Hi, I've been playing with some friends and we all quite enjoy the mod, but a couple things have come up that look like they could cause problems.
First - thank you for the teleposer blacklist, that makes balancing things way easier.
Second - the spells that involve raising a platform behave in much the same way, allowing movement of warded blocks even if they're set in the teleposer blacklist, and a weird case of duplicating a tile entity on use. Now note, there's a significant amount of mods so it's possible there's just interference but I tried a couple different things.
To replicate the issue with thaumcraft lamps: Place the arcane lamp in the middle of a 3x3 ring of blocks. Create a spell using the self paradigm, earth augmentor, 2 power augmentors. Aim at the placed ring while above, fire spell.
Expected result: Panel of blocks rises, nothing breaks.
Result: Panel rises, leaving behind a copy of the lamp as a dropped item. The placed lamp is recoverable.
The same happens with Ender IO Travel anchors, and thermal expansion machines.
Also note that certain forms of health regen seem to not trigger the accelerated hunger even if that option is enabled in config. So far I've only found that the regeneration from hardcore ender expansion charms doesn't activate it, but it may be relevant to other mods if you're looking to stop ez mode self-shanking.
Cheers.
Rollback Post to RevisionRollBack
Best way I've broken minecraft to date:
---- Minecraft Crash Report ----
// Hi. I'm Minecraft, and I'm a crashaholic.
Time: 2/28/15 6:27 AM
Description: Unexpected error
java.lang.NullPointerException: Unexpected error
at null.”–‘51b<½ÕŽyZreUw%z‹Pµ‰0‡ó¬TdÆ)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
java.lang.IllegalStateException: Function is not supported
at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58)
at org.lwjgl.opengl.ARBShaderObjects.glDeleteObjectARB(ARBShaderObjects.java:65)
at WayofTime.alchemicalWizardry.common.renderer.block.ShaderHelper.createShader(ShaderHelper.java:125)
at WayofTime.alchemicalWizardry.common.renderer.block.ShaderHelper.createProgram(ShaderHelper.java:80)
at WayofTime.alchemicalWizardry.common.renderer.block.ShaderHelper.initShaders(ShaderHelper.java:33)
at WayofTime.alchemicalWizardry.client.ClientProxy.registerRenderers(ClientProxy.java:172)
at WayofTime.alchemicalWizardry.AlchemicalWizardry.load(AlchemicalWizardry.java:554)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:691)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:288)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:541)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58)
at org.lwjgl.opengl.ARBShaderObjects.glDeleteObjectARB(ARBShaderObjects.java:65)
at WayofTime.alchemicalWizardry.common.renderer.block.ShaderHelper.createShader(ShaderHelper.java:125)
at WayofTime.alchemicalWizardry.common.renderer.block.ShaderHelper.createProgram(ShaderHelper.java:80)
at WayofTime.alchemicalWizardry.common.renderer.block.ShaderHelper.initShaders(ShaderHelper.java:33)
at WayofTime.alchemicalWizardry.client.ClientProxy.registerRenderers(ClientProxy.java:172)
at WayofTime.alchemicalWizardry.AlchemicalWizardry.load(AlchemicalWizardry.java:554)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:691)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:288)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:541)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows XP (x86) version 5.1
Java Version: 1.7.0_67, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 61916896 bytes (59 MB) / 257400832 bytes (245 MB) up to 523501568 bytes (499 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.85.1230 Minecraft Forge 10.13.2.1230 8 mods loaded, 8 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML{7.10.85.1230} [Forge Mod Loader] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized
Forge{10.13.2.1230} [Minecraft Forge] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized
CodeChickenCore{1.0.4.29} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
NotEnoughItems{1.0.3.74} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.3.74-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized
AWWayofTime{v1.3.1} [Blood Magic: Alchemical Wizardry] (BloodMagic-1.7.10-1.3.1-7.jar) Unloaded->Constructed->Pre-initialized->Errored
Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10.jar) Unloaded->Constructed->Pre-initialized->Initialized
ExtraUtilities{1.2.2} [Extra Utilities] (extrautilities-1.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
Launched Version: 1.7.10-Forge10.13.2.1230
LWJGL: 2.9.1
OpenGL: Intel 845G GL version 1.3.0 - Build 4.14.10.4342, Intel
GL Caps: Using GL 1.3 multitexturing.
Not using framebuffer objects because OpenGL 1.4 is not supported, EXT_blend_func_separate is supported, OpenGL 3.0 is not supported, ARB_framebuffer_object is not supported, and EXT_framebuffer_object is not supported.
Anisotropic filtering is supported and maximum anisotropy is 2.
Shaders are not available because OpenGL 2.1 is not supported, ARB_shader_objects is not supported, ARB_vertex_shader is not supported, and ARB_fragment_shader is not supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
The Meaning of Life, the Universe, and Everything.
Join Date:
7/14/2014
Posts:
42
Member Details
Not sure if I'm posting this on the right thread, but yeah, I get this error every time I press "U" on Jaffas and More mod's mutton to check its uses through NEI, I get this weird crash. Not sure if it's an NEI or Blood Magic or Jaffa but please, can someone enlighten me? Thanks in advance.
java.lang.ArrayIndexOutOfBoundsException: 0
at codechicken.nei.PositionedStack.setPermutationToRender(PositionedStack.java:95)
at codechicken.nei.PositionedStack.<init>(PositionedStack.java:34)
at joshie.alchemicalWizardy.nei.NEIBloodOrbShapedHandler$CachedBloodOrbRecipe.setIngredients(NEIBloodOrbShapedHandler.java:45)
at codechicken.nei.recipe.ShapedRecipeHandler$CachedShapedRecipe.<init>(ShapedRecipeHandler.java:35)
at joshie.alchemicalWizardy.nei.NEIBloodOrbShapedHandler$CachedBloodOrbRecipe.<init>(NEIBloodOrbShapedHandler.java:22)
at joshie.alchemicalWizardy.nei.NEIBloodOrbShapedHandler.forgeShapedRecipe(NEIBloodOrbShapedHandler.java:122)
at joshie.alchemicalWizardy.nei.NEIBloodOrbShapedHandler.loadUsageRecipes(NEIBloodOrbShapedHandler.java:91)
at codechicken.nei.recipe.TemplateRecipeHandler.loadUsageRecipes(TemplateRecipeHandler.java:346)
at codechicken.nei.recipe.TemplateRecipeHandler.getUsageHandler(TemplateRecipeHandler.java:471)
at codechicken.nei.recipe.GuiUsageRecipe.openRecipeGui(GuiUsageRecipe.java:20)
at codechicken.nei.recipe.RecipeItemInputHandler.lastKeyTyped(RecipeItemInputHandler.java:20)
at codechicken.nei.guihook.GuiContainerManager.lastKeyTyped(GuiContainerManager.java:307)
at net.minecraft.client.gui.inventory.GuiContainer.func_73869_a(GuiContainer.java)
at net.minecraft.client.gui.inventory.GuiContainer.public_func_73869_a(GuiContainer.java)
at codechicken.nei.guihook.GuiContainerManager.callKeyTyped(GuiContainerManager.java)
at codechicken.nei.guihook.GuiContainerManager.keyTyped(GuiContainerManager.java:474)
at codechicken.nei.guihook.GuiContainerManager.handleKeyboardInput(GuiContainerManager.java:464)
at net.minecraft.client.gui.inventory.GuiContainer.func_146282_l(GuiContainer.java)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:276)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1629)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at codechicken.nei.PositionedStack.setPermutationToRender(PositionedStack.java:95)
at codechicken.nei.PositionedStack.<init>(PositionedStack.java:34)
at joshie.alchemicalWizardy.nei.NEIBloodOrbShapedHandler$CachedBloodOrbRecipe.setIngredients(NEIBloodOrbShapedHandler.java:45)
at codechicken.nei.recipe.ShapedRecipeHandler$CachedShapedRecipe.<init>(ShapedRecipeHandler.java:35)
at joshie.alchemicalWizardy.nei.NEIBloodOrbShapedHandler$CachedBloodOrbRecipe.<init>(NEIBloodOrbShapedHandler.java:22)
at joshie.alchemicalWizardy.nei.NEIBloodOrbShapedHandler.forgeShapedRecipe(NEIBloodOrbShapedHandler.java:122)
at joshie.alchemicalWizardy.nei.NEIBloodOrbShapedHandler.loadUsageRecipes(NEIBloodOrbShapedHandler.java:91)
at codechicken.nei.recipe.TemplateRecipeHandler.loadUsageRecipes(TemplateRecipeHandler.java:346)
at codechicken.nei.recipe.TemplateRecipeHandler.getUsageHandler(TemplateRecipeHandler.java:471)
at codechicken.nei.recipe.GuiUsageRecipe.openRecipeGui(GuiUsageRecipe.java:20)
at codechicken.nei.recipe.RecipeItemInputHandler.lastKeyTyped(RecipeItemInputHandler.java:20)
at codechicken.nei.guihook.GuiContainerManager.lastKeyTyped(GuiContainerManager.java:307)
at net.minecraft.client.gui.inventory.GuiContainer.func_73869_a(GuiContainer.java)
at net.minecraft.client.gui.inventory.GuiContainer.public_func_73869_a(GuiContainer.java)
at codechicken.nei.guihook.GuiContainerManager.callKeyTyped(GuiContainerManager.java)
at codechicken.nei.guihook.GuiContainerManager.keyTyped(GuiContainerManager.java:474)
at codechicken.nei.guihook.GuiContainerManager.handleKeyboardInput(GuiContainerManager.java:464)
at net.minecraft.client.gui.inventory.GuiContainer.func_146282_l(GuiContainer.java)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:276)
Hi, I've been playing with some friends and we all quite enjoy the mod, but a couple things have come up that look like they could cause problems.
First - thank you for the teleposer blacklist, that makes balancing things way easier.
Second - the spells that involve raising a platform behave in much the same way, allowing movement of warded blocks even if they're set in the teleposer blacklist, and a weird case of duplicating a tile entity on use. Now note, there's a significant amount of mods so it's possible there's just interference but I tried a couple different things.
To replicate the issue with thaumcraft lamps: Place the arcane lamp in the middle of a 3x3 ring of blocks. Create a spell using the self paradigm, earth augmentor, 2 power augmentors. Aim at the placed ring while above, fire spell.
Expected result: Panel of blocks rises, nothing breaks.
Result: Panel rises, leaving behind a copy of the lamp as a dropped item. The placed lamp is recoverable.
The same happens with Ender IO Travel anchors, and thermal expansion machines.
Also note that certain forms of health regen seem to not trigger the accelerated hunger even if that option is enabled in config. So far I've only found that the regeneration from hardcore ender expansion charms doesn't activate it, but it may be relevant to other mods if you're looking to stop ez mode self-shanking.
