The Meaning of Life, the Universe, and Everything.
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My altar drains randomly, with no rituals or infusion happening, I also seem not to be able to increase my own lp, which i need in order to activate a ritual.
My altar drains randomly, with no rituals or infusion happening, I also seem not to be able to increase my own lp, which i need in order to activate a ritual.
Are you playing with Galacticraft? If so, are you using the Beta versions of Blood Magic? If so, there's a problem. If you're not using the Beta version of Blood Magic, then there's your problem right there. Galacticraft breaks things with Fake Players, making Blood Magic think that you're not real. Otherwise, if Galacticraft isn't installed, we'll have to go through some things to figure it out.
The Meaning of Life, the Universe, and Everything.
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I have some suggestions. Enchanting bound weapons seems OP (to me at least). Maybe they could be modified by sigils (in the ritual of binding??). For example, the lava sigil could set your enemies on fire while others could give potion effects. That could possibly come with tool inhibitor?? Also baubles seems like a cool api and I think that blood magic baubles would be cool.
Quote from RhinestarGaming»My altar drains randomly, with no rituals or infusion happening, I also seem not to be able to increase my own lp, which i need in order to activate a ritual.
Another possible problem may be you have your bound weapons left activated. They drain lp constantly if they are activated. Shift click with them in your hand to deactivate them.
For those interested. I have automated the inserting and extraction of reinforced slates from a blood altar, as seen here:
The hopper on the side of the altar adds stone to the altar from the chest for large batches. The hopper directly under the alter is filtered by reinforced slates in each slot, so that it can only remove the right slates. The comparator on the side reads the top hopper under the altar through the rune to give a redstone signal based on the number of items in its inventory, so that when it starts getting items out of the altar it triggers the NOT gate activating the hopper under the first. pulling items out of the top hopper and placing them in the chest.
Now, a few of you might be asking what the sticky piston is for. A problem arises with the speed hoppers pull out stacks of items: By the time it is done, enough LP would have gone into the slates to turn them into imbued. To stop this, when items start flowing out of the altar the piston is triggered turning the altar into a T2 and as a result unable to make a T3 slate. Once items stop flowing, the rune is returned and the cycle restarts. The altar shown would be completely automated with the addition of stone production and LP production, but those can be handled off-site.
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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
Hi, I made a tier 3 blood altar and looked at 3 different videos to check if i have done it right and for some odd reason, my blood altar says tier 2?
I play on the Yogscast complete pack, on a server at that. I know i have done everything right but yet it is still stuck at tier 2. I have no idea what happening,
may someone help me on my issue?
The Blood magic version is "v1.0.1g"
Maybe you could upload a picture for us to look at to ensure you've actually made it correctly?
The Meaning of Life, the Universe, and Everything.
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Just FYI, there's a gamebreaker with Thermal Expansion. Players can place a blood orb in the autonomous activator next to an altar for, well... infinite LP. No health loss on the player or anything. Just straight up free LP fed to the altar.
Where in gods name can I find the download to v1.1.0?
Due to size of the documentation, the download link is the third post. Just head to the first page and scroll down a bit, you can't miss it. I would recommend using the open beta version however, as it is extreamly stable and has a great deal of content added along with balance changes.
Just FYI, there's a gamebreaker with Thermal Expansion. Players can place a blood orb in the autonomous activator next to an altar for, well... infinite LP. No health loss on the player or anything. Just straight up free LP fed to the altar.
Not really much that can be done about this. TE doesn't use a fake player, so fixing this is extremely difficult. Way would need a way to check if it is an autonomous activator and have it not effect players. This is harder then it sounds, I assure you.
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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
Not really much that can be done about this. TE doesn't use a fake player, so fixing this is extremely difficult. Way would need a way to check if it is an autonomous activator and have it not effect players. This is harder then it sounds, I assure you.
