Just playing in single player, I have quite a few mods but none of them have ever had issues with each other. This has been installed and working fine but when I went to actually click the Altar it crashed and this was the report.
Please help? Love what this mod can do.
Edit: Running it on 1.7.10 with forge and light loader (everything is rigged up properly).
---- Minecraft Crash Report ----
// There are four lights!
Time: 6/3/15 10:51 PM
Description: Exception ticking world
java.lang.NoSuchMethodError: net.minecraftforge.fluids.FluidStack.getFluidID()I
at WayofTime.alchemicalWizardry.common.tileEntity.TEAltar.buildFluidList(TEAltar.java:917)
at WayofTime.alchemicalWizardry.common.NewPacketHandler.getPacket(NewPacketHandler.java:983)
at WayofTime.alchemicalWizardry.common.tileEntity.TEAltar.func_145844_m(TEAltar.java:679)
at net.minecraft.server.management.PlayerManager$PlayerInstance.func_151252_a(PlayerManager.java:705)
at net.minecraft.server.management.PlayerManager$PlayerInstance.func_73254_a(PlayerManager.java:648)
at net.minecraft.server.management.PlayerManager.func_72693_b(PlayerManager.java:101)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:185)
at WorldServerOF.func_72835_b(WorldServerOF.java:234)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:625)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
First, next time you post crash logs make sure to post the entire log and not an exert. This is missing a lot of important information, like your forge version, MC version, what mods you have and what version their at. Makes our job a lot easier when we have all that to work with. Just post the log on a paste sharing site such as pastebin, or post the log here under a spoiler tag.
Thankfully, I know the cause of this error. You are using an incompatible forge version, you need to update to any after .1355. A lot of behind the scenes changes were made to how fluids are registered. Update forge, and you'll be golden.
I can post the full one, I still have it just thought I would save space for now to see if the forum was dead or not.
Do you know if updating it will effect my other mods? And what is the easiest way to update forge? I am semi-new to modding my game, will I have to uninstall my current then go find that version?
I can post the full one, I still have it just thought I would save space for now to see if the forum was dead or not.
Do you know if updating it will effect my other mods? And what is the easiest way to update forge? I am semi-new to modding my game, will I have to uninstall my current then go find that version?
Depends on the other mods you have, what their versions are, and so on. Easiest way to test is update and see what happens.
To update forge, just download the installer for the version you need, run the installer, and then(If you are using the vanilla launcher) click "Edit profile". Where you select MC version, just open the dropdown list and select the new forge version. Really is that easy.
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
Okay thanks! I got forge updated and re-hooked up with light loader. All my mods before Blood Magic work fine now to throw it in the mix, I imagine it wll work fine with the new version.
I was wondering what you might suggest for a really good pipe mod that works perfect with this, I was looking and there were no recommendations.
Also, I use liteloader* (Way too late and butchered it last post) for two sounds mods I HIGHLY suggest if you can, MAtmos and Presence Footsteps. Makes the audio atmosphere something so different in minecraft.
Okay thanks! I got forge updated and re-hooked up with light loader. All my mods before Blood Magic work fine now to throw it in the mix, I imagine it wll work fine with the new version.
I was wondering what you might suggest for a really good pipe mod that works perfect with this, I was looking and there were no recommendations.
Also, I use liteloader* (Way too late and butchered it last post) for two sounds mods I HIGHLY suggest if you can, MAtmos and Presence Footsteps. Makes the audio atmosphere something so different in minecraft.
For piping, you have two options: Interesting, or smart. Interesting piping mods are buildcraft, as it requires a lot of player work, using what tools you have at your disposal, redstone, and logic to have complex and large scale piping system.
For a "Smart" system that handles all the thinking for you, where you only need to connect point A to point B and it do the rest, thermal foundation comes to mind.
Since your looking for mods, I'll recommend a few.
Thaumcraft, along with some of it;s addons like Thaumic tinker, forbidden magic, Automagy, thaumic horizons, and witching gadgets is an interesting mod to play with.
Botania is a well crafted mod with plenty of options and tools to aid you.
Witchery is an interesting mod that focuses less on raw power and more on utility. Not the strongest options, but you'll find enough to make it worth your time.