java.lang.IllegalStateException: Function is not supported at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58) at org.lwjgl.opengl.ARBShaderObjects.glDeleteObjectARB(ARBShaderObjects.java:65) at WayofTime.alchemicalWizardry.common.renderer.block.ShaderHelper.createShader(ShaderHelper.java:125) at WayofTime.alchemicalWizardry.common.renderer.block.ShaderHelper.createProgram(ShaderHelper.java:80) at WayofTime.alchemicalWizardry.common.renderer.block.ShaderHelper.initShaders(ShaderHelper.java:33) at WayofTime.alchemicalWizardry.client.ClientProxy.registerRenderers(ClientProxy.java:172) at WayofTime.alchemicalWizardry.AlchemicalWizardry.load(AlchemicalWizardry.java:554) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) at com.google.common.eventbus.EventBus.post(EventBus.java:275) at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) at com.google.common.eventbus.EventBus.post(EventBus.java:275) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118) at cpw.mods.fml.common.Loader.initializeMods(Loader.java:691) at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:288) at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:541) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867) at net.minecraft.client.main.Main.main(SourceFile:148) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows: ---------------------------------------------------------------------------------------
-- Head -- Stacktrace: at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58) at org.lwjgl.opengl.ARBShaderObjects.glDeleteObjectARB(ARBShaderObjects.java:65) at WayofTime.alchemicalWizardry.common.renderer.block.ShaderHelper.createShader(ShaderHelper.java:125) at WayofTime.alchemicalWizardry.common.renderer.block.ShaderHelper.createProgram(ShaderHelper.java:80) at WayofTime.alchemicalWizardry.common.renderer.block.ShaderHelper.initShaders(ShaderHelper.java:33) at WayofTime.alchemicalWizardry.client.ClientProxy.registerRenderers(ClientProxy.java:172) at WayofTime.alchemicalWizardry.AlchemicalWizardry.load(AlchemicalWizardry.java:554) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) at com.google.common.eventbus.EventBus.post(EventBus.java:275) at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) at com.google.common.eventbus.EventBus.post(EventBus.java:275) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118) at cpw.mods.fml.common.Loader.initializeMods(Loader.java:691) at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:288) at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:541)
-- Initialization -- Details: Stacktrace: at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867) at net.minecraft.client.main.Main.main(SourceFile:148) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details -- Details: Minecraft Version: 1.7.10 Operating System: Windows XP (x86) version 5.1 Java Version: 1.7.0_67, Oracle Corporation Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation Memory: 61916896 bytes (59 MB) / 257400832 bytes (245 MB) up to 523501568 bytes (499 MB) JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 FML: MCP v9.05 FML v7.10.85.1230 Minecraft Forge 10.13.2.1230 8 mods loaded, 8 mods active mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized FML{7.10.85.1230} [Forge Mod Loader] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized Forge{10.13.2.1230} [Minecraft Forge] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized CodeChickenCore{1.0.4.29} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized NotEnoughItems{1.0.3.74} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.3.74-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized AWWayofTime{v1.3.1} [Blood Magic: Alchemical Wizardry] (BloodMagic-1.7.10-1.3.1-7.jar) Unloaded->Constructed->Pre-initialized->Errored Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10.jar) Unloaded->Constructed->Pre-initialized->Initialized ExtraUtilities{1.2.2} [Extra Utilities] (extrautilities-1.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized Launched Version: 1.7.10-Forge10.13.2.1230 LWJGL: 2.9.1 OpenGL: Intel 845G GL version 1.3.0 - Build 4.14.10.4342, Intel GL Caps: Using GL 1.3 multitexturing. Not using framebuffer objects because OpenGL 1.4 is not supported, EXT_blend_func_separate is supported, OpenGL 3.0 is not supported, ARB_framebuffer_object is not supported, and EXT_framebuffer_object is not supported. Anisotropic filtering is supported and maximum anisotropy is 2. Shaders are not available because OpenGL 2.1 is not supported, ARB_shader_objects is not supported, ARB_vertex_shader is not supported, and ARB_fragment_shader is not supported.
Is Modded: Definitely; Client brand changed to 'fml,forge' Type: Client (map_client.txt) Resource Packs: [] Current Language: English (US) Profiler Position: N/A (disabled) Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used Anisotropic Filtering: Off (1)
Not sure if I'm posting this on the right thread, but yeah, I get this error every time I press "U" on Jaffas and More mod's mutton to check its uses through NEI, I get this weird crash. Not sure if it's an NEI or Blood Magic or Jaffa but please, can someone enlighten me? Thanks in advance.
java.lang.ArrayIndexOutOfBoundsException: 0 at codechicken.nei.PositionedStack.setPermutationToRender(PositionedStack.java:95) at codechicken.nei.PositionedStack.<init>(PositionedStack.java:34) at joshie.alchemicalWizardy.nei.NEIBloodOrbShapedHandler$CachedBloodOrbRecipe.setIngredients(NEIBloodOrbShapedHandler.java:45) at codechicken.nei.recipe.ShapedRecipeHandler$CachedShapedRecipe.<init>(ShapedRecipeHandler.java:35) at joshie.alchemicalWizardy.nei.NEIBloodOrbShapedHandler$CachedBloodOrbRecipe.<init>(NEIBloodOrbShapedHandler.java:22) at joshie.alchemicalWizardy.nei.NEIBloodOrbShapedHandler.forgeShapedRecipe(NEIBloodOrbShapedHandler.java:122) at joshie.alchemicalWizardy.nei.NEIBloodOrbShapedHandler.loadUsageRecipes(NEIBloodOrbShapedHandler.java:91) at codechicken.nei.recipe.TemplateRecipeHandler.loadUsageRecipes(TemplateRecipeHandler.java:346) at codechicken.nei.recipe.TemplateRecipeHandler.getUsageHandler(TemplateRecipeHandler.java:471) at codechicken.nei.recipe.GuiUsageRecipe.openRecipeGui(GuiUsageRecipe.java:20) at codechicken.nei.recipe.RecipeItemInputHandler.lastKeyTyped(RecipeItemInputHandler.java:20) at codechicken.nei.guihook.GuiContainerManager.lastKeyTyped(GuiContainerManager.java:307) at net.minecraft.client.gui.inventory.GuiContainer.func_73869_a(GuiContainer.java) at net.minecraft.client.gui.inventory.GuiContainer.public_func_73869_a(GuiContainer.java) at codechicken.nei.guihook.GuiContainerManager.callKeyTyped(GuiContainerManager.java) at codechicken.nei.guihook.GuiContainerManager.keyTyped(GuiContainerManager.java:474) at codechicken.nei.guihook.GuiContainerManager.handleKeyboardInput(GuiContainerManager.java:464) at net.minecraft.client.gui.inventory.GuiContainer.func_146282_l(GuiContainer.java) at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:276) at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1629) at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887) at net.minecraft.client.main.Main.main(SourceFile:148) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows: ---------------------------------------------------------------------------------------
-- Head -- Stacktrace: at codechicken.nei.PositionedStack.setPermutationToRender(PositionedStack.java:95) at codechicken.nei.PositionedStack.<init>(PositionedStack.java:34) at joshie.alchemicalWizardy.nei.NEIBloodOrbShapedHandler$CachedBloodOrbRecipe.setIngredients(NEIBloodOrbShapedHandler.java:45) at codechicken.nei.recipe.ShapedRecipeHandler$CachedShapedRecipe.<init>(ShapedRecipeHandler.java:35) at joshie.alchemicalWizardy.nei.NEIBloodOrbShapedHandler$CachedBloodOrbRecipe.<init>(NEIBloodOrbShapedHandler.java:22) at joshie.alchemicalWizardy.nei.NEIBloodOrbShapedHandler.forgeShapedRecipe(NEIBloodOrbShapedHandler.java:122) at joshie.alchemicalWizardy.nei.NEIBloodOrbShapedHandler.loadUsageRecipes(NEIBloodOrbShapedHandler.java:91) at codechicken.nei.recipe.TemplateRecipeHandler.loadUsageRecipes(TemplateRecipeHandler.java:346) at codechicken.nei.recipe.TemplateRecipeHandler.getUsageHandler(TemplateRecipeHandler.java:471) at codechicken.nei.recipe.GuiUsageRecipe.openRecipeGui(GuiUsageRecipe.java:20) at codechicken.nei.recipe.RecipeItemInputHandler.lastKeyTyped(RecipeItemInputHandler.java:20) at codechicken.nei.guihook.GuiContainerManager.lastKeyTyped(GuiContainerManager.java:307) at net.minecraft.client.gui.inventory.GuiContainer.func_73869_a(GuiContainer.java) at net.minecraft.client.gui.inventory.GuiContainer.public_func_73869_a(GuiContainer.java) at codechicken.nei.guihook.GuiContainerManager.callKeyTyped(GuiContainerManager.java) at codechicken.nei.guihook.GuiContainerManager.keyTyped(GuiContainerManager.java:474) at codechicken.nei.guihook.GuiContainerManager.handleKeyboardInput(GuiContainerManager.java:464) at net.minecraft.client.gui.inventory.GuiContainer.func_146282_l(GuiContainer.java) at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:276)
I have an issue where I have upgraded my Altar to Tier 3 and it still only has a capacity of 10000LP, meaning I cant make the Magicians Blood Orb or much else. Is this a bug or easily solved?
This is not a bug. You just have to get creative to get the new tier of orb. Then you can get Runes of Capacity to allow your altar to hold more.
I gave the IRC folks a little hint about Project Omega, so I might as well post it here.
Ascendam super mortalitatem tuam tibi, super numina dicatus supra fatum, in se ipso, a RELIGIOSUS in leges rem. Et confundantur, et ministerium, et dæmonium vinctos qui intus latet, praeter arma nihil efficere posse patet. Ubi sacrificatur et potestas, et est id quod vultis dare? Et erit vita tua? Your moribus? Tua humanitate? Omnes quaerentes deum esse, si modo in dimidio hora ...
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
Hello, do you have intention to make craftable the Efficiency rune? Thanks, And for some good people how know everything about the mod, how exactly works the bound armor and the upgrades, and of course, the new system of spell and advanced alchemistry?
Hello, do you have intention to make craftable the Efficiency rune? Thanks, And for some good people how know everything about the mod, how exactly works the bound armor and the upgrades, and of course, the new system of spell and advanced alchemistry?
The reason that rune was disabled was rather simple: The only case that rune was helpful was if you were doing something wrong. It slowed the rate that you lost LP from a transmutation, but in normal circumstances you should never reach that point. In most cases you would be adding enough LP(From the buffer or via sacrifice) that you would never need the efficiency rune and would do better to have other runes to make sure that you never run out of LP for the transmutation.
As for your other questions, I'll quote the still work in progress in game documentation.
//TITLE Bound armor
Today Magus gave us a lecture on armors, going over the practical applications(Protection from large pointy sticks shoved in your direction and holding magic to improve the abilities of the wearer), typical construction of armor, and notable armors through the ages (And the very fatal flaws that their owners eventually discovered, much to their short lived dismay). Seeing and reading all this, I feel it is time I take my own try at this art using blood magic. Testing a wide array of materials and structures, I discovered a process to make an almost indestructible metal using a casing filled with life essence with glass hardened with diamonds and reinforced with bright red blood shards(More on their properties later) Magus showed me a while back (Making the prototypes of this armor took longer then you would believe). The process needs the soul of a demon bound to it, but this seems to be a small price to pay.
To start, you need to make a “Soul armor forge”. This block summons the demon soul and controls the transformation of the “Socket” blocks into proper armor. By placing the filled socket blocks around the soul armor forge in roughly the shape of the armor piece you want with the forge in a gap, you set what it makes. Right clicking the forge will then finish the process, creating the armor piece and binding the demon to the shards inside the armor. You will need to bind the armor to yourself, allowing the armor to drain your network to repair any damage it takes(Another benefit of using blood shards in the creation). After donning the armor(Making a few adjustments, still refining the creation process), I asked Magus to help test just how resistant this armor really is. Several nasty bruises later, we have decided this armor shields the wearer from ninety percent of damage from mundane damage sources. What is interesting is that it also blocks roughly eighty percent of magical damage, meaning many armor piercing methods are far weaker. The metal also doesn't seem to hold enchantments, and the demons inside reacts quite negatively to our attempts to do so.
Using the ritual of unbinding, we are able to deconstruct the armor back into the component sockets and anything that was inside them. I mention this because we seem to be able to “Augment” the armor before creation by adding a combination of sigils, blood shard, and an orb. The sigil added to the armor piece(You can add anything to the socket by right clicking with the item in hand) determines the effect, and adds a passive cost to wearing the armor piece. The blood shard lets you add an upgrade, the weak shards we have at our disposal only allow one upgrade but in theory a stronger shard should allow more to be added. Finally, the orb seems to lower the cost of the upgrade. Every sigil seems to have something to do with the normal effect of the sigil, either giving you a passive bonus or having the effect of the sigil happen automatically around you. A few examples are a water sigil making you immune to drowning, the fast miner always active, and a green grove sigil acts around you.
//TITLE Complex spells, the basics
Anyway, back to what we're here to write about. We have discovered a way to use the items known as “Blood Shards” and my brother's alchemical reagents to create a new way to form spells using blood magic. It uses four components: Paradigms, Effects, Modifiers, and Enhancements. The main improvement of this system over the old one is the ability to “Chain” spell effects together. Before I cover how to create the spells, I should go over the parts.
//IMAGE Show all the paradigms in order
The paradigms act as the starting point for the spells, and define what the spell will target. There is only one “Output” side to these blocks, and it is on the side with five points(It will be hard to miss it), and the output side can be rotated with a simple right click. We have currently created four different paradigm versions: Projectile, melee, self, and tool. While the names feel self explanatory, I'd best talk about them anyway.
Projectile: Makes the spell ranged, and will trigger on impact with anything.
Melee: Short range spell, normally the target must be within one to two blocks for the effect to work.
Self: Targets the caster, or the area immediately surrounding the caster.
Tool: Creates an alchemical manifestation of the spell from the crystal in the shape of a mace. Depending on what is in the spell, it can change what this mace does, from being a weapon or a digging tool or “Crushing” any block it breaks.
//IMAGE All effects in order
Next we have the effect blocks, and these are what give the paradigms some kick. Unlike the paradigms, theses have both an input and an output. An effect blocks input is always the five pointed non-colored side, while the output is the side with the colored ends(The color depends on the effect block). We currently have the effect blocks for fire, earth, wind, and ice. The effects of these blocks are heavily influenced by the modifiers that come after it, but spells can function with only a paradigm and one effect.
