Hello unfortunately I am not in a position to play with your latest mod update and was watching the meet your maker videos, and noticed a couple of things.
During rituals there is that central contruct??? What is master
The diffrence between a prop and real altar and if real altar ever look that good
And in the incense room there were some blood fountains??? in the walls what are those and do they server a purpose.
Sidenote not sure if my browser is boinked or not but most of the pictures in the thread spoiler do not show Example below
Just wondering about the sentient sword. I have read that it is repairable with will crystals, and have grown some but I have no idea how to use them to repair it. I am using the latest 1.8.9 version of the mod.
Just wondering about the sentient sword. I have read that it is repairable with will crystals, and have grown some but I have no idea how to use them to repair it. I am using the latest 1.8.9 version of the mod.
I don't think they are repairable in 1.8.9. Sorry!
Rollback Post to RevisionRollBack
Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
Side note: Coincidentally a lot of the Will variants match some of the main characters in the stories i write in terms of personality and color. That's just a neat thing I like
I've been messing around with the Living Armor and was wishing the Sentient Armor would also apply the Living Armor upgrades accumulated thus far but perhaps add 1 level to an upgrade with sufficient Will present?
Side note: Coincidentally a lot of the Will variants match some of the main characters in the stories i write in terms of personality and color. That's just a neat thing I like
I've been messing around with the Living Armor and was wishing the Sentient Armor would also apply the Living Armor upgrades accumulated thus far but perhaps add 1 level to an upgrade with sufficient Will present?
About the armor: that would be waaay too OP for just plain old sentient armor, but perhaps the new version of Omega could be a way to combine the sentient and living armor sets in a similar fashion when it does finally get added. Eg., the new variation of Symmetry of the Omega would transform a set of Living armor into a hybrid of the two sets, complete with will usage and living armor upgrades, and perhaps adding additional bonuses as well? The time limit would most likely still be a thing, but personally I don't think it would be too OP to just make a (very expensive) way to re-charge the armor, rather than just negating the passive cost. The inability to recharge the reagent in the old Omega armor was IMO the only reason it wasn't WAY more popular.
Rollback Post to RevisionRollBack
I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
About the armor: that would be waaay too OP for just plain old sentient armor, but perhaps the new version of Omega could be a way to combine the sentient and living armor sets in a similar fashion when it does finally get added. Eg., the new variation of Symmetry of the Omega would transform a set of Living armor into a hybrid of the two sets, complete with will usage and living armor upgrades, and perhaps adding additional bonuses as well? The time limit would most likely still be a thing, but personally I don't think it would be too OP to just make a (very expensive) way to re-charge the armor, rather than just negating the passive cost. The inability to recharge the reagent in the old Omega armor was IMO the only reason it wasn't WAY more popular.
I was thinking in terms of getting the upgrades to apply, that it should be that you need a Grand Gem filled all the way with Will to make the effects of Living Armor carry over. But that's just me.
I just changed my Greater Tartaric Gem over to a Steadfast Will Gem, to my joy, and swapped my Sentient Sword and Armor over to Steadfast as well. To my confusion, all the Will I pick up with my Steadfast sword actually seems to DECREASE my Will total in the Steadfast Gem. What giveth?
I just changed my Greater Tartaric Gem over to a Steadfast Will Gem, to my joy, and swapped my Sentient Sword and Armor over to Steadfast as well. To my confusion, all the Will I pick up with my Steadfast sword actually seems to DECREASE my Will total in the Steadfast Gem. What giveth?
1. Nice double post.
2. If I'm not mistaken special will types need the same type of will to refill, so the default will from monsters won't work. The decrease you're seeing is most likely due to the sentient sword hitting mobs and draining will to boost its power.
---
Edit: WayofTime, I love the new BM, but I also love the old endgame from the 1.7.10 version that still hasn't been re-coded for 1.9/1.10... I don't want to sound rude, but I loved the Invasion, and I can think of two things I was hyped for in the old BM that never happened due to the rewrite. 1. The later stages of the Invasion, supposedly with bosses balanced around Omega, and 2. the mysterious feature that was supposedly a "whole other kettle of fish" from Omega, but which was never detailed due to the rewrite happening before it could be introduced: "Alpha Pact". Now, since I know this stuff is most likely going to be taking a back burner to early game content in the new BM, could we at least have an explanation of how all that was going to be implemented into the old version? I ask this mainly because I'm so curious as to what that "Alpha Pact" actually was. Of course, it's your mod, and therefore your decision, but please? (Terribly sorry Way, no offense is intended, I'm just out of my mind with curiosity.)
I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
I'm using version 1.3.3 for 1.7.10 (in the Agrarian Skies 2 modpack) and I have a well of suffering under my altar, and my bound armor with a sigil of magnetism keeps sucking in mob drops before my hopperhock can get to them. Is it possible to blacklist certain items from what the sigil/armour can attract? It's annoying to keep getting rid of bones and things. I could take it out of the armour and just use the sigil, but i spend a lot of time around my altar and would like to just leave the effect on.
Otherwise, i love this mod! It's fun and I enjoy how different rituals are to other mods methods of doing things.