Aura cascade, an up and coming mod still in it's early stages but showing promise.
Reliquary, it adds as the author puts it "Magical swag". Useful tools, weapons, and items with fun concepts and effects.
Railcraft, if you like trains, rails, and want automated transport of almost everything this is the of for you.
Can you tell I favor magic mods?
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
For piping, you have two options: Interesting, or smart. Interesting piping mods are buildcraft, as it requires a lot of player work, using what tools you have at your disposal, redstone, and logic to have complex and large scale piping system.
For a "Smart" system that handles all the thinking for you, where you only need to connect point A to point B and it do the rest, thermal foundation comes to mind.
Since your looking for mods, I'll recommend a few.
Thaumcraft, along with some of it;s addons like Thaumic tinker, forbidden magic, Automagy, thaumic horizons, and witching gadgets is an interesting mod to play with.
Botania is a well crafted mod with plenty of options and tools to aid you.
Witchery is an interesting mod that focuses less on raw power and more on utility. Not the strongest options, but you'll find enough to make it worth your time.
Aura cascade, an up and coming mod still in it's early stages but showing promise.
Reliquary, it adds as the author puts it "Magical swag". Useful tools, weapons, and items with fun concepts and effects.
Railcraft, if you like trains, rails, and want automated transport of almost everything this is the of for you.
Can you tell I favor magic mods?
These are great suggestions! thanks, buildcraft and railcraft are super keepers. The magic is awesome but if you have anymore scientific/exploration mod suggestions please let me know!
To give you an idea I am running an airship mod, rope/zipline and grapple, archaeology, aquaculture, plant mega pack, carpenter's blocks, and diamond compressor (and more). Looking for a very 19th century exploration feel. Your Blood Magic mod as the perfect twist of magic to an atmosphere like mine so like I said, if you have anymore suggestions similar to railcraft etc. let me know!
These are great suggestions! thanks, buildcraft and railcraft are super keepers. The magic is awesome but if you have anymore scientific/exploration mod suggestions please let me know!
To give you an idea I am running an airship mod, rope/zipline and grapple, archaeology, aquaculture, plant mega pack, carpenter's blocks, and diamond compressor (and more). Looking for a very 19th century exploration feel. Your Blood Magic mod as the perfect twist of magic to an atmosphere like mine so like I said, if you have anymore suggestions similar to railcraft etc. let me know!
Thanks again!
There is Flaxbeard's steam mod, for a steampunk style tech. You also have a new-ish mod by the name of "Immerse Engineering" that you might want to check out.
One final suggestion is a mod I recently found and want to try myself is a mod by the name of "Essential craft". Seems to have a sort of hybrid tech/magic feel. The other mods by this author are also worth looking at.
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
There is Flaxbeard's steam mod, for a steampunk style tech. You also have a new-ish mod by the name of "Immerse Engineering" that you might want to check out.
One final suggestion is a mod I recently found and want to try myself is a mod by the name of "Essential craft". Seems to have a sort of hybrid tech/magic feel. The other mods by this author are also worth looking at.
I thought immersive engineering wasn't out yet ._.
I thought immersive engineering wasn't out yet ._.
Sadly, it is not, though it is easily accessible on the GitHub if you know how to compile the mod. Just no streaming/recording with it until it is actually released, and no adding it to public mod packs unless you want to really tick them off.
Sadly, it is not, though it is easily accessible on the GitHub if you know how to compile the mod. Just no streaming/recording with it until it is actually released, and no adding it to public mod packs unless you want to really tick them off.
