Ok, bug confirmed, at least for the ritual stuff. The other stuff you mentioned is not a bug and is simply a misunderstanding of the mechanics.
Thanks1
The mobs do not (currently) drop aspected Will, no matter what gem is first. And if a gem is empty and you attempt to fill it with another gem, it will override the type of gem. The page for the capacity rune is just simply not done - I haven't had time to work on it yet due to other more serious issues.
Issue with this bug is that rituals work in my IDE but not the compiled jar, so it will take some time to find the issue.
So, the only way to get more than scraps of aspected will would seem to be the crystal clusters... but do those absorb raw will to grow? That hasn't been working too well for me.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
So, the only way to get more than scraps of aspected will would seem to be the crystal clusters... but do those absorb raw will to grow? That hasn't been working too well for me.
Yes, but at a slow slow rate. Don't worry, soon I'll have a better method for you all. >:D
Rollback Post to RevisionRollBack
Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
Yes, but at a slow slow rate. Don't worry, soon I'll have a better method for you all. >:D
Thanks again! And about the compiler issue -- back in a prior lifetime, I've had to debug stuff like that, where it only failed if debugging wasn't enabled. That's a serious PITA. Ignore if this is "helpy"1, but one of my insights from back then was that it's likely some dependency on where things are placed in memory -- struct offsets, that sort of thing. That's assuming you haven't just let real code slip into the debugging sections, I dunno what Java uses for #ifdef's.
1 "Helpy" is to "helpful" as "truthy" is to "truthful".
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Hm.. While you're fixing .63, would it be useful/safe to downgrade to .61?
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
You mean, aside from rituals not working? Look up the thread a few posts.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Whoops, my bad, I didn't see a "fixed it" comment from WOT and assumed the number I saw was the same "latest". Thanks, WayofTime!
ETA: Also, no "update available" message from in-game... I guess you're not using the update-checking thing?
ETA2: While I probably shouldn't have been posting or playing at 2AM last night, I have now installed version .63 and tested it in the light of morning... When I initially loading the game, both my Containment and Sustainance ritual stones reported themselves as functional (though they still don't tell when they're redstone disabled). Unfortunately, neither of them worked. Using the Weak ritual stone on them charged me for restarting the ritual, but in fact they still weren't working. After actually breaking and replacing the ritual stones, I was able to restart the Ritual of Containment, and this time it worked. Doing the same for the Well of Suffering likewise; that's left me too low on LP to do the others just yet, but now I think once I stock up some, I'll be able to set them up again.
ETA3: And, a bunch of manual sacrifices later, the Regeneration is working... and auto-sacrifice is GO! The duty cycle for the Well is currently 1 in 4; I suspect I might even be able to shorten it to 1 in 3, but no rush -- my batch of chickens (and one cow) let me restart my Satiation in fairly short order. Yay!
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Whoops, my bad, I didn't see a "fixed it" comment from WOT and assumed the number I saw was the same "latest". Thanks, WayofTime!
ETA: Also, no "update available" message from in-game... I guess you're not using the update-checking thing?
ETA2: While I probobly should have been posting or playing at 2AM last night, I have now installed version .63 and tested it in the light of morning... When I initially loading the game, both my Containment and Sustainance ritual stones reported themselves as functional (though they still don't tell when they're redstone disabled). Unfortunately, neither of them worked. Using the Weak ritual stone on them charged me for restarting the ritual, but in fact they still weren't working. After actually breaking and replacing the ritual stones, I was able to restart the Ritual of Containment, and this time it worked. Doing the same for the Well of Suffering likewise; that's left me too low on LP to do the others just yet, but now I think once I stock up some, I'll be able to set them up again.
My thinking is that the glitch made the tiles load in different locations or something, thus new tiles had to be created...? I have no idea, honestly.
Rollback Post to RevisionRollBack
Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
By the way, the Ritual of Containment is definitely asymmetric: My chickens have all ended up packed on the North and West sides of the altar, and they didn't start out that way.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
So this time with a real post... is there any reason in late game to use a self sacrifice altar over a passive mob killing altar? With the new incense system I built a really maxed out incense/self sacrifice set up and just not sure how much benefit there is to it over a WoS set up.
Self-sacrifice provides a large boost of LP without requiring other mods (cursed earth) to power your altar. It's also faster generally, but of course requires you to be at the altar.
