<snip>
No, and likely won't be in for a while as knowing how Way works he will be pumping out content ASAP rather than writing about it. Once updates slow down and I know enough about the mod I will be liable to write some kind of patchwork in game book that is good enough until something official is done. If I do so I will make it public maybe.
Well, look on the bright side. If Way keeps pumping out content asap, that means we'll have T6 back sooner than if he tried to document everything. Not to mention all our sigils... And, whatever he decides to do to it to fit the new system, OMEGA!!!
Rollback Post to RevisionRollBack
I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
is intended to be so, if Well of Suffering still work (damage mobs/drain LP from network) even when altar are full? i just start use BloodMagic, so dont know how is been before, but on FTB Wiki i found: "If the Altar is full, or no Altar is present, the Ritual does nothing.", and now not sure, if is issue, intended change or may be Wiki just wrong
I think the Wiki means "Does nothing" as in "There's no reason to leave it on". You can detect how full your altar is and disable the ritual based on that.
I am currently running 1.8.9 and I have tried following the recipe for the divination sigil. It will not create at it at all. I can go into creative and get the sigil but still can't create it in creative or survival. Let me know whats wrong or how I can fix this. Thanks
Playing on BloodMagic-1.7.10-1.3.3-17 (which as far as I can tell is the most recent version for MC 1.7.10). Did the method of acquiring Weak Blood Shards change at some point? The last time I used Blood Magic extensively it was essentially just a drop chance from killing things with the Bound Blade. Is this still accurate? 'Cause I've basically depopulated my Nether at this point, and nothing.
I asked above what was going on with the blood magic recipes not working. The only thing i can make a weak blood orb and a blank slate. Nothing is created on the crafting table. I can not make anything else. I did make the sacrificial dagger on the table but that was it. Why are the other recipes not working?
Playing on BloodMagic-1.7.10-1.3.3-17 (which as far as I can tell is the most recent version for MC 1.7.10). Did the method of acquiring Weak Blood Shards change at some point? The last time I used Blood Magic extensively it was essentially just a drop chance from killing things with the Bound Blade. Is this still accurate? 'Cause I've basically depopulated my Nether at this point, and nothing.
I'd check and see if the nether mobs are properly being inflicted with the debuff from an active Bound Blade that causes mobs to drop the shards. Check on the normal mobs in the overworld as well. If one's working and the other isn't, there's definitely something wrong.
I asked above what was going on with the blood magic recipes not working. The only thing i can make a weak blood orb and a blank slate. Nothing is created on the crafting table. I can not make anything else. I did make the sacrificial dagger on the table but that was it. Why are the other recipes not working?
Going to guess you're using the 1.8 mod version! The easiest way to explain the changes is to link Wayoftime's Developer Commentary Video. Watch it, and learn the new inner workings of the added demonic will -
I'd check and see if the nether mobs are properly being inflicted with the debuff from an active Bound Blade that causes mobs to drop the shards. Check on the normal mobs in the overworld as well. If one's working and the other isn't, there's definitely something wrong.
I eventually managed to get a couple. I'm wondering if maybe I need to disenchant my sword so I'm not one-shoting things? The two that I managed to get were off TC-Champion Endermen, which are the only thing I've really found that I don't kill in one hit. Kinda confused though, 'cause it does still show the debuff particles on the dieing mobs after 1 hit.
I eventually managed to get a couple. I'm wondering if maybe I need to disenchant my sword so I'm not one-shoting things? The two that I managed to get were off TC-Champion Endermen, which are the only thing I've really found that I don't kill in one hit. Kinda confused though, 'cause it does still show the debuff particles on the dieing mobs after 1 hit.
Yeah, give it a chance to be affected by the effect before killing it lol.
Also, the sword isn't the requirement for the shards, the potion effect itself is. If you can find another way to apply it...
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Greetings. I'm using the 1.7.10 version of Blood Magic and was wondering if there is a way to get the special rendered armors (Omega) to work with the Smart Moving mod with the RenderPlayerAPI and RenderPlayerAPTEnhancer mods. The Thaumcraft armors work with it but I see they have a special notation in the render_player_api_Enhancer_classnames/txt it generates. I wasn't sure if I could add the Omega armors to that list or what really.