Unless you're the forgecraft people, then stream away! Those people are so lucky... Alas I do not know how to compile anything so I'll just have to wait, le sigh, woe is me *dramatic hand to forehead move*
have you ever though of making either Alpha armor or changing the way Omega armor works so you can have a permanent upgraded version of bound armor? even if the bonuses aren't as strong as the current omega armor, from what I have heard people would rather have weaker armor that doesn't have a time limit and with many of the mods out there Bound armor no longer feels like it is truly end game armor anymore, Omega is for sure but there needs to be something in between to bridge the gap. Perhaps bound armor upgrades into Alpha armor which could be used in the ritual to make the corresponding omega for a limited time. Also I would like to see more versions of this armor, mainly holy and hellish
have you ever though of making either Alpha armor or changing the way Omega armor works so you can have a permanent upgraded version of bound armor? even if the bonuses aren't as strong as the current omega armor, from what I have heard people would rather have weaker armor that doesn't have a time limit and with many of the mods out there Bound armor no longer feels like it is truly end game armor anymore, Omega is for sure but there needs to be something in between to bridge the gap. Perhaps bound armor upgrades into Alpha armor which could be used in the ritual to make the corresponding omega for a limited time. Also I would like to see more versions of this armor, mainly holy and hellish
We'll, there is a little issue with what you want. Bound armor already is strong enough to class as end game armor, being stronger then diamond, not having durability, and having protection to armor piercing damage types. You can "Bridge the gap", as you call it, by upgrading it with sigils for immunity to drowning, fire damage, partial void immunity, and falling damage, add half a dozen useful effects like magnetism or repelling projectiles or speed, add thaumcraft runic shielding for effectively extra health. How do you become more end game then this, and still be balanced?
With Omega, the main balance point was always the reagent bar. Acting as a ticking timer, reminding you that you can only hold out so long and shaving seconds off Omega every time you are hurt thanks to the reagent health, you will always lose Omega at some point or another. Omega isn't meant for day to day use, it is for "I really need to kill this silly powerful boss, and need something to stand a chance with." It is the trump card, the last ditch effort you have available to help you be strong enough to kill god like beings. Isn't it only fair that it will expire? While it can be extended via use of "Duet of the Fused Souls", it will still run out at some point.
We do have plans to make Omega even stronger, adding active abilities to each armor, and we plan on adding other armors for other reagents as well.
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
heya a quick question ive tried searching and not much has come up.
In FTB Infinity 1.7 (1.6.2) in the NEI it says that you can enchant the bound blood armour but i cant seem to find out how? all i really want to do is add soul bound it says its possible but it doesn't work on the anvil
Under normal circumstances, bound armor can not be enchanted in any way. However, if you upgrade into Omega form you can have some random list of enchants, if only for a while.
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
how do i download this???? he said its in the 3rd post but i cant find it
In the third post was a spoiler labeled "Download/installation". For your ease, here is a copy of the link to the curse page where you download this mod. Make sure you also get Guide API if you want to read our in game documentation.
First, next time you post crash logs make sure to post the entire log and not an exert. This is missing a lot of important information, like your forge version, MC version, what mods you have and what version their at. Makes our job a lot easier when we have all that to work with. Just post the log on a paste sharing site such as pastebin, or post the log here under a spoiler tag.
Thankfully, I know the cause of this error. You are using an incompatible forge version, you need to update to any after .1355. A lot of behind the scenes changes were made to how fluids are registered. Update forge, and you'll be golden.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
I can post the full one, I still have it just thought I would save space for now to see if the forum was dead or not.
Do you know if updating it will effect my other mods? And what is the easiest way to update forge? I am semi-new to modding my game, will I have to uninstall my current then go find that version?
Depends on the other mods you have, what their versions are, and so on. Easiest way to test is update and see what happens.
To update forge, just download the installer for the version you need, run the installer, and then(If you are using the vanilla launcher) click "Edit profile". Where you select MC version, just open the dropdown list and select the new forge version. Really is that easy.
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 also run light loader attached to my forge, will this be outdated for forge as well?
Not a clue, never used it before. Sorry.
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
Okay thanks! I got forge updated and re-hooked up with light loader. All my mods before Blood Magic work fine now to throw it in the mix, I imagine it wll work fine with the new version.
I was wondering what you might suggest for a really good pipe mod that works perfect with this, I was looking and there were no recommendations.
Also, I use liteloader* (Way too late and butchered it last post) for two sounds mods I HIGHLY suggest if you can, MAtmos and Presence Footsteps. Makes the audio atmosphere something so different in minecraft.
For piping, you have two options: Interesting, or smart. Interesting piping mods are buildcraft, as it requires a lot of player work, using what tools you have at your disposal, redstone, and logic to have complex and large scale piping system.
For a "Smart" system that handles all the thinking for you, where you only need to connect point A to point B and it do the rest, thermal foundation comes to mind.
Since your looking for mods, I'll recommend a few.
