• 0

    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from Articdive»

    Are you suppost to be able to take damage from normal mobs (creepers,spiders,zombies) through Bound armor? I have 11million LP So im just dying from normal mobs with full armor and like 'Zivico armor is better than this and 10x cheaper'

    Armour: https://gyazo.com/52fb254376f540445870af7d75050180


    VER: 1.3.3-13




    Bound armor has a damage resistance of 90% to normal damage types that armor can normally block, and 80% resistance to armor piercing damage which most mod armors do not have. You can drink a Soul harden four potion to further boost the defense up to 99%/90%, and upgrade the bound armor into Omega form(Albeit temporarily) for extra health, a boost to your damage output, and a few other effects.

    Quote from Landstryder»

    So I've run into some kind of bug. After many weeks of working just fine my Well of Suffering ritual under my altar has stopped functioning correctly. It still has the little red wisps coming from the master stone, and the black spinning symbol, but it is no longer damaging any nearby mods of feeding blood into the altar. It seems to still be drawing blood from my network even tho it's not functioning. I've attempted to restart it by breaking the master stone, and I even tore the whole thing down twice and rebuilt it, once at a different Y level under the altar. Each time it gave me the correct activation message and it showed the red wisps and black spinning symbol but refused to do it's job.


    Any help on how I can fix this would be much appreciated.



    Has the server or modpack updated in between then and now, possibly black listing the mobs you are using? Was the doDaylightCycle gamerule disabled?

    Quote from apoclaydon»

    ok so im using Bloodmagic 1.3.3-13 and thaumcraft 4.2.3.5 (plus a few
    other mods) but im getting this error when these two mods are included
    (its fine without either thaumcraft of bloodmagic just crashes when
    there both in)



    [14:18:15]
    [Client thread/ERROR]: Fatal errors were detected during the transition
    from POSTINITIALIZATION to AVAILABLE. Loading cannot continue
    [14:18:15] [Client thread/ERROR]:

    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' =
    Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available
    'D' = Disabled 'E' = Errored
    UCHIJ mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
    UCHIJ FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1492-1.7.10.jar)
    UCHIJ Forge{10.13.4.1492} [Minecraft Forge] (forge-1.7.10-10.13.4.1492-1.7.10.jar)
    UCHIJ AM2-Preloader{0.0.2} [AMCore] (minecraft.jar)
    UCHIJ CodeChickenCore{1.0.7.46} [CodeChicken Core] (minecraft.jar)
    UCHIJ NotEnoughItems{1.0.5.110} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.5.110-universal.jar)
    UCHIJ <CoFH ASM>{000} [CoFH ASM] (minecraft.jar)
    UCHIJ mod_ThreadedLighting{1.7.10-1.0} [Threaded Lighting] (minecraft.jar)
    UCHIJ cuchaz.ships.core{1.7.10-1.0.3} [Ships Mod Core] (minecraft.jar)
    UCHIJ gilded-games-util{1.7.10-1.1} [Gilded Games Utility] (gilded-games-util.jar)
    UCHIJ AnimationAPI{1.2.4} [AnimationAPI] (AnimationAPI-1.7.10-1.2.4.jar)
    UCHIJ arsmagica2{1.4.0.008} [Ars Magica 2] (1.7.10 - AM2-1.4.0.008.jar)
    UCHIJ etfuturum{1.4.3} [Et Futurum] (1.7.10 Et Futurum-1.4.3.jar)
    UCHIJ battlegear2{1.7.10} [Mine & Blade Battlegear 2 - Bullseye] (1.7.10-MB_Battlegear2-Bullseye-1.0.8.0.jar)
    UCHIJ DamageIndicatorsMod{3.2.3} [Damage Indicators] ([1.7.10]DAMAGEINDICATORSMOD-3.2.3.jar)
    UCHIJ gender{1.0.1} [Gender] ([1.7.10]Gender-1.0.2.jar)
    UCHIJ armorsets{1.0} [Armor Sets] (ArmorSets-LATEST-LATEST.jar)
    UCHIE AWWayofTime{v1.3.3} [Blood Magic: Alchemical Wizardry] (BloodMagic-1.7.10-1.3.3-13.jar)
    UCHIJ CoFHCore{1.7.10R3.0.3} [CoFH Core] (CoFHCore-[1.7.10]3.0.3-303.jar)
    UCHIJ foxlib{1.7.10-0.7.0} [FoxLib] (FoxLib-1.7.10-0.7.0.jar)
    UCHIJ guideapi{1.7.10-1.0.1-20} [Guide-API] (Guide-API-1.7.10-1.0.1-20.jar)
    UCHIJ LunatriusCore{1.1.2.21} [LunatriusCore] (LunatriusCore-1.7.10-1.1.2.21-universal.jar)
    UCHIJ InGameInfoXML{2.8.1.81} [InGame Info XML] (InGameInfoXML-1.7.10-2.8.1.81-universal.jar)
    UCHIJ inventorytweaks{1.59-dev-156-af3bc68} [Inventory Tweaks] (InventoryTweaks-1.59-dev-156.jar)
    UCHIJ Mantle{1.7.10-0.3.2.jenkins188} [Mantle] (Mantle-1.7.10-0.3.2a.jar)
    UCHIJ MouseTweaks{2.4.4} [Mouse Tweaks] (MouseTweaks-2.4.4-mc1.7.10.jar)
    UCHIJ NEIAddons{1.12.11.36} [NEI Addons] (neiaddons-1.12.11.36-mc1.7.10.jar)
    UCHIJ NEIAddons|Developer{1.12.11.36} [NEI Addons: Developer Tools] (neiaddons-1.12.11.36-mc1.7.10.jar)
    UCHIJ NEIAddons|AppEng{1.12.11.36} [NEI Addons: Applied Energistics 2] (neiaddons-1.12.11.36-mc1.7.10.jar)
    UCHIJ NEIAddons|Botany{1.12.11.36} [NEI Addons: Botany] (neiaddons-1.12.11.36-mc1.7.10.jar)
    UCHIJ NEIAddons|Forestry{1.12.11.36} [NEI Addons: Forestry] (neiaddons-1.12.11.36-mc1.7.10.jar)
    UCHIJ NEIAddons|CraftingTables{1.12.11.36} [NEI Addons: Crafting Tables] (neiaddons-1.12.11.36-mc1.7.10.jar)
    UCHIJ NEIAddons|ExNihilo{1.12.11.36} [NEI Addons: Ex Nihilo] (neiaddons-1.12.11.36-mc1.7.10.jar)
    UCHIJ neiintegration{1.0.12} [NEI Integration] (NEIIntegration-MC1.7.10-1.0.12.jar)
    UCHIJ notenoughkeys{@[email protected]} [NotEnoughKEys] (NotEnoughKeys-1.7.10-1.0.0b29.jar)
    UCHIJ neresources{0.1.0.95} [Not Enough Resources] (NotEnoughResources-1.7.10-0.1.0.95.jar)
    UCHIJ Waila{1.5.10} [Waila] (Waila-1.5.10_1.7.10.jar)
    UCHIE Sanguimancy{1.7.10-1.1.9-33} [Sanguimancy] (Sanguimancy-1.7.10-1.1.9-33.jar)
    UCHIJ cuchaz.cuchazinteractive{1.7.10-1.0} [Cuchaz Interactive] (shipsMod-v1.7.10-1.0.4.jar)
    UCHIJ cuchaz.ships{1.7.10-1.0.3} [Ships Mod] (shipsMod-v1.7.10-1.0.4.jar)
    UCHIJ SailsAddon{1.0} [SailsAddon] (ShipsAddon-1.7.10-1.0.2a.jar)
    UCHIJ Tails{1.7.10-1.3.1} [Tails] (Tails-1.7.10-1.3.1.jar)
    UCHIJ TConstruct{1.7.10-1.8.7.build979} [Tinkers' Construct] (TConstruct-1.7.10-1.8.7.jar)
    UCHIJ Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10.jar)
    UCHIJ Thaumcraft{4.2.3.5} [Thaumcraft] (Thaumcraft-1.7.10-4.2.3.5.jar)
    UCHIJ treeores{1.0} [TreeOres Mod] (TreeOres-1.7.10-1.0.jar)
    UCHIJ ttCore{MC1.7.10-0.1.1-76} [ttCore] (ttCore-MC1.7.10-0.1.1-76.jar)
    UCHIJ TwilightForest{2.3.7} [The Twilight Forest] (twilightforest-1.7.10-2.3.7.jar)
    UCHIJ WailaHarvestability{1.1.2} [Waila Harvestability] (WailaHarvestability-mc1.7.x-1.1.2.jar)
    UCHIJ wailaplugins{MC1.7.10-0.0.1-15} [WAILA Plugins] (WAILAPlugins-MC1.7.10-0.0.1-15.jar)
    UCHIJ wawla{1.3.1} [What Are We Looking At] (Wawla-1.3.1-1.7.10.jar)
    UCHIJ witchery{0.24.1} [Witchery] (witchery-1.7.10-0.24.1.jar)
    UCHIJ aether{1.7.10-1.5.1} [Aether II] (zaether-1.7.10-1.5.1.jar)
    [14:18:15] [Client thread/ERROR]: The following problems were captured during this phase
    [14:18:15] [Client thread/ERROR]: Caught exception from AWWayofTime
    java.lang.NullPointerException
    at net.minecraft.item.ItemStack.func_77960_j(Unknown Source) ~[add.class:?]