Modifiers change what the last effect in the chain before them does. So, if you had a fire, ice, wind chain then placed an offensive modifier, the wind would take an offensive effect while the others remain default. The current modifiers are: Default, Offensive, Defensive, and Environmental.
Default makes the effect act as if you left it without a modifier. Useful for spells where you want to guaranty its effect.
Offensive makes the spell more combat oriented. Doesn't mean the spell will deal damage, but it might help in combat.
Defensive has shown to change effect to protect the user. This comes in several forms, from creating shields and cloaking the user to slowing an opponent.
Environmental does what the name says: It makes spell effects have bigger impact on the world, from setting fires at the targets feet to carving out large chunks of land.
Finally we have enhancements. Enhancements improve the spell without major changes to the effect. The enhancements are: Power, Cost, and Potency. Like most other spell blocks, plain is in and colored is out. What should also be covered are the frames that hold enhancements. There are three types of frames, each stronger then the last. Your cheap and basic unstable frame can only withstand one per type(You may have one power, one cost, and one potency. If you try to add two unstable power enhancements one will not be able to improve the spell, and actually might blow up damaging the blocks around it). While you may only have one unstable per type, you may have two standard and three reinforced for a grand total of three enhancements of any type(If you want to save on the resources needed for these enhancements, try having one of each in the chain, placed in the order of weakest to strongest. While an unstable can only handle its own power, a standard can handle its own and that of a unstable, with a reinforced able to channel all three without failing). As I write this down I realize it is a little confusing, but with a little practice it becomes simple.
Power boosts the, well, power of the spell. If you had a spell that did damage and gave the target a potion effect, the spell would do more damage or make the potion effect stronger.
Cost lowers the cost of the spell effect. Doesn't get much simpler then this, yet will always be useful as the cost of these spells can get quite hefty after you chain a few effects.
Potency increases the potency of the spell. What this means differs from spell to spell, but with our damage/potion effect example it might make the effect last longer or be stronger.
This covers all the parts of a spell, but there is still one block remaining: The conduit. It doesn't add anything to the spell, but it allows you to have the parts of the spell farther apart. The input and output is dictated by the dots on the respective side. Four small dots is the input, one large dot is the output.
Now then, how do you create a spell? First, pick your paradigm. Then, create a complex spell crystal to bind to the paradigm(Crafting recipes will be on the following pages for convenience) and make sure the crystal is also bound to an owner. Then, place and connect an effect block to the paradigm(Change outputs with right click, inputs with sneak right click. Do note that one side can't be both the input and the output.) Now the spell will work, but it might not do what you want. You can alter the spells effect by placing down and connecting a modifier. Still doesn't mean the spell will work as expected, but you can at least nudge it in the right direction. Finally you can add enhancements to boost the spell, but they might make the effect cost more(Unless you add cost enhancements), There are three tiers of enhancements, and a spell effect can one tier one... You know what, I went over this in the modifiers section. Look there for more information. But you don't need to stop on one effect, you can chain to another effect and another effect and another.... The possibilities are as endless as your soul network will allow.
A few final notes: Every spell will do something. Some need other effects to really flourish while others work best on there own.
The cost of the spell will always be the sum of all the effects and their enhancements multiplied by the complexity factor. So you can create massive spells with several effects at once, but watch your soul network as you use it. Just a warning.
//TITLE Vlad's guild to crafting
//TITLE Effects of complex spells
And now Vlad is requesting I mention the effects of the spell... This might take a few pages, but I guess it is worth doing.
Self paradigm effects are always interesting... A default fire effect causes the user to burst into flames, while an offensive effect cloaks you in fire to ignite attackers and nearby entities. Defensive forms a puddle of magma at your feet(Useful if you can't be hurt by fire, but the thing trying to kill you can). Finally for fire, environmental causes you to superheat an area causing fires and things to change(Sand to glass, cobble to stone).
Earth is a bit less...Wild in it's effects for self. Default raises the ground bellow you up to your feet, forming a platform to stand on and I have found it helpful for when you suddenly don't know where the ground has gone(Happened once when testing a wind spell). Offensive creates an impact at your feet that crushes blocks, cobblestone to gravel, gravel to sand... Defensive effect is a powerful combat option with a catch: You become much heartier, able to take far more damage then normal at the cost of movement. Environmental creates a quick shock wave that weakens near by entities.
Ice has been a fun one to use. Default creates a small pillar under you that pushes you up, allowing for quick vertical movement. Offensive causes entities around you to become lethargic, moving slower. Defensive is a bit more interesting, allowing you to slow entities and freeze water using a cloak of ice(You can easily use this to walk on water). When water isn't available, you can create a bridge of ice using environmental ice.
Wind has turned out to be quite practical in it's uses, from my tests. Default hs the useful effect of creating a brief burst of wind that puts out fires on the user and protects the user from sudden downward momentum that can cause quick yet extreamly messy death. Offensive mimics the effects of an air sigil, launching you forward. Defensive causes near by entities to have a strong downward wind limit movement. Finally, environmental causes a large high pressure area to form around the user, that then moves to the low pressure area(Everywhere else). This has the side effect of taking entities with it in the sudden gust of air that is formed.
On to melee effects, for those who like close range combat. Starting off with fire again, this effect as default causes spontaneous combustion for near by entities. The always entertaining offensive effect causes the target to gain an effect called “Fire fuse”. This effect does nothing until it expires, at which point the entity explodes. The explosion not only damages the entity, but causes it to to launch in the air while the explosion damages near by entities. Defensive allows you to wall off areas with fire, stopping things from passing unless the brave the flames. Environmental causes it to form a short range projectile that evaporates any water nearby.
Earth melee has a few of the old effects in a new form. Default destabilizes blocks, causing them to fall akin to sand. Offensive has the same smashing effect from earlier in projectile form. Defensive forms a wall by raising a chunk of the ground up. Environmental on the other hand is able to remove the stone from an ore, leaving a fair amount of dust to process into ingots.
Ice allows some useful combat options, starting with a default effect that allows the target to lose the tolerance to pain that happens after a blow effectively allowing you to apply more damage in less time. Offensive rockets the target into the air akin the the self ice effect from earlier. Defensive forms a wall of ice to protect you from damage. While Environmental... Well, it is odd. It unleashes an omnidirectional volley of snow balls at the target.
Wind is very combat flow oriented, with default pulling entities towards the user, offensive away from the user, and defensive in the air. Environmental is more utility, as it pulls items on the ground toward the users.
Projectile spells share many of the effects of other types with a few all their own. A default fire allows the attack to unleash a torrent of fire when it hits something. Offensive creates flowing lava in the air under the target, but is tricky to use without the aid of other spell effects. Defensive smelts blocks, while environmental evaporates water.
Earth projectiles are mainly focused on mining, with default disintegrating all matter it comes in contact with. Offensive forms a hole under an entity it hits(It will normally only dig the hole in mundane blocks like dirt and cobblestone). Defensive smashes blocks in the same manor stated before, while environmental mines blocks in an area around the projectile.
Ice has a lot of classic effects, with default being an ice plume on impact, Offensive slowing targets, defensive freezing water and making snow, and environmental just freezing water in an area around the projectile.
Wind has a few interesting effects, with default sending mobs flying, offencive giving “Heavy heart” to ground entities, defensive letting blocks mined by the spell drop as if mined by a silk touch pickaxe, and environmental pulling items to the user.
Tool spells seem to be a mix of utility and combat, with many of the effects allowing it to function as a set tool type. Starting with earth, default acts as a pickaxe, offensive as a way to remove mundane blocks, defensive a shovel, and environmental gives it the power to mine multiple blocks. I know I sounds like I'm rushing through these, but they sort of say what they do on the tin.
Fire has a few powerful effects, with default smelting anything mined(Cobble to smooth stone, sand to glass...), offensive acting like the enchantment fire aspect, defensive increases the time the spell stays in tool form, and environmental lets it turn stone into lava.
Ice is more combat centered, with default letting blows it deals slow entities, offensive giving it a few sharp points for more damage, defensive unleashes a torrent of cold air when the tool is summoned that creates snow and slows mobs. The environmental effect is a black sheep, allowing the tool to function as if it has silk touch.
Wind has effects that are just... Useful. Default allows it to function as an axe, offensive gives it some extra punch to throw mobs back after being hit, defensive weighed them down, and finally environmental pulls items closer to the user.
//TITLE Off topic, this is my life
Tiberius has informed me that this book will update as I add to it, so if we ever create more blocks for the advanced spells, you'll know when I do. For now, this is the end. And yet it might be your beginning.
I'll go off topic for a bit, because today something happened that I never thought possible: I killed a wither(You know, big black flying skeletal death monster that wants to kill everything? One of those.) Not only did I kill one, but I also helped kill twenty more. Magus said that the most killed at once before this was ten by three people, so we crushed the record. We needed a few nether stars to upgrade our altar, but nether stars are near impossible to get. Unless you work on the conglomeration board like Magus that is.(He runs the largest country in the world, apparently. I know, I can hardly believe it either.) After inviting every single world leader for a holiday weekend(Of which they actually treated like a holiday trip), Magus managed to get us a reservation in a battle arena to kill thirty withers. To say I was shocked is an understatement. But, by some miracle, we managed to not only kill all of the withers(And all of us lived to tell about it). Sadly, I'm stuck in bed with a busted leg(Wither skull nailed me when I was casting a spell.), so I've taken this as an opportunity to try new kinds of food(Magus knows how to cook like any five star chief). I'd keep writing, but I smell the roasted chicken coming down the stairs now...
Vlad has finally found a more stable recipe for the more advanced spell parts for the augments. While he has been able to create them before, the new orbs we have allow them not to fall apart four out of five times. A slight improvement, I'm sure you may agree. With this, the reinforced spell augments are much more reliable.
Well, the last few days have been interesting. We have managed to open a hole in the fabric of space to let in an invading army of demons, but it was to stop another portal letting in other demons so it is all fine. Sorry, but I had to comment on how ridicules that sounded when I first heard Magus's plan. But it isn't as bad as it sounds, since we opened the second portal we had control over where the demons come out and can prevent them from running wild. Absurd sounding, I know, but when you deal with holes in space leading to demonic realms things are rarely ever simple. Or when a mage has any involvement, for that matter.
And since I'm not sure you are asking about the reagent system or the potion making system, have both.
//TITLE The power of potions
That is it for the reagents, for now. The other use for the alchemical chemistry set I have found is the creation of potions unlike anything anything I have ever seen. While not big on taste(But really, has there ever been a potion that isn't hard to swallow?), the potions it makes are more... refined. Using a single flask(Made in a T2 blood altar with 2K and a glass bottle, the first being made by accident when I dropped the bottle in the lab after tripping on a table leg that had been moved), a potion ingredient, and a binding agent I can turn the solution in the flask(A mixture of nether wart, redstone, and glowstone dust) into a potion that has eight uses or “Swigs” instead of the normal one per bottle.
Another interesting power of these new potions is that the red and blue alchemy items I had acquired from the adventures(Who in turn got from some chest in a dungeon) can be used to “Augment” the potions by mixing them in with more of potions ingredient. The red ones I have dubbed “Power catalysts”, making the potions effect much more potent at the cost of shortening the effect. The blue ones I have started calling “Lengthening catalysts”, as they make the potions last much longer then normal.
On another note, I have started trying to make a better binding catalyst after an idea came to me from a mishap in the lab. I had tried to make a slowness potion(We had a few villagers that had been pestering us, so I wanted to get rid of them without hurting them), but after adding in the sugar powered I tried mixing in a fermented spider eye. Trying to add it in with a weak binding catalyst, I noticed that instead of mixing with the speed potion it was forming it's own section the same color of a weakness potion. Then the flask exploded. If my theory holds true, these potions can hold more then one effect, but the solution destabilizes when an effect is added. Should the potion fully destabilize, it will cause a small explosion that shatters the flask and damages anyone close to it with the glass shards. If I can help keep the potion stable, I might have found a secret of alchemy countless mages have sought but never found....
//TITLE Reagent revolution
I have been experimenting with what I can make with this new blood orb, a gift from Tiberius for my help with his sigils. Using this orb I have finally been able to recreate the power and lengthening catalyst. Sadly, I can only make the mundane versions of each, but one step at a time. I haven't actually made many new items for my potions and alchemy(Well, compared to the shift from weak to apprentice orbs) but everything I have found is extremely useful with my potions. Then there is what I've been making for my brother, but I wrote most of the uses of them in his book. I'll add the recipes here anyway, for completeness sake.