Botania is a well crafted mod with plenty of options and tools to aid you.
Witchery is an interesting mod that focuses less on raw power and more on utility. Not the strongest options, but you'll find enough to make it worth your time.
Aura cascade, an up and coming mod still in it's early stages but showing promise.
Reliquary, it adds as the author puts it "Magical swag". Useful tools, weapons, and items with fun concepts and effects.
Railcraft, if you like trains, rails, and want automated transport of almost everything this is the of for you.
Can you tell I favor magic mods?
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
These are great suggestions! thanks, buildcraft and railcraft are super keepers. The magic is awesome but if you have anymore scientific/exploration mod suggestions please let me know!
To give you an idea I am running an airship mod, rope/zipline and grapple, archaeology, aquaculture, plant mega pack, carpenter's blocks, and diamond compressor (and more). Looking for a very 19th century exploration feel. Your Blood Magic mod as the perfect twist of magic to an atmosphere like mine so like I said, if you have anymore suggestions similar to railcraft etc. let me know!
Thanks again!
There is Flaxbeard's steam mod, for a steampunk style tech. You also have a new-ish mod by the name of "Immerse Engineering" that you might want to check out.
One final suggestion is a mod I recently found and want to try myself is a mod by the name of "Essential craft". Seems to have a sort of hybrid tech/magic feel. The other mods by this author are also worth looking at.
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 thought immersive engineering wasn't out yet ._.
Sadly, it is not, though it is easily accessible on the GitHub if you know how to compile the mod. Just no streaming/recording with it until it is actually released, and no adding it to public mod packs unless you want to really tick them off.
are there any plans to update this to 1.8?
Since you said you like to keep tabs for bugs, my next modpack update (with your mod in it ) will most likely have tons of mods
www.technicpack.net/modpack/solar-apocalypse-modpack.667024
Unless you're the forgecraft people, then stream away! Those people are so lucky... Alas I do not know how to compile anything so I'll just have to wait, le sigh, woe is me *dramatic hand to forehead move*
In the op, it says that a water bucket may be used as a spell focus, but it doesn't work in-game
have you ever though of making either Alpha armor or changing the way Omega armor works so you can have a permanent upgraded version of bound armor? even if the bonuses aren't as strong as the current omega armor, from what I have heard people would rather have weaker armor that doesn't have a time limit and with many of the mods out there Bound armor no longer feels like it is truly end game armor anymore, Omega is for sure but there needs to be something in between to bridge the gap. Perhaps bound armor upgrades into Alpha armor which could be used in the ritual to make the corresponding omega for a limited time. Also I would like to see more versions of this armor, mainly holy and hellish
We'll, there is a little issue with what you want. Bound armor already is strong enough to class as end game armor, being stronger then diamond, not having durability, and having protection to armor piercing damage types. You can "Bridge the gap", as you call it, by upgrading it with sigils for immunity to drowning, fire damage, partial void immunity, and falling damage, add half a dozen useful effects like magnetism or repelling projectiles or speed, add thaumcraft runic shielding for effectively extra health. How do you become more end game then this, and still be balanced?
With Omega, the main balance point was always the reagent bar. Acting as a ticking timer, reminding you that you can only hold out so long and shaving seconds off Omega every time you are hurt thanks to the reagent health, you will always lose Omega at some point or another. Omega isn't meant for day to day use, it is for "I really need to kill this silly powerful boss, and need something to stand a chance with." It is the trump card, the last ditch effort you have available to help you be strong enough to kill god like beings. Isn't it only fair that it will expire? While it can be extended via use of "Duet of the Fused Souls", it will still run out at some point.
We do have plans to make Omega even stronger, adding active abilities to each armor, and we plan on adding other armors for other reagents 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
Under normal circumstances, bound armor can not be enchanted in any way. However, if you upgrade into Omega form you can have some random list of enchants, if only for a while.
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
how do i download this???? he said its in the 3rd post but i cant find it
In the third post was a spoiler labeled "Download/installation". For your ease, here is a copy of the link to the curse page where you download this mod. Make sure you also get Guide API if you want to read our in game documentation.
http://minecraft.curseforge.com/mc-mods/224791-blood-magic
http://www.curse.com/mc-mods/minecraft/228832-guide-api
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