    at
    WayofTime.alchemicalWizardry.common.compress.StorageBlockCraftingRecipeAssimilator.areInputsIdentical(StorageBlockCraftingRecipeAssimilator.java:225)
    ~[StorageBlockCraftingRecipeAssimilator.class:1.7.10-1.3.3-13]

    at
    WayofTime.alchemicalWizardry.common.compress.StorageBlockCraftingRecipeAssimilator.getIdenticalInputs(StorageBlockCraftingRecipeAssimilator.java:205)
    ~[StorageBlockCraftingRecipeAssimilator.class:1.7.10-1.3.3-13]

    at
    WayofTime.alchemicalWizardry.common.compress.StorageBlockCraftingRecipeAssimilator.getPackingRecipe(StorageBlockCraftingRecipeAssimilator.java:164)
    ~[StorageBlockCraftingRecipeAssimilator.class:1.7.10-1.3.3-13]

    at
    WayofTime.alchemicalWizardry.common.compress.StorageBlockCraftingRecipeAssimilator.getPackingRecipes(StorageBlockCraftingRecipeAssimilator.java:35)
    ~[StorageBlockCraftingRecipeAssimilator.class:1.7.10-1.3.3-13]

    at
    WayofTime.alchemicalWizardry.common.compress.StorageBlockCraftingManager.addStorageBlockRecipes(StorageBlockCraftingManager.java:27)
    ~[StorageBlockCraftingManager.class:1.7.10-1.3.3-13]
    at
    WayofTime.alchemicalWizardry.AlchemicalWizardry.initCompressionHandlers(AlchemicalWizardry.java:1645)
    ~[AlchemicalWizardry.class:1.7.10-1.3.3-13]
    at
    WayofTime.alchemicalWizardry.AlchemicalWizardry.postInit(AlchemicalWizardry.java:1266)
    ~[AlchemicalWizardry.class:1.7.10-1.3.3-13]
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_25]
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_25]
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_25]
    at java.lang.reflect.Method.invoke(Method.java:483) ~[?:1.8.0_25]

    at
    cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
    ~[forge-1.7.10-10.13.4.1492-1.7.10.jar:?]
    at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source) ~[?:?]
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_25]
    at java.lang.reflect.Method.invoke(Method.java:483) ~[?:1.8.0_25]
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) ~[guava-16.0.jar:?]

    at
    com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    ~[guava-16.0.jar:?]
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) ~[guava-16.0.jar:?]
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) ~[guava-16.0.jar:?]
    at com.google.common.eventbus.EventBus.post(EventBus.java:275) ~[guava-16.0.jar:?]

    at
    cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
    ~[forge-1.7.10-10.13.4.1492-1.7.10.jar:?]
    at
    cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
    ~[forge-1.7.10-10.13.4.1492-1.7.10.jar:?]
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_25]
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_25]
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_25]
    at java.lang.reflect.Method.invoke(Method.java:483) ~[?:1.8.0_25]
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) ~[guava-16.0.jar:?]