The first step towards these new reagents was to make a better form of catalyst. Surprisingly, this was the easy part. By mixing in a netherwart and bonemeal into two simple catalysts, I could create two “Strengthened catalyst” with which to create new reagents and enhance old ones.
Shortly after this discovery, I managed to make a reagent I have dubbed “Offensa” by mixing in two arrows, a flint, and a strengthened catalyst into an incendium. While the orrigenal reagents represented elements, these new reagents seem to represent ideas and concepts(With “War and battle” being given to offensa).
More tinkering gave birth to Praesidium, which seems to represent “Defense and protection” and is created by mixing tennibrae into strengthened catalyst, iron ingot(Ground into a powder at the set), redstone dust, and a cobweb(This may or may not have fallen into the set when Bella was doing some cleaning, ending with this happy accident).
By strengthening terrae with the better catalyst, sand, gun powder, and a netherrack chunks(Luckily, we still have some from the last hell harvest festival but I must remember to buy more in a few months), I have created orbis terrae. Where terrae seems to be the element of earth, orbis terrae is the environment itself, encompassing above and bellow ground from the dessert to the nether.
After a few days of nothing, I managed to form a powder now called “Virtus” from two parts redstone, one part coal, and one part gun powder mixed into a strengthened catalyst. From what I can tell, this is the raw manifestation of power(Fitting, this reagent is hard to control and a few of our uses of it have backfired horribly). It holds in it a great deal of potential energy, but releasing it(And then controlling it) has proven to be very difficult.
This next one is a little odd. Late one night in the lab I had been mixing things together to see the results, and something caused me to mix a gold ingot powdered in the stand, soul sand from our nether wart farm, redstone dust, and a carrot of all things in the strengthened catalyst. When I awoke the next day, I found three things: A reagent called reductus(The aspect of reduce and diminish), a large mess in the lab, and that this wasn't the strangest things I had mixed together. Since then I have started brewing pots of coffee before I begin working late in an attempt to stay lucid.
The final reagent that I have created is called “Potentia”, due to the energy that causes it to crackle and pop on its own(Note: As my brother accidentally discovered, this powder does have some electrical properties to it that caused his hair standing on end when he was working with it). Created with two chunks of lapis lazuli, glowstone dust, a piece of nether quarts, and a strengthened catalyst, this powder is similar to virtus. The difference is that while virtus is raw power, potentia is energy. Ironically, virtus is the more stable of the two, only giving off energy in large bursts while potentia seems to give off a little at all times.
//TITLE New potion improvements
After a few weeks worth of work, I finally managed to upgrade the binding agent and have made one that lets me make more advanced potions with more then one effect. Unfortunately, it doesn't work every time. For the first effect it works every time, like the weak binding agent. For the second effect, it only works four times out of ten(On average). Then the third effects works only sixteen times out a hundred(Again, on average.) It also needs 1.5K LP to make the binding agent when mixing a weak binding agent, a sanctus and a crystallos.
With how rare some of the ingredients of my potions are, I decided to create a “Filling agent” that replaces the solution in the potion flask so that I can get more uses out of them. I have noticed that potions with more then one effect require stronger filling agents, as every effect in the potion cuts down how effective the agent is. The weak filling agent is made with a simple catalyst, a pile of redstone and glowstone dust, and a piece of nether wart.
The weak filling agent can then be upgraded with a terrae and 1K LP into a “Standard” filling agent.
//TITLE The reagent system
It has taken the last two months, but we have the ground work for testing our idea done. The results so far have been even better then expected. We only have tested the full spring ritual and have discovered quite a few effects, but I'll let Magus cover those.
Instead, I'll write how the reagent system works. You first need an alchamic calcinator, then place a blood orb into it to act as a power source. After that, reagents can be placed by hand or fed into the calcinator to turn into pure alchemical energy, the type based on the reagent fed in. Once it has a solid reagent, it will use LP to turn one reagent into 1000AR(Alchemy Reagent) which is then moved into the 2000AR “Buffer” of the calcinator. Once in the buffer, the reagent slowly starts being moved into the main tank which can then be siphoned out.
Now then, to move it out of the main tank you need to have somewhere for it to go. To this extent, you have three options: A crystal belljar, a alchemic relay, or a master ritual stone. How you need to link it is simple: Create a alchemic router, then Shift right click with it on the calcinator to select the reagent type for it to transport(A note for blocks with more then one tank and more then one reagent type: Shift right clicking again on the block will swap between the available reagents inside the block.), then normal right click on the block with the router to bind it to the block. After that, right click on the destination(Needs to be within a few blocks, the range isn't that large). If it has worked, you should see reagent “Flowing” to the destination from the source(In this case the calcinator). We have tweaked it to where you can't see reagent moving with the naked eye, you need to have a tool(Like the Alchemic router) in hand to see this effect. You can also use a divination sigil on the belljars, relays, calcinator, and master ritual stone to read how much reagent the device holds. This process of binding can be applied to all the other blocks so I shouldn't need to cover it further, but I should note that these blocks can only accept and send reagent to so many locations at once. For example, the belljar can only accept reagent from one location, and send it to one location. I must also reiterate that if you have a relay set to send aether to destination A and Tennibrae to destination B, aether can never traval to B and vicversa for Tennibrea. New connections must be made for each reagent type, and we could not get a “Colorless” version of a connection to function.
Getting more into detail about the blocks and items of our new system, I'll cover the bell jar first. Created out of mundane glass and wood slaps, then filled with a concentrated catalyst solution to contain the alchemical energy in a stable enough environment to allow you to move the jar without losing any energy inside. While it can hold only one type of reagent and is restricted to one source and one destination, it functions as a portable form of “Bulk storage”(Able to hold 16000AR). An option for more storage is to link a few belljars together, but I feel this is a far from perfect answer to the problem of mass storage of reagent.... I will need to talk with Tiberius and Magus about this later.
Regardless, Tiberius managed to incorporate a bit of redstone interaction into the design of the jar. Based on the amount of reagent inside the jar, it outputs a redstone signal(15 when full, 0 when empty, and so on). With a bit of work, you can use this for automated systems.
The “Alchemy Relay” acts as a small buffer(Two tanks that can hold two reagent each), and can be used to merge and divide a transport line of reagent energy. Each relay can have limitless sources, and four destinations. With the creative use of relays, you can create a large power network for transporting reagent. Tiberius has worked his magic on this device as well, and tweaked it to not send reagent when a redstone signal is applied(It also spins slightly slower to represent this).
To assist with the use of this system, we have three items to manage these devices. The Alchemic Router is used to bind the destinations of set reagents for all devices. The Alchemic Segmenter is used to partition tanks to a set reagent. All you need to do is set the reagent type the same way you would the router, then right click the device you want to partition a tank for that reagent type. One tank will be set for that type per right click, and if you exceed the maximum number of available tanks it will reset all tanks partitioned tanks to the default “First come first served”. I should also note that if you set a relay to accept sanctus, offensa and vistus, the two available tanks will distributed to whichever reagents that get there first.
The final item is the alchemic cleanser, and its use is simple but very useful: It resets all destinations. All locations the device is set to send reagent are cleared, so you can easily bind the device to new locations.
Now, we have made a few minor alterations to the “Master ritual stone” to enable our system to function. Its recipe and normal uses have remained the same, but it now has three internal tanks that each hold 1000AR. If the ritual has any reagent, it will display an “Alchemy Ring” above the master ritual stone as a sign that it has been augmented. Then depending on the ritual and the effect in question, it will use an amount of reagent to perform a new effect or augment an old one. An example of this is the full spring fulled with aquasalus will convert earth into farmland then hydrate it in a nine by nine around the master ritual stone, but if the full spring is given crystallus it will freeze all water source blocks around it. This all is paired with the base effect of the rituals, so the full spring can still function as an endless water source.
This is all I can think of to write down about our new system. Tiberius and I plan to show it to the others tomorrow, so I need to get some rest.
We showed our new system to Magus and my siblings today, and to say they loved it was an understatement. We had decided to be a little flashy with the show, building a full spring next to a small pond that had formed from the recent rainfall. After a bit of work hiding the relays and the belljar, Tiberius hid out of sight while I showed the others to the demonstration. I asked Magus to activate the ritual, keeping a close eye to see if he focused on anything in particular, but he quickly and effortlessly activated the ritual without pausing for a moment. After he returned to my side, I yelled for Tiberius to throw the switch. In an instant the reagent flowed to the ritual, and as the alchemy circle formed in the air the water created by the ritual and that of the pond quickly froze over. I heard gasps from both of my siblings, and I noticed Magus's eyes widen for just a moment(His equivalent of a jaw hanging slack) before he composed himself. Afterword we went over the details for them of how it works for the other, explaining the minor modifications we had made to the basic master ritual stone design and such.
I know they are a bit of a long read, but there is a large amount of information to convey. Hope this helps with answering your questions.
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
You can use this mod in any modpack, and you do not need to alert me to this. However, I do like to keep tabs on the communities to mainly fix bugs - the more mods that this mod is used with, the more likely there will be bugs. So, if you wish to include this, as a simple formality just let me know so that I can break out the champagne! If you are not legal, though, I suppose a bottle of soda water will suffice.
Yes.
EDIT: Now with 80% less visible sarcasm. Also contains extra implied sarcasm to compensate. Can't have everything, Way.
You can use this mod in any modpack, and you do not need to alert me to this. However, I do like to keep tabs on the communities to mainly fix bugs - the more mods that this mod is used with, the more likely there will be bugs. So, if you wish to include this, as a simple formality just let me know so that I can break out the champagne! If you are not legal, though, I suppose a bottle of soda water will suffice.
I'm not sure. Does 'you can use this mod in any modpack' seem like permission to you? Sounds a bit suspicious if you ask me... Note the sarcasm.
Be nice, some people miss the permissions or assume that you always have to get it.
Rollback Post to RevisionRollBack
Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
Hi, I've been playing with some friends and we all quite enjoy the mod, but a couple things have come up that look like they could cause problems.
First - thank you for the teleposer blacklist, that makes balancing things way easier.
Second - the spells that involve raising a platform behave in much the same way, allowing movement of warded blocks even if they're set in the teleposer blacklist, and a weird case of duplicating a tile entity on use. Now note, there's a significant amount of mods so it's possible there's just interference but I tried a couple different things.
To replicate the issue with thaumcraft lamps: Place the arcane lamp in the middle of a 3x3 ring of blocks. Create a spell using the self paradigm, earth augmentor, 2 power augmentors. Aim at the placed ring while above, fire spell.
Expected result: Panel of blocks rises, nothing breaks.
Result: Panel rises, leaving behind a copy of the lamp as a dropped item. The placed lamp is recoverable.
The same happens with Ender IO Travel anchors, and thermal expansion machines.
Also note that certain forms of health regen seem to not trigger the accelerated hunger even if that option is enabled in config. So far I've only found that the regeneration from hardcore ender expansion charms doesn't activate it, but it may be relevant to other mods if you're looking to stop ez mode self-shanking.
Cheers.
Can someone help me with this?
java.lang.IllegalStateException: Function is not supported
at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58)
at org.lwjgl.opengl.ARBShaderObjects.glDeleteObjectARB(ARBShaderObjects.java:65)
at WayofTime.alchemicalWizardry.common.renderer.block.ShaderHelper.createShader(ShaderHelper.java:125)
at WayofTime.alchemicalWizardry.common.renderer.block.ShaderHelper.createProgram(ShaderHelper.java:80)
at WayofTime.alchemicalWizardry.common.renderer.block.ShaderHelper.initShaders(ShaderHelper.java:33)
at WayofTime.alchemicalWizardry.client.ClientProxy.registerRenderers(ClientProxy.java:172)
at WayofTime.alchemicalWizardry.AlchemicalWizardry.load(AlchemicalWizardry.java:554)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:691)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:288)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:541)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58)
at org.lwjgl.opengl.ARBShaderObjects.glDeleteObjectARB(ARBShaderObjects.java:65)
at WayofTime.alchemicalWizardry.common.renderer.block.ShaderHelper.createShader(ShaderHelper.java:125)
at WayofTime.alchemicalWizardry.common.renderer.block.ShaderHelper.createProgram(ShaderHelper.java:80)
at WayofTime.alchemicalWizardry.common.renderer.block.ShaderHelper.initShaders(ShaderHelper.java:33)
at WayofTime.alchemicalWizardry.client.ClientProxy.registerRenderers(ClientProxy.java:172)
at WayofTime.alchemicalWizardry.AlchemicalWizardry.load(AlchemicalWizardry.java:554)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:691)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:288)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:541)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows XP (x86) version 5.1
Java Version: 1.7.0_67, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 61916896 bytes (59 MB) / 257400832 bytes (245 MB) up to 523501568 bytes (499 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.85.1230 Minecraft Forge 10.13.2.1230 8 mods loaded, 8 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML{7.10.85.1230} [Forge Mod Loader] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized
Forge{10.13.2.1230} [Minecraft Forge] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized
CodeChickenCore{1.0.4.29} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
NotEnoughItems{1.0.3.74} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.3.74-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized
AWWayofTime{v1.3.1} [Blood Magic: Alchemical Wizardry] (BloodMagic-1.7.10-1.3.1-7.jar) Unloaded->Constructed->Pre-initialized->Errored
Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10.jar) Unloaded->Constructed->Pre-initialized->Initialized
ExtraUtilities{1.2.2} [Extra Utilities] (extrautilities-1.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
Launched Version: 1.7.10-Forge10.13.2.1230
LWJGL: 2.9.1
OpenGL: Intel 845G GL version 1.3.0 - Build 4.14.10.4342, Intel
GL Caps: Using GL 1.3 multitexturing.
