is the config option to disable Applied Energistic's Power Requirement just as broken? This cofig option would allow for map makers to use your mod, without the hassle of the requirements.
However, i understand if you reject this idea, because it is too hard to implement, (I have no idea how your mod is structured), or if you dont want the player to be able to disable a integral part of your mod.
Anyways, thanks for reading, and for making such an amazing mod that is extremely different from most other mods out there, and is also very fun to play with.
As of yet, there is not. If you have a mod that has some form of mob spawner, use it; otherwise, your best bet is to light up everything as well as possible or go sky high to get a working mob spawner. I'd recommend checking out some video tutorials on how best to do that.
Azanor? thaumcraft and baubles have been 1.7.2 for ages now, just get some dodgy issues on 1.7.10
Some? Baubles has been updated by Vazkii (look up the "Princess Edition") but until Thaumcraft is updated, it's really, really not a good idea to use it on 1.7.10. Too many ways to crash your game in a hurry.
Ok, as long as I can do this in 164 then I got something better than a mob farm - CRAFTABLE SLIME SPAWN EGGS! So many slimes to kill, so little time.
Is anyone else having this problem?
That's the thing, now isn't it? Ritual of Regeneration does work, but what's hard to recognize is that it doesn't work faster or, at the very least, as fast as the Well of Suffering. Best way to rectify this issue is to use mobs that have inherent regenerative properties... the best of which is good old Vanilla Witches.
Its tough to get a good supply going with passive mobs unless you have spawners producing them from MFR or SSR.
The 1.7.10 download is taking longer than expected, however will be out tonight!
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Uh oh, you gave us a date AND a time... knowing how MY coding goes, I tend to shy away from that!
I am making a UHC Pack, and i wanted to use your mod, because of all of the Cool new ways to fight with it, however the LP Requirement it holding me back. What i have to do is give my players a Orb of Testing to use every once in a while. This is tiresome, especially because players forget to use it.
This config option would be extremely broken, however is the config option to disable Applied Energistic's Power Requirement just as broken? This cofig option would allow for map makers to use your mod, without the hassle of the requirements.
However, i understand if you reject this idea, because it is too hard to implement, (I have no idea how your mod is structured), or if you dont want the player to be able to disable a integral part of your mod.
Anyways, thanks for reading, and for making such an amazing mod that is extremely different from most other mods out there, and is also very fun to play with.
As of yet, there is not. If you have a mod that has some form of mob spawner, use it; otherwise, your best bet is to light up everything as well as possible or go sky high to get a working mob spawner. I'd recommend checking out some video tutorials on how best to do that.
Hurry up Azanor, I don't want to be left behind too much.
That's probably what they mean, 1.7.2 itself has its own issues.
Profile pic by Cheshirette c:
Some? Baubles has been updated by Vazkii (look up the "Princess Edition") but until Thaumcraft is updated, it's really, really not a good idea to use it on 1.7.10. Too many ways to crash your game in a hurry.