Today, I'm starting on a new dungeon for you guys! It will include several new decorative blocks and potentially more mobs (if I get around to adding them.) I'll give you a hint: massive underground city.
Hey everyone, if you take a look under FAQs, I added a #6 that contains a link to a low resolution 16x16 texture pack. Please realize that it is literally a resize of all the blocks in the mod and not at all touched up or done by hand (we're working hard on the 1.1 update and don't have time to manually do all the blocks again). This means the textures somewhat resemble the originals but don't look nearly as clean and clear cut as the 64x64s. If anyone wants to make a 16x16 low res texture pack (with original-like textures) I would definitely feature it in our post.
could you guys possibly add in a creative mode variant of the blood stained journal? (which is only obtainable in creative, and automatically has all of the researches duh)
could you guys possibly add in a creative mode variant of the blood stained journal? (which is only obtainable in creative, and automatically has all of the researches duh)
We've been thinking about this since we created the mod. We're a little unsure if we want to give players the option of unlocking every research through a cheat sheet for a fear of players just wanting to see end game features and skipping the entire research part of the mod. The entire point of the mod is to have to work through the researches and learn yourself, not just equip an arch-demon lightning oblivion death ray and annihilate everyone. I think we will still add a cheat sheet next update, however it will come with a warning GUI to make sure people don't screw themselves with hidden research side-effects. (Like in Thaumcraft when you get attacked by swarm spiders, etc)
I don't mind balance. that's one of the reasons I like thaumcraft and this mod (oh and when, thaumcraft, botania, and blood magic update to 1.8, you guys should add in cross mod integration with them, since the eldritch metal seems to remind me of thaumcraft...)
I don't mind balance. that's one of the reasons I like thaumcraft and this mod (oh and when, thaumcraft, botania, and blood magic update to 1.8, you guys should add in cross mod integration with them, since the eldritch metal seems to remind me of thaumcraft...)
Cross mod compatibility is always cool and definitely a possibility! =) There's a chance though that the major magic mods (TC4, Blood magic, etc) will skip 1.8 and go straight to 1.9 since 1.9 is right around the corner. We'll see what they do. I definitely want this mod to stay current to the Minecraft version (as long as forge is updated of course). Also, I just added the cheat sheet today and it will be released in the next major update of this mod. (Lots of awesome stuff incoming!!!)
So, could you maybe add in that if you drink a night vision potion in the nightmare dimension, then the red fog lifts? Or would that ruin the feel of the place?
So I have a few questions about the vitae system. When using the lamp to drain mobs, it seems as though only some mobs have vitae, and they don't have much. What are the chances for mobs to have vitae, can any type of mob have vitae, how much do they have, and does it refill over time? As for the jellyfish creatures, how fast do they refill? Also, when the new uses for vitae are implemented, are you going to need a lot of vitae, or just a bit?
So I have a few questions about the vitae system. When using the lamp to drain mobs, it seems as though only some mobs have vitae, and they don't have much. What are the chances for mobs to have vitae, can any type of mob have vitae, how much do they have, and does it refill over time? As for the jellyfish creatures, how fast do they refill? Also, when the new uses for vitae are implemented, are you going to need a lot of vitae, or just a bit?
Currently only Deee Syfts (the jellyfish thingys) contain Vitae. (But other mobs can be given vitae) The higher they fly, the more vitae they have. They slowly passively generate vitae (this may need to be a bit faster). We have not started on the casting system yet, but we think that it will be a lot like Ars Magica where you can make powerful, expensive spells or weaker, cheaper spells. Currently the vitae system is a but underdeveloped, but we will try to make it better in the future. We are currently working on the gnomish city dungeon which will allow the player to choose an affinity and begin what we're calling "Teir 2" which will revolve around a casting vitae system. We will definitely add some way to more easily generate (probably passively somehow) vitae by yourself in this teir.
Hey all, I just thought I'd mention that University has begun once again for both myself and Tagii so development of the mod may slow down. Please don't give up on us though, we definitely want to make this mod the best it can be! Also, if anyone knows how to increase the speed of world generation, that would be very helpful. I looked into the world.setBlockState(State, position, flag); method and found that the default flag is 3. I tried others without any improvement. If anyone has any ideas on how to improve this please tell me! (like maybe setblocking into a chunk and then sending that data somehow?)
Anyway, here's some screenshots of what we've been working on lately =)
For some reason werewolves don´t spawn for me, thus i can´t progress with one of the branches. Help?
Firstly, check in Erie forests at night and make sure your difficulty is on easy or higher. If they're still not spawning (that would be a bug), you can cheat one in using
/Summon Afraidofthedark.werewolf ~ ~ ~
This will spawn a werewolf on you.
If you have to cheat one in then please tell us... they should spawn at night in Erie forests.
Today, I'm starting on a new dungeon for you guys! It will include several new decorative blocks and potentially more mobs (if I get around to adding them.) I'll give you a hint: massive underground city.