Not using framebuffer objects because OpenGL 1.4 is not supported, EXT_blend_func_separate is supported, OpenGL 3.0 is not supported, ARB_framebuffer_object is not supported, and EXT_framebuffer_object is not supported.
Anisotropic filtering is supported and maximum anisotropy is 2.
Shaders are not available because OpenGL 2.1 is not supported, ARB_shader_objects is not supported, ARB_vertex_shader is not supported, and ARB_fragment_shader is not supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
I personally think it would be a good idea to make more portable abilitys like the simple spell system. Would you ever consider this?
Not sure if I'm posting this on the right thread, but yeah, I get this error every time I press "U" on Jaffas and More mod's mutton to check its uses through NEI, I get this weird crash. Not sure if it's an NEI or Blood Magic or Jaffa but please, can someone enlighten me? Thanks in advance.
---- Minecraft Crash Report ----
// Oops.
Time: 3/17/15 6:09 PM
Description: Updating screen events
java.lang.ArrayIndexOutOfBoundsException: 0
at codechicken.nei.PositionedStack.setPermutationToRender(PositionedStack.java:95)
at codechicken.nei.PositionedStack.<init>(PositionedStack.java:34)
at joshie.alchemicalWizardy.nei.NEIBloodOrbShapedHandler$CachedBloodOrbRecipe.setIngredients(NEIBloodOrbShapedHandler.java:45)
at codechicken.nei.recipe.ShapedRecipeHandler$CachedShapedRecipe.<init>(ShapedRecipeHandler.java:35)
at joshie.alchemicalWizardy.nei.NEIBloodOrbShapedHandler$CachedBloodOrbRecipe.<init>(NEIBloodOrbShapedHandler.java:22)
at joshie.alchemicalWizardy.nei.NEIBloodOrbShapedHandler.forgeShapedRecipe(NEIBloodOrbShapedHandler.java:122)
at joshie.alchemicalWizardy.nei.NEIBloodOrbShapedHandler.loadUsageRecipes(NEIBloodOrbShapedHandler.java:91)
at codechicken.nei.recipe.TemplateRecipeHandler.loadUsageRecipes(TemplateRecipeHandler.java:346)
at codechicken.nei.recipe.TemplateRecipeHandler.getUsageHandler(TemplateRecipeHandler.java:471)
at codechicken.nei.recipe.GuiUsageRecipe.openRecipeGui(GuiUsageRecipe.java:20)
at codechicken.nei.recipe.RecipeItemInputHandler.lastKeyTyped(RecipeItemInputHandler.java:20)
at codechicken.nei.guihook.GuiContainerManager.lastKeyTyped(GuiContainerManager.java:307)
at net.minecraft.client.gui.inventory.GuiContainer.func_73869_a(GuiContainer.java)
at net.minecraft.client.gui.inventory.GuiContainer.public_func_73869_a(GuiContainer.java)
at codechicken.nei.guihook.GuiContainerManager.callKeyTyped(GuiContainerManager.java)
at codechicken.nei.guihook.GuiContainerManager.keyTyped(GuiContainerManager.java:474)
at codechicken.nei.guihook.GuiContainerManager.handleKeyboardInput(GuiContainerManager.java:464)
at net.minecraft.client.gui.inventory.GuiContainer.func_146282_l(GuiContainer.java)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:276)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1629)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at codechicken.nei.PositionedStack.setPermutationToRender(PositionedStack.java:95)
at codechicken.nei.PositionedStack.<init>(PositionedStack.java:34)
at joshie.alchemicalWizardy.nei.NEIBloodOrbShapedHandler$CachedBloodOrbRecipe.setIngredients(NEIBloodOrbShapedHandler.java:45)
at codechicken.nei.recipe.ShapedRecipeHandler$CachedShapedRecipe.<init>(ShapedRecipeHandler.java:35)
at joshie.alchemicalWizardy.nei.NEIBloodOrbShapedHandler$CachedBloodOrbRecipe.<init>(NEIBloodOrbShapedHandler.java:22)
at joshie.alchemicalWizardy.nei.NEIBloodOrbShapedHandler.forgeShapedRecipe(NEIBloodOrbShapedHandler.java:122)
at joshie.alchemicalWizardy.nei.NEIBloodOrbShapedHandler.loadUsageRecipes(NEIBloodOrbShapedHandler.java:91)
at codechicken.nei.recipe.TemplateRecipeHandler.loadUsageRecipes(TemplateRecipeHandler.java:346)
at codechicken.nei.recipe.TemplateRecipeHandler.getUsageHandler(TemplateRecipeHandler.java:471)
at codechicken.nei.recipe.GuiUsageRecipe.openRecipeGui(GuiUsageRecipe.java:20)
at codechicken.nei.recipe.RecipeItemInputHandler.lastKeyTyped(RecipeItemInputHandler.java:20)
at codechicken.nei.guihook.GuiContainerManager.lastKeyTyped(GuiContainerManager.java:307)
at net.minecraft.client.gui.inventory.GuiContainer.func_73869_a(GuiContainer.java)
at net.minecraft.client.gui.inventory.GuiContainer.public_func_73869_a(GuiContainer.java)
at codechicken.nei.guihook.GuiContainerManager.callKeyTyped(GuiContainerManager.java)
at codechicken.nei.guihook.GuiContainerManager.keyTyped(GuiContainerManager.java:474)
at codechicken.nei.guihook.GuiContainerManager.handleKeyboardInput(GuiContainerManager.java:464)
at net.minecraft.client.gui.inventory.GuiContainer.func_146282_l(GuiContainer.java)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:276)
-- Affected screen --
Details:
Screen name: net.minecraft.client.gui.inventory.GuiInventory
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['.mochiiko.'/195, l='MpServer', x=862.30, y=85.62, z=-370.55]]
Chunk stats: MultiplayerChunkCache: 25, 34
Level seed: 0
Level generator: ID 05 - Highlands, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (526,64,11), Chunk: (at 14,4,11 in 32,0; contains blocks 512,0,0 to 527,255,15), Region: (1,0; contains chunks 32,0 to 63,31, blocks 512,0,0 to 1023,255,511)
Level time: 23648 game time, 23648 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 12 total; [EntityClientPlayerMP['.mochiiko.'/195, l='MpServer', x=862.30, y=85.62, z=-370.55], EntityItem['item.tile.stonebrick'/203, l='MpServer', x=816.38, y=71.13, z=-359.13], EntityItem['item.item.muttonrawItem'/196, l='MpServer', x=862.13, y=63.13, z=-378.88], EntitySheep['Sheep'/216, l='MpServer', x=877.47, y=83.00, z=-363.91], EntitySheep['Sheep'/212, l='MpServer', x=877.53, y=89.00, z=-356.66], EntitySheep['Sheep'/213, l='MpServer', x=849.81, y=87.00, z=-389.70], EntitySheep['Sheep'/214, l='MpServer', x=872.19, y=83.00, z=-373.81], EntitySheep['Sheep'/215, l='MpServer', x=891.81, y=81.00, z=-362.47], EntitySheep['Sheep'/209, l='MpServer', x=854.34, y=80.00, z=-350.53], EntityZombie['Zombie'/210, l='MpServer', x=877.50, y=65.00, z=-403.50], EntitySheep['Sheep'/211, l='MpServer', x=872.97, y=77.00, z=-377.19], EntityChicken['Chicken'/230, l='MpServer', x=894.53, y=76.23, z=-334.38]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2433)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:908)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_67, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 432855880 bytes (412 MB) / 1327497216 bytes (1266 MB) up to 1908932608 bytes (1820 MB)
JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2G -XX:MaxPermSize=256M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.05 FML v7.10.85.1230 Minecraft Forge 10.13.2.1230 Optifine OptiFine_1.7.10_HD_U_A4 119 mods loaded, 119 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.10.85.1230} [Forge Mod Loader] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.13.2.1230} [Minecraft Forge] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AM2-Preloader{0.0.2} [AMCore] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
appliedenergistics2-core{rv1-stable-1} [AppliedEnergistics2 Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Aroma1997Core{1.0.2.9} [Aroma1997Core] (Aroma1997Core-1.7.10-1.0.2.9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore{1.0.4.29} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
<CoFH ASM>{000} [CoFH ASM Data Initialization] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
monnef-core{0.7.2} [monnef Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems{1.0.4.83} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.4.83-universal(1).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
<DragonAPI ASM>{0} [DragonAPI ASM Data Initialization] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
malisiscore{1.7.10-0.9.7} [Malisis Core] (malisiscore-1.7.10-0.9.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AnimationAPI{1.2.4} [AnimationAPI] (AnimationAPI-1.7.10-1.2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
arsmagica2{1.4.0.008} [Ars Magica 2] (1.7.10_AM2-1.4.0.008.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AgriCraft{1.7.10-1.3.1} [AgriCraft] (AgriCraft-1.7.10-1.3.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Mantle{1.7.10-0.3.2.jenkins184} [Mantle] (Mantle-1.7.10-0.3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Natura{2.2.0} [Natura] (natura-1.7.10-2.2.0-b1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BiomesOPlenty{2.1.0} [Biomes O' Plenty] (BiomesOPlenty-1.7.10-2.1.0.1019-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CoFHCore{1.7.10R3.0.0B8} [CoFH Core] (CoFHCore-[1.7.10]3.0.0B8-36.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forestry{3.1.1.4} [Forestry for Minecraft] (forestry_1.7.10-3.1.1.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
koresample{1.7.10-1.2.4} [Kore Sample] (KoreSample-1.7.10-1.2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
dendrology{1.7.10-1.2.2} [Ancient Trees] (AncientTrees-1.7.10-1.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
appliedenergistics2{rv1-stable-1} [Applied Energistics 2] (appliedenergistics2-rv1-stable-1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Aquaculture{1.2.3} [Aquaculture] (Aquaculture-1.7.10-1.2.5.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Aroma1997CoreHelper{1.0.2.9} [Aroma1997Core|Helper] (Aroma1997Core-1.7.10-1.0.2.9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Backpack{2.0.0} [Backpack] (backpack-2.0.0-1.7.x.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
bdlib{1.4.5.24} [BD Lib] (bdlib-mc1710-1.4.5.24.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BetterChests{1.1.1.4} [BetterChests] (BetterChests-1.7.10-1.1.1.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BiblioCraft{1.8.2} [BiblioCraft] (BiblioCraft[v1.8.2][MC1.7.10].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ThermalFoundation{1.7.10R1.0.0B3} [Thermal Foundation] (ThermalFoundation-[1.7.10]1.0.0B3-8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ThermalExpansion{1.7.10R4.0.0B6} [Thermal Expansion] (ThermalExpansion-[1.7.10]4.0.0B6-16.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BigReactors{0.4.0rc9} [Big Reactors] (BigReactors-0.4.0rc9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AWWayofTime{v1.2.0Beta22} [Blood Magic: Alchemical Wizardry] (Blood Magic-v1.2.0Beta22(1.7.10).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Thaumcraft{4.2.3.4} [Thaumcraft] (Thaumcraft-1.7.10-4.2.3.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Botania{r1.3-140} [Botania] (Botania r1.3-140.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CarpentersBlocks{3.2.8} [Carpenter's Blocks] (Carpenters Blocks v3.2.8 - MC 1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TwilightForest{2.3.2} [The Twilight Forest] (twilightforest-1.7.10-2.3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ForgeMultipart{1.1.0.310} [Forge Multipart] (ForgeMultipart-1.7.10-1.1.0.310-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
chisel{2.3.7.34} [Chisel 2] (Chisel2-2.3.7.34.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
cookiecore{1.3.0} [Cookie Core] (cookiecore-1.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded{1.7.10R2.8.0RC5} [MineFactory Reloaded] (MineFactoryReloaded-[1.7.10]2.8.0RC5-694.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Waila{1.5.8} [Waila] (Waila-1.5.9_1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TConstruct{1.7.10-1.8.2.build858} [Tinkers' Construct] (TConstruct-1.7.10-1.8.2a.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MagicBees{1.7.10-2.1.21} [Magic Bees] (magicbees-1.7.10-2.1.21.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Core{4.5.0.50} [ProjectRed] (ProjectRed-Base-1.7.10-4.5.0.50.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DragonAPI{1.0} [DragonAPI] (DragonAPI 1.7.10 V4c.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights{1.3.8} [Dynamic Lights] (DynamicLights-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_onFire{1.0.4} [Dynamic Lights Burning Entity Module] (DynamicLights-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_creepers{1.0.4} [Dynamic Lights Creeper Module] (DynamicLights-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_dropItems{1.0.8} [Dynamic Lights EntityItem Module] (DynamicLights-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_entityClasses{1.0.1} [Dynamic Lights Entity Light Module] (DynamicLights-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_mobEquipment{1.0.8} [Dynamic Lights Mob Equipment Light Module] (DynamicLights-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_flameArrows{1.0.0} [Dynamic Lights Fiery Arrows Light Module] (DynamicLights-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_floodLights{1.0.2} [Dynamic Lights Flood Light] (DynamicLights-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_otherPlayers{1.0.8} [Dynamic Lights OtherPlayers Light Module] (DynamicLights-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_thePlayer{1.1.4} [Dynamic Lights Player Light Module] (DynamicLights-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