Rollback Post to RevisionRollBack
Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
Guess I never considered it as mod dependant with even vanilla mob spawner besides all modded spawners. Suppose I can see the benefit of it depending on how high I can eventually get the capacity up/fill a max rank soul network.
Also, I've got a mob-sacrifice altar (mostly, I've got some self-sac runes and an altar park), and there's this little problem, which has now happened often enough to be considered repeatable: As long as I'm puttering around base, my chickens are getting damaged and regenerated as expected, feeding me power. But every time I go away, I come back to find all my chickens... gone. No drops, even. Now, I'm not sure I've yet checked first off on returning (I will next time I go exploring), but with a 5-minute despawn, I should have seen the drops at least once.
ETA: Corrected, there are drops. My guess would be that the Well of Suffering and the Regeneration react differently to player absence and/or chunk unloading.
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
So, it seems that the blood altar has internally a Liquid Routing Node, it's just not accessible as an item, and apparently not properly functional. When I was trying to get blood out of the Altar into an Ender Tank (without having any mod providing pipes, I tried placing the tank on various sides of the Altar. When I placed it on top of the Altar, I got a crash, with this report.
Now, the crash itself has since resolved, possibly to to advancement in EnderStorage. (Unfortunately, putting the tank atop the altar still doesn't do anything.) But the interesting thing is that it clearly mentions a Liquid Routing Node, and no such thing appears in JEI. I would really like to be able to get blood into and out of that Ender Tank....
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
So, it seems that the blood altar has internally a Liquid Routing Node, it's just not accessible as an item, and apparently not properly functional. When I was trying to get blood out of the Altar into an Ender Tank (without having any mod providing pipes, I tried placing the tank on various sides of the Altar. When I placed it on top of the Altar, I got a crash, with this report.
Now, the crash itself has since resolved, possibly to to advancement in EnderStorage. (Unfortunately, putting the tank atop the altar still doesn't do anything.) But the interesting thing is that it clearly mentions a Liquid Routing Node, and no such thing appears in JEI. I would really like to be able to get blood into and out of that Ender Tank....
It mentioned an INPUT routing node. Also I can't help it when another mod somehow does something weird.
Rollback Post to RevisionRollBack
Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
Hey so, Idk if I'm just being dumb or something, but my blood magic mod keeps saying I need Dictum Blood Magic in order to craft the things I need? I tried searching everywhere, and this may just be me overthinking things, but I can't find anything on it. Please let me know if I'm just being dumb or if I'm actually missing something, and thank you! I'm really hoping to get back into this mod c:
Edit:
It might actually be the modpack I'm using, sorry if this was confusing I guess. Still let me know if anyone knows anything!
Hey so, Idk if I'm just being dumb or something, but my blood magic mod keeps saying I need Dictum Blood Magic in order to craft the things I need? I tried searching everywhere, and this may just be me overthinking things, but I can't find anything on it. Please let me know if I'm just being dumb or if I'm actually missing something, and thank you! I'm really hoping to get back into this mod c:
Edit:
It might actually be the modpack I'm using, sorry if this was confusing I guess. Still let me know if anyone knows anything!
Dictum Blood Magic...? Yup, definitely your modpack, if anything! Unless you are using a language pack, in which case... ???
Rollback Post to RevisionRollBack
Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
Playing on 1.10.2 blood magic version 63, convocation of the damned seems to be missing. Is there any timeline when this feature will be implemented. My alter is tier 6 and i'm ready to scare the pants off my buddy who made himself a cyborg.
Thanks1
So, the only way to get more than scraps of aspected will would seem to be the crystal clusters... but do those absorb raw will to grow? That hasn't been working too well for me.
Yes, but at a slow slow rate. Don't worry, soon I'll have a better method for you all. >:D
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Thanks again! And about the compiler issue -- back in a prior lifetime, I've had to debug stuff like that, where it only failed if debugging wasn't enabled. That's a serious PITA. Ignore if this is "helpy"1, but one of my insights from back then was that it's likely some dependency on where things are placed in memory -- struct offsets, that sort of thing. That's assuming you haven't just let real code slip into the debugging sections, I dunno what Java uses for #ifdef's.
1 "Helpy" is to "helpful" as "truthy" is to "truthful".
Hm.. While you're fixing .63, would it be useful/safe to downgrade to .61?