I assumed TE used the fakeplayer [CoFH]. I know when I use an auto activator against a leech chest from Witchery and try to grab the taglock, it tells me [CoFH] is not online. But, if that's the case, I'm confident Way will figure something out. A lot has already been done to make this mod pretty balanced and hard to exploit, while still allowing it to be integrated with other mods (such as forcing dislocation rune usage even on things like Ender IO fluid conduits.)
Hello, I found a duplication glitch that could be produced using BloodMagic and MineFactoryReloaded (maybe something else as well, don't really know). I don't want reveal this, so I'll send the description video to your PM.
Hello, I found a duplication glitch that could be produced using BloodMagic and MineFactoryReloaded (maybe something else as well, don't really know). I don't want reveal this, so I'll send the description video to your PM.
Seems odd... I'll have to dig more into it, perhaps ask the MFR people.
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Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
The Meaning of Life, the Universe, and Everything.
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Hi WayofTime!
I had a suggestion that may just be stupid or it could be cool. Just a disclaimer: I have no idea how long something like this would take to code. My suggestion is to have a way to customize the bound blade. Maybe you could toss a diamond sword, a sigil, a master blood orb, and a blood shard into a Ritual of Binding.
Here are some suggestions for sigil effects:
Lava sigil: fire aspect
air sigil: knockback
other sigils could give potion effects
The reason I suggest this is to me, a person who cares too much about balance, enchanting a weapon that is already so powerful seems op. It would be a cool way to balance and add more function to Blood Magic.
BTW, I LOVE this mod. Thanks for all the time and work you put into it!
So our server is using 1.1.0 and Galacticraft. Lo and behold, I have gotten the rapidly vanishing blood bug. Wanted to know what the fix for this was if there was one.
So our server is using 1.1.0 and Galacticraft. Lo and behold, I have gotten the rapidly vanishing blood bug. Wanted to know what the fix for this was if there was one.
Update to the open beta, you can find a link in the downloads section of the main post. This update also comes with some balance changes and a whole new system to upgrade rituals.
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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
So our server is using 1.1.0 and Galacticraft. Lo and behold, I have gotten the rapidly vanishing blood bug. Wanted to know what the fix for this was if there was one.
Two solutions:
1: Install PlayerAPI (as mentioned here in this thread...)
2: The beta as Mrvideogame_The_Madman mentioned.
I seem to be having an issue where the well of suffering is not functioning when I'm not logged in and near to my base on my server, despite the presence of RC world anchors. Is blood magic supposed to ignore chunk loading? Or is to do with my player data being unloaded affecting my LP network?
Is the whole ritual and altar chunkloaded? Does said chunk loader have fuel? Are you using anything to force mob spawns?
By force mob spawns, I mean a way to make sure that mobs are spawning with the need of a player. Due to vanilla mechanics, mobs need a player close by (Within a hundred blocks I recall is a good number) to spawn at all. Then you have the problem of mobs de-spawning, but that can't happen without a player online I believe. To solve this issue, you need something like cursed earth or(If you use the beta) a veil of evil to boost spawns.
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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
I can put a few more around it to make absolutely sure it's chunkloaded, but I'm fairly sure it is. I'm using world anchors with the fuel requirement turned off in config, a matter of convenience for the server. For mobs, I'm using Cursed Earth inside a little chamber for the well of suffering to feed on, and using a zephyr rituals item output into my storage system as a way to gauge whether it was running without my presence or not.
I should point out that this is in the latest 1.6.4 version. I'm not very familiar with blood magic yet, so it's quite likely I'm misunderstanding a mechanic somewhere.
I might as well ask if you chunk loaded the cursed earth area. For convenience I typically have the well over or under the cursed earth area so that if the well is loaded, so are the mobs. Currently, I'm wondering if it is a case of just needing a player for mobs to spawn at all. I vagly recall reading in the extra utilities changelog that cursed earth working without a player was added in 1.7.
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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
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
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
Are you playing with Galacticraft? If so, are you using the Beta versions of Blood Magic? If so, there's a problem. If you're not using the Beta version of Blood Magic, then there's your problem right there. Galacticraft breaks things with Fake Players, making Blood Magic think that you're not real. Otherwise, if Galacticraft isn't installed, we'll have to go through some things to figure it out.