RotaryCraft{Gamma} [RotaryCraft] (RotaryCraft 1.7.10 V4c.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ElectriCraft{beta} [ElectriCraft] (ElectriCraft 1.7.10 V4c.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
EnderIO{1.7.10-2.0.8.221} [Ender IO] (EnderIO-1.7.10-2.0.8.221.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
EnderTech{1.7.10-0.3.0.364} [EnderTech] (EnderTech-1.7.10-0.3.0.364.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ExtraUtilities{1.1.0k} [Extra Utilities] (extrautilities-1.1.0k.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
WaslieCore{1.1} [WaslieCore] (WaslieCore-1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ForestryExtras{3.1} [Forestry Extras] (ForestryExtras-2-3.1_B28.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
gendustry{1.3.4.29} [GenDustry] (gendustry-mc1710-1.3.4.29.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GeoStrata{Gamma} [GeoStrata] (GeoStrata 1.7.10 V4a.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Highlands{2.2.0} [Highlands] (Highlands-1.7.2-v-2.2.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
inventorytweaks{1.58-147-645ca10} [Inventory Tweaks] (InventoryTweaks-1.58-147.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IronChest{6.0.43.730} [Iron Chest] (ironchest-1.7.10-6.0.43.730-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
JABBA{1.1.4} [JABBA] (Jabba-1.1.4_1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
monnef-core-helper{0.7.2} [monnef Core ~] (monnef_core_0.7.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Jaffas{0.7.3} [Jaffas and more!] (jaffas_0.7.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Jaffas-Trees{0.7.2} [Jaffas - Trees] (jaffas_0.7.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Jaffas-Technic{0.7.2} [Jaffas - Technic] (jaffas_0.7.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Jaffas-Power{0.7.2} [Jaffas - Power] (jaffas_0.7.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Jaffas-Xmas{0.7.2} [Jaffas - Xmas] (jaffas_0.7.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
malisisdoors{1.7.10-1.1.4} [Malisis' Doors] (malisisdoors-1.7.10-1.1.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MapWriter{2.1.2} [MapWriter] (MapWriter-1.7.10-2.1.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatAppliedEnergistics{1.7.10R2.8.0RC5} [MFR Compat: Applied Energistics] (MineFactoryReloaded-[1.7.10]2.8.0RC5-694.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatAtum{1.7.10R2.8.0RC4} [MFR Compat: Atum] (MineFactoryReloaded-[1.7.10]2.8.0RC5-694.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatBackTools{1.7.10R2.8.0RC5} [MFR Compat: BackTools] (MineFactoryReloaded-[1.7.10]2.8.0RC5-694.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatBuildCraft{1.7.10R2.8.0RC4} [MFR Compat: BuildCraft] (MineFactoryReloaded-[1.7.10]2.8.0RC5-694.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatChococraft{1.7.10R2.8.0RC4} [MFR Compat: Chococraft] (MineFactoryReloaded-[1.7.10]2.8.0RC5-694.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatExtraBiomes{1.7.10R2.8.0RC4} [MFR Compat: ExtraBiomes] (MineFactoryReloaded-[1.7.10]2.8.0RC5-694.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatForestry{1.7.10R2.8.0RC5} [MFR Compat: Forestry] (MineFactoryReloaded-[1.7.10]2.8.0RC5-694.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatForgeMicroblock{1.7.10R2.8.0RC4} [MFR Compat: ForgeMicroblock] (MineFactoryReloaded-[1.7.10]2.8.0RC5-694.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatIC2{1.7.10R2.8.0RC4} [MFR Compat: IC2] (MineFactoryReloaded-[1.7.10]2.8.0RC5-694.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatMystcraft{1.7.10R2.8.0RC4} [MFR Compat: Mystcraft] (MineFactoryReloaded-[1.7.10]2.8.0RC5-694.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Exploration{4.5.0.50} [ProjectRed-Exploration] (ProjectRed-World-1.7.10-4.5.0.50.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatProjRed{1.7.10R2.8.0RC4} [MFR Compat ProjectRed] (MineFactoryReloaded-[1.7.10]2.8.0RC5-694.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatRailcraft{1.7.10R2.8.0RC4} [MFR Compat: Railcraft] (MineFactoryReloaded-[1.7.10]2.8.0RC5-694.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatRP2{1.7.10R2.8.0RC4} [MFR Compat: RP2] (MineFactoryReloaded-[1.7.10]2.8.0RC5-694.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatSufficientBiomes{1.7.10R2.8.0RC4} [MFR Compat: Sufficient Biomes] (MineFactoryReloaded-[1.7.10]2.8.0RC5-694.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatThaumcraft{1.7.10R2.8.0RC5} [MFR Compat: Thaumcraft] (MineFactoryReloaded-[1.7.10]2.8.0RC5-694.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatThermalExpansion{1.7.10R2.8.0RC4} [MFR Compat: Thermal Expansion] (MineFactoryReloaded-[1.7.10]2.8.0RC5-694.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatTwilightForest{1.7.10R2.8.0RC5} [MFR Compat: TwilightForest] (MineFactoryReloaded-[1.7.10]2.8.0RC5-694.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatVanilla{1.7.10R2.8.0RC5} [MFR Compat: Vanilla] (MineFactoryReloaded-[1.7.10]2.8.0RC5-694.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
morechisels{@VERSION@} [More Chisels] (MoreChisels-1.7.10-1.0-19.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
cfm{3.4.2} [§9MrCrayfish's Furniture Mod] (MrCrayfishFurnitureModv3.4.2(1.7.10).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
neiintegration{1.0.6} [NEI Integration] (NEIIntegration-MC1.7.10-1.0.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
nevermine{1.1.1} [Nevermine] (nevermine-1.1.6H.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
neresources{0.1.0.95} [Not Enough Resources] (NotEnoughResources-1.7.10-0.1.0.95.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
harvestcraft{1.7.10d} [Pam's HarvestCraft] (Pam's HarvestCraft 1.7.10f.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Transmission{4.5.0.50} [ProjectRed-Transmission] (ProjectRed-Integration-1.7.10-4.5.0.50.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Transportation{4.5.0.50} [ProjectRed-Transportation] (ProjectRed-Mechanical_beta-1.7.10-4.5.0.50.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Compatibility{4.5.0.50} [ProjectRed-Compatibility] (ProjectRed-Compat-1.7.10-4.5.0.50.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Integration{4.5.0.50} [ProjectRed-Integration] (ProjectRed-Integration-1.7.10-4.5.0.50.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Illumination{4.5.0.50} [ProjectRed-Illumination] (ProjectRed-Lighting-1.7.10-4.5.0.50.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Expansion{4.5.0.50} [ProjectRed-Expansion] (ProjectRed-Mechanical_beta-1.7.10-4.5.0.50.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
RandomThings{2.1.4} [Random Things] (RandomThings-2.1.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
RedstoneArsenal{1.7.10R1.1.0RC1} [Redstone Arsenal] (RedstoneArsenal-[1.7.10]1.1.0RC1-19.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
thaumcraftneiplugin{1.7.10-1.7} [Thaumcraft NEI Plugin] (thaumcraftneiplugin-1.7.10-1.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
kitchen{1.2.2} [The Kitchen Mod] (TheKitchenMod-1.7.2-1.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AS_UpdateCheck{1.1.6} [AtomicStryker Update Check Mod] (UpdateCheckerMod-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Ztones{1.7.10} [Ztones] (Ztones-1.7.10-2.2.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
bspkrsCore{6.15} [bspkrsCore] ([1.7.10]bspkrsCore-universal-6.15.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
McMultipart{1.1.0.310} [Minecraft Multipart Plugin] (ForgeMultipart-1.7.10-1.1.0.310-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
aobd{2.4.0} [Another One Bites The Dust] (AOBD-2.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ForgeMicroblock{1.1.0.310} [Forge Microblocks] (ForgeMultipart-1.7.10-1.1.0.310-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Mantle Environment: DO NOT REPORT THIS CRASH! Unsupported mods in environment: optifine
AE2 Version: stable rv1-stable-1 for Forge 10.13.0.1187
TConstruct Environment: Environment healthy.
Forestry : [Forestry] Warning: You have mods that change the behavior of Minecraft, ForgeModLoader, and/or Minecraft Forge to your client:
Optifine
These may have caused this error, and may not be supported. Try reproducing the crash WITHOUT these mods, and report it then.
AE2 Integration: IC2:OFF, RotaryCraft:OFF, RC:OFF, BC:OFF, MJ6:ON, MJ5:ON, RF:ON, RFItem:ON, MFR:ON, DSU:ON, FZ:OFF, FMP:ON, RB:OFF, CLApi:OFF, Waila:ON, InvTweaks:ON, NEI:ON, CraftGuide:OFF, Mekanism:OFF, ImmibisMicroblocks:OFF, BetterStorage:OFF
Launched Version: 1.7.10-Forge10.13.2.1230
LWJGL: 2.9.1
OpenGL: GeForce GT 425M/PCIe/SSE2 GL version 4.4.0, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: [Minestrappolation AVT.zip]
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Ok, noted. I'll see what I can do.
Try updating java? No clue on this one.
Update your Blood Magic - that one is really old.
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Oh, well. I can't update Java without a newer version of windows.
Great mod, though. I'll try an older version. It was working for me back in fall.
[WayofTime.alchemicalWizardry.common.book.BookParser:parseTextFile:38]: I am in an island of files!
208 mods - 10min staying on it(((
Mod version, please: that issue was remedied by 1.3.1-7.
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
BloodMagic-1.7.10-1.3.1-7
...What modpack is that?
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Love the mod. going to have to play 1.1.0 until my I get a better computer.
not modpack, made myself
This is not a bug. You just have to get creative to get the new tier of orb. Then you can get Runes of Capacity to allow your altar to hold more.
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
Hello, do you have intention to make craftable the Efficiency rune? Thanks, And for some good people how know everything about the mod, how exactly works the bound armor and the upgrades, and of course, the new system of spell and advanced alchemistry?
The reason that rune was disabled was rather simple: The only case that rune was helpful was if you were doing something wrong. It slowed the rate that you lost LP from a transmutation, but in normal circumstances you should never reach that point. In most cases you would be adding enough LP(From the buffer or via sacrifice) that you would never need the efficiency rune and would do better to have other runes to make sure that you never run out of LP for the transmutation.
As for your other questions, I'll quote the still work in progress in game documentation.
Today Magus gave us a lecture on armors, going over the practical applications(Protection from large pointy sticks shoved in your direction and holding magic to improve the abilities of the wearer), typical construction of armor, and notable armors through the ages (And the very fatal flaws that their owners eventually discovered, much to their short lived dismay). Seeing and reading all this, I feel it is time I take my own try at this art using blood magic. Testing a wide array of materials and structures, I discovered a process to make an almost indestructible metal using a casing filled with life essence with glass hardened with diamonds and reinforced with bright red blood shards(More on their properties later) Magus showed me a while back (Making the prototypes of this armor took longer then you would believe). The process needs the soul of a demon bound to it, but this seems to be a small price to pay.