I am playing on 1.10.2 to start with and I am trying to plan my area out to start Blood magic. What is the dimensions of the final tiered alter? Is it like 25x25 blocks? I just want to make sure to plan this out perfectly.
Hello unfortunately I am not in a position to play with your latest mod update and was watching the meet your maker videos, and noticed a couple of things.
During rituals there is that central contruct??? What is master
The diffrence between a prop and real altar and if real altar ever look that good
And in the incense room there were some blood fountains??? in the walls what are those and do they server a purpose.
Sidenote not sure if my browser is boinked or not but most of the pictures in the thread spoiler do not show Example below
http://i.imgur.com/g90rPL1.png
I am the true Sith one so powerful He snaps his fingers and whole systems die
don't click this link...
Just wondering about the sentient sword. I have read that it is repairable with will crystals, and have grown some but I have no idea how to use them to repair it. I am using the latest 1.8.9 version of the mod.
I don't think they are repairable in 1.8.9. Sorry!
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Ah. I had started to suspect. Thank you for the quick reply. I shall seek another way to repair them then.
Absolutely love the mod. :-)
You are reading a highly outdated wiki.
Oh my god, I love the 1.10 version of this mod.
Red Nether Brick + Blood Altar = WIN
Side note: Coincidentally a lot of the Will variants match some of the main characters in the stories i write in terms of personality and color. That's just a neat thing I like
I've been messing around with the Living Armor and was wishing the Sentient Armor would also apply the Living Armor upgrades accumulated thus far but perhaps add 1 level to an upgrade with sufficient Will present?
About the armor: that would be waaay too OP for just plain old sentient armor, but perhaps the new version of Omega could be a way to combine the sentient and living armor sets in a similar fashion when it does finally get added. Eg., the new variation of Symmetry of the Omega would transform a set of Living armor into a hybrid of the two sets, complete with will usage and living armor upgrades, and perhaps adding additional bonuses as well? The time limit would most likely still be a thing, but personally I don't think it would be too OP to just make a (very expensive) way to re-charge the armor, rather than just negating the passive cost. The inability to recharge the reagent in the old Omega armor was IMO the only reason it wasn't WAY more popular.
I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
I was thinking in terms of getting the upgrades to apply, that it should be that you need a Grand Gem filled all the way with Will to make the effects of Living Armor carry over. But that's just me.
Ok, bug report time.
I just changed my Greater Tartaric Gem over to a Steadfast Will Gem, to my joy, and swapped my Sentient Sword and Armor over to Steadfast as well. To my confusion, all the Will I pick up with my Steadfast sword actually seems to DECREASE my Will total in the Steadfast Gem. What giveth?
1. Nice double post.
2. If I'm not mistaken special will types need the same type of will to refill, so the default will from monsters won't work. The decrease you're seeing is most likely due to the sentient sword hitting mobs and draining will to boost its power.
---
Edit: WayofTime, I love the new BM, but I also love the old endgame from the 1.7.10 version that still hasn't been re-coded for 1.9/1.10... I don't want to sound rude, but I loved the Invasion, and I can think of two things I was hyped for in the old BM that never happened due to the rewrite. 1. The later stages of the Invasion, supposedly with bosses balanced around Omega, and 2. the mysterious feature that was supposedly a "whole other kettle of fish" from Omega, but which was never detailed due to the rewrite happening before it could be introduced: "Alpha Pact". Now, since I know this stuff is most likely going to be taking a back burner to early game content in the new BM, could we at least have an explanation of how all that was going to be implemented into the old version? I ask this mainly because I'm so curious as to what that "Alpha Pact" actually was. Of course, it's your mod, and therefore your decision, but please? (Terribly sorry Way, no offense is intended, I'm just out of my mind with curiosity.)
I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
I am currently using Ornate Blood Stone from Railcraft, some of it on Carpenter's block slopes, in my custom 1.7 pack
to similar effect.
Can I change the potion ids of this mod?
Use the configs
Creator of Blood Arsenal and Sleep! Contributor to Blood Magic!
I'm using version 1.3.3 for 1.7.10 (in the Agrarian Skies 2 modpack) and I have a well of suffering under my altar, and my bound armor with a sigil of magnetism keeps sucking in mob drops before my hopperhock can get to them. Is it possible to blacklist certain items from what the sigil/armour can attract? It's annoying to keep getting rid of bones and things. I could take it out of the armour and just use the sigil, but i spend a lot of time around my altar and would like to just leave the effect on.
Otherwise, i love this mod! It's fun and I enjoy how different rituals are to other mods methods of doing things.
Does the 1.10 version have CraftTweaker support?
No.
Can I use this mod in a modpack?
Come over and check out Wulf Hollow Server!
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mod-packs/2723091-wulf-hollow-v1-0-1-custom-recipes-friendly-players
i'm curious, does the incense system in 1.7 function? or will i need to update to blood magic 2 in 1.9 to use it?
I am playing on 1.10.2 to start with and I am trying to plan my area out to start Blood magic. What is the dimensions of the final tiered alter? Is it like 25x25 blocks? I just want to make sure to plan this out perfectly.