Another possible problem may be you have your bound weapons left activated. They drain lp constantly if they are activated. Shift click with them in your hand to deactivate them.
The hopper on the side of the altar adds stone to the altar from the chest for large batches. The hopper directly under the alter is filtered by reinforced slates in each slot, so that it can only remove the right slates. The comparator on the side reads the top hopper under the altar through the rune to give a redstone signal based on the number of items in its inventory, so that when it starts getting items out of the altar it triggers the NOT gate activating the hopper under the first. pulling items out of the top hopper and placing them in the chest.
Now, a few of you might be asking what the sticky piston is for. A problem arises with the speed hoppers pull out stacks of items: By the time it is done, enough LP would have gone into the slates to turn them into imbued. To stop this, when items start flowing out of the altar the piston is triggered turning the altar into a T2 and as a result unable to make a T3 slate. Once items stop flowing, the rune is returned and the cycle restarts. The altar shown would be completely automated with the addition of stone production and LP production, but those can be handled off-site.
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
Maybe you could upload a picture for us to look at to ensure you've actually made it correctly?
The altar and the T2 runes need to be moved down one block. There should not be that a gap in between tiers, it is sort of a stair step downward.
Due to size of the documentation, the download link is the third post. Just head to the first page and scroll down a bit, you can't miss it. I would recommend using the open beta version however, as it is extreamly stable and has a great deal of content added along with balance changes.
Not really much that can be done about this. TE doesn't use a fake player, so fixing this is extremely difficult. Way would need a way to check if it is an autonomous activator and have it not effect players. This is harder then it sounds, I assure you.
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 assumed TE used the fakeplayer [CoFH]. I know when I use an auto activator against a leech chest from Witchery and try to grab the taglock, it tells me [CoFH] is not online. But, if that's the case, I'm confident Way will figure something out. A lot has already been done to make this mod pretty balanced and hard to exploit, while still allowing it to be integrated with other mods (such as forcing dislocation rune usage even on things like Ender IO fluid conduits.)
Seems odd... I'll have to dig more into it, perhaps ask the MFR people.
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
I had a suggestion that may just be stupid or it could be cool. Just a disclaimer: I have no idea how long something like this would take to code. My suggestion is to have a way to customize the bound blade. Maybe you could toss a diamond sword, a sigil, a master blood orb, and a blood shard into a Ritual of Binding.
Here are some suggestions for sigil effects:
Lava sigil: fire aspect
air sigil: knockback
other sigils could give potion effects
The reason I suggest this is to me, a person who cares too much about balance, enchanting a weapon that is already so powerful seems op. It would be a cool way to balance and add more function to Blood Magic.
BTW, I LOVE this mod. Thanks for all the time and work you put into it!
Update to the open beta, you can find a link in the downloads section of the main post. This update also comes with some balance changes and a whole new system to upgrade rituals.
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
Two solutions:
1: Install PlayerAPI (as mentioned here in this thread...)
2: The beta as Mrvideogame_The_Madman mentioned.
Is the whole ritual and altar chunkloaded? Does said chunk loader have fuel? Are you using anything to force mob spawns?
By force mob spawns, I mean a way to make sure that mobs are spawning with the need of a player. Due to vanilla mechanics, mobs need a player close by (Within a hundred blocks I recall is a good number) to spawn at all. Then you have the problem of mobs de-spawning, but that can't happen without a player online I believe. To solve this issue, you need something like cursed earth or(If you use the beta) a veil of evil to boost spawns.
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 might as well ask if you chunk loaded the cursed earth area. For convenience I typically have the well over or under the cursed earth area so that if the well is loaded, so are the mobs. Currently, I'm wondering if it is a case of just needing a player for mobs to spawn at all. I vagly recall reading in the extra utilities changelog that cursed earth working without a player was added in 1.7.
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
http://www.technicpack.net/modpack/details/random-mods-172.486630
Thanks