//CRAFTING AWWayofTime:emptySocket
//CRAFTING AWWayofTime:armourForge
To start, you need to make a “Soul armor forge”. This block summons the demon soul and controls the transformation of the “Socket” blocks into proper armor. By placing the filled socket blocks around the soul armor forge in roughly the shape of the armor piece you want with the forge in a gap, you set what it makes. Right clicking the forge will then finish the process, creating the armor piece and binding the demon to the shards inside the armor. You will need to bind the armor to yourself, allowing the armor to drain your network to repair any damage it takes(Another benefit of using blood shards in the creation). After donning the armor(Making a few adjustments, still refining the creation process), I asked Magus to help test just how resistant this armor really is. Several nasty bruises later, we have decided this armor shields the wearer from ninety percent of damage from mundane damage sources. What is interesting is that it also blocks roughly eighty percent of magical damage, meaning many armor piercing methods are far weaker. The metal also doesn't seem to hold enchantments, and the demons inside reacts quite negatively to our attempts to do so.
Using the ritual of unbinding, we are able to deconstruct the armor back into the component sockets and anything that was inside them. I mention this because we seem to be able to “Augment” the armor before creation by adding a combination of sigils, blood shard, and an orb. The sigil added to the armor piece(You can add anything to the socket by right clicking with the item in hand) determines the effect, and adds a passive cost to wearing the armor piece. The blood shard lets you add an upgrade, the weak shards we have at our disposal only allow one upgrade but in theory a stronger shard should allow more to be added. Finally, the orb seems to lower the cost of the upgrade. Every sigil seems to have something to do with the normal effect of the sigil, either giving you a passive bonus or having the effect of the sigil happen automatically around you. A few examples are a water sigil making you immune to drowning, the fast miner always active, and a green grove sigil acts around you.
Anyway, back to what we're here to write about. We have discovered a way to use the items known as “Blood Shards” and my brother's alchemical reagents to create a new way to form spells using blood magic. It uses four components: Paradigms, Effects, Modifiers, and Enhancements. The main improvement of this system over the old one is the ability to “Chain” spell effects together. Before I cover how to create the spells, I should go over the parts.
//IMAGE Show all the paradigms in order
The paradigms act as the starting point for the spells, and define what the spell will target. There is only one “Output” side to these blocks, and it is on the side with five points(It will be hard to miss it), and the output side can be rotated with a simple right click. We have currently created four different paradigm versions: Projectile, melee, self, and tool. While the names feel self explanatory, I'd best talk about them anyway.
Projectile: Makes the spell ranged, and will trigger on impact with anything.
Melee: Short range spell, normally the target must be within one to two blocks for the effect to work.
Self: Targets the caster, or the area immediately surrounding the caster.
Tool: Creates an alchemical manifestation of the spell from the crystal in the shape of a mace. Depending on what is in the spell, it can change what this mace does, from being a weapon or a digging tool or “Crushing” any block it breaks.
//IMAGE All effects in order
Next we have the effect blocks, and these are what give the paradigms some kick. Unlike the paradigms, theses have both an input and an output. An effect blocks input is always the five pointed non-colored side, while the output is the side with the colored ends(The color depends on the effect block). We currently have the effect blocks for fire, earth, wind, and ice. The effects of these blocks are heavily influenced by the modifiers that come after it, but spells can function with only a paradigm and one effect.
Modifiers change what the last effect in the chain before them does. So, if you had a fire, ice, wind chain then placed an offensive modifier, the wind would take an offensive effect while the others remain default. The current modifiers are: Default, Offensive, Defensive, and Environmental.
Default makes the effect act as if you left it without a modifier. Useful for spells where you want to guaranty its effect.
Offensive makes the spell more combat oriented. Doesn't mean the spell will deal damage, but it might help in combat.
Defensive has shown to change effect to protect the user. This comes in several forms, from creating shields and cloaking the user to slowing an opponent.
Environmental does what the name says: It makes spell effects have bigger impact on the world, from setting fires at the targets feet to carving out large chunks of land.
Finally we have enhancements. Enhancements improve the spell without major changes to the effect. The enhancements are: Power, Cost, and Potency. Like most other spell blocks, plain is in and colored is out. What should also be covered are the frames that hold enhancements. There are three types of frames, each stronger then the last. Your cheap and basic unstable frame can only withstand one per type(You may have one power, one cost, and one potency. If you try to add two unstable power enhancements one will not be able to improve the spell, and actually might blow up damaging the blocks around it). While you may only have one unstable per type, you may have two standard and three reinforced for a grand total of three enhancements of any type(If you want to save on the resources needed for these enhancements, try having one of each in the chain, placed in the order of weakest to strongest. While an unstable can only handle its own power, a standard can handle its own and that of a unstable, with a reinforced able to channel all three without failing). As I write this down I realize it is a little confusing, but with a little practice it becomes simple.
Power boosts the, well, power of the spell. If you had a spell that did damage and gave the target a potion effect, the spell would do more damage or make the potion effect stronger.
Cost lowers the cost of the spell effect. Doesn't get much simpler then this, yet will always be useful as the cost of these spells can get quite hefty after you chain a few effects.
Potency increases the potency of the spell. What this means differs from spell to spell, but with our damage/potion effect example it might make the effect last longer or be stronger.
This covers all the parts of a spell, but there is still one block remaining: The conduit. It doesn't add anything to the spell, but it allows you to have the parts of the spell farther apart. The input and output is dictated by the dots on the respective side. Four small dots is the input, one large dot is the output.
Now then, how do you create a spell? First, pick your paradigm. Then, create a complex spell crystal to bind to the paradigm(Crafting recipes will be on the following pages for convenience) and make sure the crystal is also bound to an owner. Then, place and connect an effect block to the paradigm(Change outputs with right click, inputs with sneak right click. Do note that one side can't be both the input and the output.) Now the spell will work, but it might not do what you want. You can alter the spells effect by placing down and connecting a modifier. Still doesn't mean the spell will work as expected, but you can at least nudge it in the right direction. Finally you can add enhancements to boost the spell, but they might make the effect cost more(Unless you add cost enhancements), There are three tiers of enhancements, and a spell effect can one tier one... You know what, I went over this in the modifiers section. Look there for more information. But you don't need to stop on one effect, you can chain to another effect and another effect and another.... The possibilities are as endless as your soul network will allow.
A few final notes: Every spell will do something. Some need other effects to really flourish while others work best on there own.
The cost of the spell will always be the sum of all the effects and their enhancements multiplied by the complexity factor. So you can create massive spells with several effects at once, but watch your soul network as you use it. Just a warning.
//TITLE Vlad's guild to crafting
//TITLE Effects of complex spells
And now Vlad is requesting I mention the effects of the spell... This might take a few pages, but I guess it is worth doing.
Self paradigm effects are always interesting... A default fire effect causes the user to burst into flames, while an offensive effect cloaks you in fire to ignite attackers and nearby entities. Defensive forms a puddle of magma at your feet(Useful if you can't be hurt by fire, but the thing trying to kill you can). Finally for fire, environmental causes you to superheat an area causing fires and things to change(Sand to glass, cobble to stone).
Earth is a bit less...Wild in it's effects for self. Default raises the ground bellow you up to your feet, forming a platform to stand on and I have found it helpful for when you suddenly don't know where the ground has gone(Happened once when testing a wind spell). Offensive creates an impact at your feet that crushes blocks, cobblestone to gravel, gravel to sand... Defensive effect is a powerful combat option with a catch: You become much heartier, able to take far more damage then normal at the cost of movement. Environmental creates a quick shock wave that weakens near by entities.
Ice has been a fun one to use. Default creates a small pillar under you that pushes you up, allowing for quick vertical movement. Offensive causes entities around you to become lethargic, moving slower. Defensive is a bit more interesting, allowing you to slow entities and freeze water using a cloak of ice(You can easily use this to walk on water). When water isn't available, you can create a bridge of ice using environmental ice.
Wind has turned out to be quite practical in it's uses, from my tests. Default hs the useful effect of creating a brief burst of wind that puts out fires on the user and protects the user from sudden downward momentum that can cause quick yet extreamly messy death. Offensive mimics the effects of an air sigil, launching you forward. Defensive causes near by entities to have a strong downward wind limit movement. Finally, environmental causes a large high pressure area to form around the user, that then moves to the low pressure area(Everywhere else). This has the side effect of taking entities with it in the sudden gust of air that is formed.
On to melee effects, for those who like close range combat. Starting off with fire again, this effect as default causes spontaneous combustion for near by entities. The always entertaining offensive effect causes the target to gain an effect called “Fire fuse”. This effect does nothing until it expires, at which point the entity explodes. The explosion not only damages the entity, but causes it to to launch in the air while the explosion damages near by entities. Defensive allows you to wall off areas with fire, stopping things from passing unless the brave the flames. Environmental causes it to form a short range projectile that evaporates any water nearby.
Earth melee has a few of the old effects in a new form. Default destabilizes blocks, causing them to fall akin to sand. Offensive has the same smashing effect from earlier in projectile form. Defensive forms a wall by raising a chunk of the ground up. Environmental on the other hand is able to remove the stone from an ore, leaving a fair amount of dust to process into ingots.
Ice allows some useful combat options, starting with a default effect that allows the target to lose the tolerance to pain that happens after a blow effectively allowing you to apply more damage in less time. Offensive rockets the target into the air akin the the self ice effect from earlier. Defensive forms a wall of ice to protect you from damage. While Environmental... Well, it is odd. It unleashes an omnidirectional volley of snow balls at the target.
Wind is very combat flow oriented, with default pulling entities towards the user, offensive away from the user, and defensive in the air. Environmental is more utility, as it pulls items on the ground toward the users.
Projectile spells share many of the effects of other types with a few all their own. A default fire allows the attack to unleash a torrent of fire when it hits something. Offensive creates flowing lava in the air under the target, but is tricky to use without the aid of other spell effects. Defensive smelts blocks, while environmental evaporates water.
Earth projectiles are mainly focused on mining, with default disintegrating all matter it comes in contact with. Offensive forms a hole under an entity it hits(It will normally only dig the hole in mundane blocks like dirt and cobblestone). Defensive smashes blocks in the same manor stated before, while environmental mines blocks in an area around the projectile.
Ice has a lot of classic effects, with default being an ice plume on impact, Offensive slowing targets, defensive freezing water and making snow, and environmental just freezing water in an area around the projectile.
Wind has a few interesting effects, with default sending mobs flying, offencive giving “Heavy heart” to ground entities, defensive letting blocks mined by the spell drop as if mined by a silk touch pickaxe, and environmental pulling items to the user.
Tool spells seem to be a mix of utility and combat, with many of the effects allowing it to function as a set tool type. Starting with earth, default acts as a pickaxe, offensive as a way to remove mundane blocks, defensive a shovel, and environmental gives it the power to mine multiple blocks. I know I sounds like I'm rushing through these, but they sort of say what they do on the tin.
Fire has a few powerful effects, with default smelting anything mined(Cobble to smooth stone, sand to glass...), offensive acting like the enchantment fire aspect, defensive increases the time the spell stays in tool form, and environmental lets it turn stone into lava.
Ice is more combat centered, with default letting blows it deals slow entities, offensive giving it a few sharp points for more damage, defensive unleashes a torrent of cold air when the tool is summoned that creates snow and slows mobs. The environmental effect is a black sheep, allowing the tool to function as if it has silk touch.
Wind has effects that are just... Useful. Default allows it to function as an axe, offensive gives it some extra punch to throw mobs back after being hit, defensive weighed them down, and finally environmental pulls items closer to the user.
//TITLE Off topic, this is my life
Tiberius has informed me that this book will update as I add to it, so if we ever create more blocks for the advanced spells, you'll know when I do. For now, this is the end. And yet it might be your beginning.
I'll go off topic for a bit, because today something happened that I never thought possible: I killed a wither(You know, big black flying skeletal death monster that wants to kill everything? One of those.) Not only did I kill one, but I also helped kill twenty more. Magus said that the most killed at once before this was ten by three people, so we crushed the record. We needed a few nether stars to upgrade our altar, but nether stars are near impossible to get. Unless you work on the conglomeration board like Magus that is.(He runs the largest country in the world, apparently. I know, I can hardly believe it either.) After inviting every single world leader for a holiday weekend(Of which they actually treated like a holiday trip), Magus managed to get us a reservation in a battle arena to kill thirty withers. To say I was shocked is an understatement. But, by some miracle, we managed to not only kill all of the withers(And all of us lived to tell about it). Sadly, I'm stuck in bed with a busted leg(Wither skull nailed me when I was casting a spell.), so I've taken this as an opportunity to try new kinds of food(Magus knows how to cook like any five star chief). I'd keep writing, but I smell the roasted chicken coming down the stairs now...