Nothing is wrong with 63 though..?
You mean, aside from rituals not working? Look up the thread a few posts.
63 is the build that fixed that issue... Look up the thread a few posts.
Whoops, my bad, I didn't see a "fixed it" comment from WOT and assumed the number I saw was the same "latest". Thanks, WayofTime!
ETA: Also, no "update available" message from in-game... I guess you're not using the update-checking thing?
ETA2: While I probably shouldn't have been posting or playing at 2AM last night, I have now installed version .63 and tested it in the light of morning... When I initially loading the game, both my Containment and Sustainance ritual stones reported themselves as functional
(though they still don't tell when they're redstone disabled). Unfortunately, neither of them worked. Using the Weak ritual stone on them charged me for restarting the ritual, but in fact they still weren't working. After actually breaking and replacing the ritual stones, I was able to restart the Ritual of Containment, and this time it worked. Doing the same for the Well of Suffering likewise; that's left me too low on LP to do the others just yet, but now I think once I stock up some, I'll be able to set them up again.ETA3: And, a bunch of manual sacrifices later, the Regeneration is working... and auto-sacrifice is GO! The duty cycle for the Well is currently 1 in 4; I suspect I might even be able to shorten it to 1 in 3, but no rush -- my batch of chickens (and one cow) let me restart my Satiation in fairly short order. Yay!
My thinking is that the glitch made the tiles load in different locations or something, thus new tiles had to be created...? I have no idea, honestly.
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
By the way, the Ritual of Containment is definitely asymmetric: My chickens have all ended up packed on the North and West sides of the altar, and they didn't start out that way.
So this time with a real post... is there any reason in late game to use a self sacrifice altar over a passive mob killing altar? With the new incense system I built a really maxed out incense/self sacrifice set up and just not sure how much benefit there is to it over a WoS set up.
Self-sacrifice provides a large boost of LP without requiring other mods (cursed earth) to power your altar. It's also faster generally, but of course requires you to be at the altar.
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Guess I never considered it as mod dependant with even vanilla mob spawner besides all modded spawners. Suppose I can see the benefit of it depending on how high I can eventually get the capacity up/fill a max rank soul network.
Also, I've got a mob-sacrifice altar (mostly, I've got some self-sac runes and an altar park), and there's this little problem, which has now happened often enough to be considered repeatable: As long as I'm puttering around base, my chickens are getting damaged and regenerated as expected, feeding me power. But every time I go away, I come back to find all my chickens... gone.
No drops, even. Now, I'm not sure I've yet checked first off on returning (I will next time I go exploring), but with a 5-minute despawn, I should have seen the drops at least once.ETA: Corrected, there are drops. My guess would be that the Well of Suffering and the Regeneration react differently to player absence and/or chunk unloading.
So, it seems that the blood altar has internally a Liquid Routing Node, it's just not accessible as an item, and apparently not properly functional. When I was trying to get blood out of the Altar into an Ender Tank (without having any mod providing pipes, I tried placing the tank on various sides of the Altar. When I placed it on top of the Altar, I got a crash, with this report.
Now, the crash itself has since resolved, possibly to to advancement in EnderStorage. (Unfortunately, putting the tank atop the altar still doesn't do anything.) But the interesting thing is that it clearly mentions a Liquid Routing Node, and no such thing appears in JEI. I would really like to be able to get blood into and out of that Ender Tank....
It mentioned an INPUT routing node. Also I can't help it when another mod somehow does something weird.
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Hey so, Idk if I'm just being dumb or something, but my blood magic mod keeps saying I need Dictum Blood Magic in order to craft the things I need? I tried searching everywhere, and this may just be me overthinking things, but I can't find anything on it. Please let me know if I'm just being dumb or if I'm actually missing something, and thank you! I'm really hoping to get back into this mod c:
Edit:
It might actually be the modpack I'm using, sorry if this was confusing I guess. Still let me know if anyone knows anything!
Dictum Blood Magic...? Yup, definitely your modpack, if anything! Unless you are using a language pack, in which case... ???
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Probably just a bug, but because that's in the 1.7 version of the mod it won't be fixed.
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Playing on 1.10.2 blood magic version 63, convocation of the damned seems to be missing. Is there any timeline when this feature will be implemented. My alter is tier 6 and i'm ready to scare the pants off my buddy who made himself a cyborg.