You would not believe how long I've wanted to see a well thought out dark magic mod! This is great, and I can hardly wait for the new content update!
And so the subterranean city was born. You can see two new block types as well! What is that item David is holding?
Hey everyone, if you take a look under FAQs, I added a #6 that contains a link to a low resolution 16x16 texture pack. Please realize that it is literally a resize of all the blocks in the mod and not at all touched up or done by hand (we're working hard on the 1.1 update and don't have time to manually do all the blocks again). This means the textures somewhat resemble the originals but don't look nearly as clean and clear cut as the 64x64s. If anyone wants to make a 16x16 low res texture pack (with original-like textures) I would definitely feature it in our post.
could you guys possibly add in a creative mode variant of the blood stained journal? (which is only obtainable in creative, and automatically has all of the researches duh)
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292130-thaumcraft-5-2-4-updated-2016-3-17
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2437825-tainted-magic-r7-3
We've been thinking about this since we created the mod. We're a little unsure if we want to give players the option of unlocking every research through a cheat sheet for a fear of players just wanting to see end game features and skipping the entire research part of the mod. The entire point of the mod is to have to work through the researches and learn yourself, not just equip an arch-demon lightning oblivion death ray and annihilate everyone. I think we will still add a cheat sheet next update, however it will come with a warning GUI to make sure people don't screw themselves with hidden research side-effects. (Like in Thaumcraft when you get attacked by swarm spiders, etc)
I don't mind balance. that's one of the reasons I like thaumcraft and this mod (oh and when, thaumcraft, botania, and blood magic update to 1.8, you guys should add in cross mod integration with them, since the eldritch metal seems to remind me of thaumcraft...)
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292130-thaumcraft-5-2-4-updated-2016-3-17
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2437825-tainted-magic-r7-3
Cross mod compatibility is always cool and definitely a possibility! =) There's a chance though that the major magic mods (TC4, Blood magic, etc) will skip 1.8 and go straight to 1.9 since 1.9 is right around the corner. We'll see what they do. I definitely want this mod to stay current to the Minecraft version (as long as forge is updated of course). Also, I just added the cheat sheet today and it will be released in the next major update of this mod. (Lots of awesome stuff incoming!!!)
cool! can't wait!
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292130-thaumcraft-5-2-4-updated-2016-3-17
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2437825-tainted-magic-r7-3
So, could you maybe add in that if you drink a night vision potion in the nightmare dimension, then the red fog lifts? Or would that ruin the feel of the place?
Is it this mod that turns dirt into monsters?
No. Pretty sure it's not this mod.
Wow this is really high res.
I am going to use this in my upcoming magic modpack for 1.8
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2499255-afraid-of-the-dark-1-0-2
Wow thanks so much! That would be awesome.
So I have a few questions about the vitae system. When using the lamp to drain mobs, it seems as though only some mobs have vitae, and they don't have much. What are the chances for mobs to have vitae, can any type of mob have vitae, how much do they have, and does it refill over time? As for the jellyfish creatures, how fast do they refill? Also, when the new uses for vitae are implemented, are you going to need a lot of vitae, or just a bit?
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mod-packs/2511339-insert-placeholder-name-the-pack-that-is-the
Here is my modpack for it.
Currently only Deee Syfts (the jellyfish thingys) contain Vitae. (But other mobs can be given vitae) The higher they fly, the more vitae they have. They slowly passively generate vitae (this may need to be a bit faster). We have not started on the casting system yet, but we think that it will be a lot like Ars Magica where you can make powerful, expensive spells or weaker, cheaper spells. Currently the vitae system is a but underdeveloped, but we will try to make it better in the future. We are currently working on the gnomish city dungeon which will allow the player to choose an affinity and begin what we're calling "Teir 2" which will revolve around a casting vitae system. We will definitely add some way to more easily generate (probably passively somehow) vitae by yourself in this teir.
Hey all, I just thought I'd mention that University has begun once again for both myself and Tagii so development of the mod may slow down. Please don't give up on us though, we definitely want to make this mod the best it can be! Also, if anyone knows how to increase the speed of world generation, that would be very helpful. I looked into the world.setBlockState(State, position, flag); method and found that the default flag is 3. I tried others without any improvement. If anyone has any ideas on how to improve this please tell me! (like maybe setblocking into a chunk and then sending that data somehow?)
Anyway, here's some screenshots of what we've been working on lately =)
The new dungeon pulled out of the ground:
One room of the new dungeon:
Who is she?
Firstly, check in Erie forests at night and make sure your difficulty is on easy or higher. If they're still not spawning (that would be a bug), you can cheat one in using
/Summon Afraidofthedark.werewolf ~ ~ ~
This will spawn a werewolf on you.
If you have to cheat one in then please tell us... they should spawn at night in Erie forests.