Vlad has finally found a more stable recipe for the more advanced spell parts for the augments. While he has been able to create them before, the new orbs we have allow them not to fall apart four out of five times. A slight improvement, I'm sure you may agree. With this, the reinforced spell augments are much more reliable.
Well, the last few days have been interesting. We have managed to open a hole in the fabric of space to let in an invading army of demons, but it was to stop another portal letting in other demons so it is all fine. Sorry, but I had to comment on how ridicules that sounded when I first heard Magus's plan. But it isn't as bad as it sounds, since we opened the second portal we had control over where the demons come out and can prevent them from running wild. Absurd sounding, I know, but when you deal with holes in space leading to demonic realms things are rarely ever simple. Or when a mage has any involvement, for that matter.
And since I'm not sure you are asking about the reagent system or the potion making system, have both.
That is it for the reagents, for now. The other use for the alchemical chemistry set I have found is the creation of potions unlike anything anything I have ever seen. While not big on taste(But really, has there ever been a potion that isn't hard to swallow?), the potions it makes are more... refined. Using a single flask(Made in a T2 blood altar with 2K and a glass bottle, the first being made by accident when I dropped the bottle in the lab after tripping on a table leg that had been moved), a potion ingredient, and a binding agent I can turn the solution in the flask(A mixture of nether wart, redstone, and glowstone dust) into a potion that has eight uses or “Swigs” instead of the normal one per bottle.
Another interesting power of these new potions is that the red and blue alchemy items I had acquired from the adventures(Who in turn got from some chest in a dungeon) can be used to “Augment” the potions by mixing them in with more of potions ingredient. The red ones I have dubbed “Power catalysts”, making the potions effect much more potent at the cost of shortening the effect. The blue ones I have started calling “Lengthening catalysts”, as they make the potions last much longer then normal.
On another note, I have started trying to make a better binding catalyst after an idea came to me from a mishap in the lab. I had tried to make a slowness potion(We had a few villagers that had been pestering us, so I wanted to get rid of them without hurting them), but after adding in the sugar powered I tried mixing in a fermented spider eye. Trying to add it in with a weak binding catalyst, I noticed that instead of mixing with the speed potion it was forming it's own section the same color of a weakness potion. Then the flask exploded. If my theory holds true, these potions can hold more then one effect, but the solution destabilizes when an effect is added. Should the potion fully destabilize, it will cause a small explosion that shatters the flask and damages anyone close to it with the glass shards. If I can help keep the potion stable, I might have found a secret of alchemy countless mages have sought but never found....
//TITLE Reagent revolution
I have been experimenting with what I can make with this new blood orb, a gift from Tiberius for my help with his sigils. Using this orb I have finally been able to recreate the power and lengthening catalyst. Sadly, I can only make the mundane versions of each, but one step at a time. I haven't actually made many new items for my potions and alchemy(Well, compared to the shift from weak to apprentice orbs) but everything I have found is extremely useful with my potions. Then there is what I've been making for my brother, but I wrote most of the uses of them in his book. I'll add the recipes here anyway, for completeness sake.
The first step towards these new reagents was to make a better form of catalyst. Surprisingly, this was the easy part. By mixing in a netherwart and bonemeal into two simple catalysts, I could create two “Strengthened catalyst” with which to create new reagents and enhance old ones.
Shortly after this discovery, I managed to make a reagent I have dubbed “Offensa” by mixing in two arrows, a flint, and a strengthened catalyst into an incendium. While the orrigenal reagents represented elements, these new reagents seem to represent ideas and concepts(With “War and battle” being given to offensa).
More tinkering gave birth to Praesidium, which seems to represent “Defense and protection” and is created by mixing tennibrae into strengthened catalyst, iron ingot(Ground into a powder at the set), redstone dust, and a cobweb(This may or may not have fallen into the set when Bella was doing some cleaning, ending with this happy accident).
By strengthening terrae with the better catalyst, sand, gun powder, and a netherrack chunks(Luckily, we still have some from the last hell harvest festival but I must remember to buy more in a few months), I have created orbis terrae. Where terrae seems to be the element of earth, orbis terrae is the environment itself, encompassing above and bellow ground from the dessert to the nether.
After a few days of nothing, I managed to form a powder now called “Virtus” from two parts redstone, one part coal, and one part gun powder mixed into a strengthened catalyst. From what I can tell, this is the raw manifestation of power(Fitting, this reagent is hard to control and a few of our uses of it have backfired horribly). It holds in it a great deal of potential energy, but releasing it(And then controlling it) has proven to be very difficult.
This next one is a little odd. Late one night in the lab I had been mixing things together to see the results, and something caused me to mix a gold ingot powdered in the stand, soul sand from our nether wart farm, redstone dust, and a carrot of all things in the strengthened catalyst. When I awoke the next day, I found three things: A reagent called reductus(The aspect of reduce and diminish), a large mess in the lab, and that this wasn't the strangest things I had mixed together. Since then I have started brewing pots of coffee before I begin working late in an attempt to stay lucid.
The final reagent that I have created is called “Potentia”, due to the energy that causes it to crackle and pop on its own(Note: As my brother accidentally discovered, this powder does have some electrical properties to it that caused his hair standing on end when he was working with it). Created with two chunks of lapis lazuli, glowstone dust, a piece of nether quarts, and a strengthened catalyst, this powder is similar to virtus. The difference is that while virtus is raw power, potentia is energy. Ironically, virtus is the more stable of the two, only giving off energy in large bursts while potentia seems to give off a little at all times.
//TITLE New potion improvements
After a few weeks worth of work, I finally managed to upgrade the binding agent and have made one that lets me make more advanced potions with more then one effect. Unfortunately, it doesn't work every time. For the first effect it works every time, like the weak binding agent. For the second effect, it only works four times out of ten(On average). Then the third effects works only sixteen times out a hundred(Again, on average.) It also needs 1.5K LP to make the binding agent when mixing a weak binding agent, a sanctus and a crystallos.
With how rare some of the ingredients of my potions are, I decided to create a “Filling agent” that replaces the solution in the potion flask so that I can get more uses out of them. I have noticed that potions with more then one effect require stronger filling agents, as every effect in the potion cuts down how effective the agent is. The weak filling agent is made with a simple catalyst, a pile of redstone and glowstone dust, and a piece of nether wart.
The weak filling agent can then be upgraded with a terrae and 1K LP into a “Standard” filling agent.
It has taken the last two months, but we have the ground work for testing our idea done. The results so far have been even better then expected. We only have tested the full spring ritual and have discovered quite a few effects, but I'll let Magus cover those.
Instead, I'll write how the reagent system works. You first need an alchamic calcinator, then place a blood orb into it to act as a power source. After that, reagents can be placed by hand or fed into the calcinator to turn into pure alchemical energy, the type based on the reagent fed in. Once it has a solid reagent, it will use LP to turn one reagent into 1000AR(Alchemy Reagent) which is then moved into the 2000AR “Buffer” of the calcinator. Once in the buffer, the reagent slowly starts being moved into the main tank which can then be siphoned out.
Now then, to move it out of the main tank you need to have somewhere for it to go. To this extent, you have three options: A crystal belljar, a alchemic relay, or a master ritual stone. How you need to link it is simple: Create a alchemic router, then Shift right click with it on the calcinator to select the reagent type for it to transport(A note for blocks with more then one tank and more then one reagent type: Shift right clicking again on the block will swap between the available reagents inside the block.), then normal right click on the block with the router to bind it to the block. After that, right click on the destination(Needs to be within a few blocks, the range isn't that large). If it has worked, you should see reagent “Flowing” to the destination from the source(In this case the calcinator). We have tweaked it to where you can't see reagent moving with the naked eye, you need to have a tool(Like the Alchemic router) in hand to see this effect. You can also use a divination sigil on the belljars, relays, calcinator, and master ritual stone to read how much reagent the device holds. This process of binding can be applied to all the other blocks so I shouldn't need to cover it further, but I should note that these blocks can only accept and send reagent to so many locations at once. For example, the belljar can only accept reagent from one location, and send it to one location. I must also reiterate that if you have a relay set to send aether to destination A and Tennibrae to destination B, aether can never traval to B and vicversa for Tennibrea. New connections must be made for each reagent type, and we could not get a “Colorless” version of a connection to function.
Getting more into detail about the blocks and items of our new system, I'll cover the bell jar first. Created out of mundane glass and wood slaps, then filled with a concentrated catalyst solution to contain the alchemical energy in a stable enough environment to allow you to move the jar without losing any energy inside. While it can hold only one type of reagent and is restricted to one source and one destination, it functions as a portable form of “Bulk storage”(Able to hold 16000AR). An option for more storage is to link a few belljars together, but I feel this is a far from perfect answer to the problem of mass storage of reagent.... I will need to talk with Tiberius and Magus about this later.
Regardless, Tiberius managed to incorporate a bit of redstone interaction into the design of the jar. Based on the amount of reagent inside the jar, it outputs a redstone signal(15 when full, 0 when empty, and so on). With a bit of work, you can use this for automated systems.
The “Alchemy Relay” acts as a small buffer(Two tanks that can hold two reagent each), and can be used to merge and divide a transport line of reagent energy. Each relay can have limitless sources, and four destinations. With the creative use of relays, you can create a large power network for transporting reagent. Tiberius has worked his magic on this device as well, and tweaked it to not send reagent when a redstone signal is applied(It also spins slightly slower to represent this).
To assist with the use of this system, we have three items to manage these devices. The Alchemic Router is used to bind the destinations of set reagents for all devices. The Alchemic Segmenter is used to partition tanks to a set reagent. All you need to do is set the reagent type the same way you would the router, then right click the device you want to partition a tank for that reagent type. One tank will be set for that type per right click, and if you exceed the maximum number of available tanks it will reset all tanks partitioned tanks to the default “First come first served”. I should also note that if you set a relay to accept sanctus, offensa and vistus, the two available tanks will distributed to whichever reagents that get there first.
The final item is the alchemic cleanser, and its use is simple but very useful: It resets all destinations. All locations the device is set to send reagent are cleared, so you can easily bind the device to new locations.
Now, we have made a few minor alterations to the “Master ritual stone” to enable our system to function. Its recipe and normal uses have remained the same, but it now has three internal tanks that each hold 1000AR. If the ritual has any reagent, it will display an “Alchemy Ring” above the master ritual stone as a sign that it has been augmented. Then depending on the ritual and the effect in question, it will use an amount of reagent to perform a new effect or augment an old one. An example of this is the full spring fulled with aquasalus will convert earth into farmland then hydrate it in a nine by nine around the master ritual stone, but if the full spring is given crystallus it will freeze all water source blocks around it. This all is paired with the base effect of the rituals, so the full spring can still function as an endless water source.
This is all I can think of to write down about our new system. Tiberius and I plan to show it to the others tomorrow, so I need to get some rest.
We showed our new system to Magus and my siblings today, and to say they loved it was an understatement. We had decided to be a little flashy with the show, building a full spring next to a small pond that had formed from the recent rainfall. After a bit of work hiding the relays and the belljar, Tiberius hid out of sight while I showed the others to the demonstration. I asked Magus to activate the ritual, keeping a close eye to see if he focused on anything in particular, but he quickly and effortlessly activated the ritual without pausing for a moment. After he returned to my side, I yelled for Tiberius to throw the switch. In an instant the reagent flowed to the ritual, and as the alchemy circle formed in the air the water created by the ritual and that of the pond quickly froze over. I heard gasps from both of my siblings, and I noticed Magus's eyes widen for just a moment(His equivalent of a jaw hanging slack) before he composed himself. Afterword we went over the details for them of how it works for the other, explaining the minor modifications we had made to the basic master ritual stone design and such.
I know they are a bit of a long read, but there is a large amount of information to convey. Hope this helps with answering your questions.
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 think you should add transformation Sigil to [/b]transform into in game mobs
ender man ender dragon spider sheep are just a few eg
Is it ok to use your mod in my modpack ?
You can use this mod in any modpack, and you do not need to alert me to this. However, I do like to keep tabs on the communities to mainly fix bugs - the more mods that this mod is used with, the more likely there will be bugs. So, if you wish to include this, as a simple formality just let me know so that I can break out the champagne! If you are not legal, though, I suppose a bottle of soda water will suffice.
Yes.
EDIT: Now with 80% less visible sarcasm. Also contains extra implied sarcasm to compensate. Can't have everything, Way.
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.
Be nice, some people miss the permissions or assume that you always have to get it.
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-