I'm trying to do the Convocation of the Damned ritual, but the master ritual stone has small bits of leftover reagents, even though all I had was the 16000 in the belljars. Is there any way to empty this? Or do I really have to re-do the ritual?
EDIT: Ended up redoing it. Only had to remake 5 of the 8 reagents, and I left my well of suffering chunkloaded overnight.
Well, look on the bright side. If Way keeps pumping out content asap, that means we'll have T6 back sooner than if he tried to document everything. Not to mention all our sigils... And, whatever he decides to do to it to fit the new system, OMEGA!!!
I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
So what do I need to kill to get demon blood shards? I have yet to see any, and I am wondering if I need to farm withers or something.
is intended to be so, if Well of Suffering still work (damage mobs/drain LP from network) even when altar are full? i just start use BloodMagic, so dont know how is been before, but on FTB Wiki i found: "If the Altar is full, or no Altar is present, the Ritual does nothing.", and now not sure, if is issue, intended change or may be Wiki just wrong
I think the Wiki means "Does nothing" as in "There's no reason to leave it on". You can detect how full your altar is and disable the ritual based on that.
There is no use for them, currently. So they are unobtainable.
You have to smash a new Sentient Sword into it to repair it (in an anvil)
Creator of Blood Arsenal and Sleep! Contributor to Blood Magic!
That is already implemented in 1.8.
...It was bound to happen. *ba-dum-pish*
I am currently running 1.8.9 and I have tried following the recipe for the divination sigil. It will not create at it at all. I can go into creative and get the sigil but still can't create it in creative or survival. Let me know whats wrong or how I can fix this. Thanks
I know the book is still on its' way back, but when it does come back I hope it doesn't change too much
It was a bit clunky for a mod guide, but it was also a fantastic read, and it would suck if we lost that
It shouldn't be changing that drastically, in fact the content should more or less be the same
Creator of Blood Arsenal and Sleep! Contributor to Blood Magic!
Well for all I know the new rendering could have inspired someone to make it into an experimental pop-up picture book
I know someone has probably already answered this, but how in the world do upgrade tomes work?
Playing on BloodMagic-1.7.10-1.3.3-17 (which as far as I can tell is the most recent version for MC 1.7.10). Did the method of acquiring Weak Blood Shards change at some point? The last time I used Blood Magic extensively it was essentially just a drop chance from killing things with the Bound Blade. Is this still accurate? 'Cause I've basically depopulated my Nether at this point, and nothing.
I asked above what was going on with the blood magic recipes not working. The only thing i can make a weak blood orb and a blank slate. Nothing is created on the crafting table. I can not make anything else. I did make the sacrificial dagger on the table but that was it. Why are the other recipes not working?
I'd check and see if the nether mobs are properly being inflicted with the debuff from an active Bound Blade that causes mobs to drop the shards. Check on the normal mobs in the overworld as well. If one's working and the other isn't, there's definitely something wrong.
Going to guess you're using the 1.8 mod version! The easiest way to explain the changes is to link Wayoftime's Developer Commentary Video. Watch it, and learn the new inner workings of the added demonic will -
I eventually managed to get a couple. I'm wondering if maybe I need to disenchant my sword so I'm not one-shoting things? The two that I managed to get were off TC-Champion Endermen, which are the only thing I've really found that I don't kill in one hit. Kinda confused though, 'cause it does still show the debuff particles on the dieing mobs after 1 hit.
Yeah, give it a chance to be affected by the effect before killing it lol.
Also, the sword isn't the requirement for the shards, the potion effect itself is. If you can find another way to apply it...
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
In 1.8, it's the sword, not the potion effect.
Greetings. I'm using the 1.7.10 version of Blood Magic and was wondering if there is a way to get the special rendered armors (Omega) to work with the Smart Moving mod with the RenderPlayerAPI and RenderPlayerAPTEnhancer mods. The Thaumcraft armors work with it but I see they have a special notation in the render_player_api_Enhancer_classnames/txt it generates. I wasn't sure if I could add the Omega armors to that list or what really.
I'm trying to do the Convocation of the Damned ritual, but the master ritual stone has small bits of leftover reagents, even though all I had was the 16000 in the belljars. Is there any way to empty this? Or do I really have to re-do the ritual?
EDIT: Ended up redoing it. Only had to remake 5 of the 8 reagents, and I left my well of suffering chunkloaded overnight.