    at
    com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    ~[guava-16.0.jar:?]
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) ~[guava-16.0.jar:?]
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) ~[guava-16.0.jar:?]
    at com.google.common.eventbus.EventBus.post(EventBus.java:275) ~[guava-16.0.jar:?]
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119) [LoadController.class:?]
    at cpw.mods.fml.common.Loader.initializeMods(Loader.java:742) [Loader.class:?]
    at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:311) [FMLClientHandler.class:?]
    at net.minecraft.client.Minecraft.func_71384_a(Unknown Source) [bao.class:?]
    at net.minecraft.client.Minecraft.func_99999_d(Unknown Source) [bao.class:?]
    at net.minecraft.client.main.Main.main(SourceFile:148) [Main.class:?]
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_25]
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_25]
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_25]
    at java.lang.reflect.Method.invoke(Method.java:483) ~[?:1.8.0_25]
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.11.jar:?]
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.11.jar:?]
    [14:18:15] [Client thread/ERROR]: Unable to launch
    java.lang.reflect.InvocationTargetException
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_25]
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_25]
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_25]
    at java.lang.reflect.Method.invoke(Method.java:483) ~[?:1.8.0_25]
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.11.jar:?]
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.11.jar:?]
    Caused by: java.lang.NullPointerException
    at net.minecraft.crash.CrashReportCategory.func_85069_a(CrashReportCategory.java:145) ~[k.class:?]
    at net.minecraft.crash.CrashReport.func_85057_a(CrashReport.java:333) ~[b.class:?]
    at net.minecraft.crash.CrashReport.func_85058_a(CrashReport.java:303) ~[b.class:?]
    at net.minecraft.client.Minecraft.func_99999_d(Unknown Source) ~[bao.class:?]
    at net.minecraft.client.main.Main.main(SourceFile:148) ~[Main.class:?]
    ... 6 more





    im not sure which mod is causing it to error out like this so hope this is
    enough info as there is not an error log it freezes during loading



    Alright, here is what is happening: One of the mods here is adding a recipe with a null value, then Blood magic is finding it when running the check for the Compression handler for the sigil od compression. Since many packs of run TC and Blood magic side by side, most likely some other mod is adding a recipe to integrate with TC that just so happens to be a little broken. You'll need to remove mods and test to see which is the third offender, and report the issue to them.


    Quote from Bhaaltazar»

    Hello,
    I have a bit of a problem with my bound blade.

    Un-enchanted,
    it 1 hit kills all mobs, even elite versions of those, enderman falls
    in 1 hit, those nether spiders with 50 LP also drops in 1 hit. Since it
    suppose to do only 12 dmg I am thinking its a bug.
    I've been struggling to get few weak shards out of it, even tried enchanting it with looting 3 but no difference.

    Is
    this 1 hit kill normal mobs a bug or am I the only one experiencing
    this? Or I am doing something wrong with whole attacking thing?


    That is not normal. Some other mod is messing with player NBT and boosting their damage value, which is then boosting the damage of the bound sword and causing the one hit kill effect. Try dieing, then respawn and see if it is still an issue.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from kalvaxis»

    am i missing something or is it supposed to take such a royally long time to get the 15 mil LP to start the convocation of the damned, because i really really don't wanna sit here for hours just right clicking away at my blood orb and doing literally nothing else


    I just updated the documentation to clarify this. Next time BM updates this will be clearer to new users.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Started using Chromaticcraft, and have been enjoying it so far. I want to note a small issue, however. The special controls for the lexicon, such as shift right clicking to open the interface for fragments and using W and S to scroll up and down don't seem to be listed anywhere that is easy to find. Myself, and a few others I've talked to, found fragments of knowledge but had no idea what to do with them since we were unaware of shift right click to open the interface to slot in fragments.(I had to laugh when I got the fragment of knowledge on fragments of knowledge, and the seeming "Catch-22" of needing to read the entry to learn how to slot them in, but you can't read the entry because you don't know how to slot them in.) Minor issue, but it will greatly help new players.


    Secondly, I've been noticing the symptoms of a memory leak(Large random lag spikes, gradually growing worse until the game locks up all together). While I plan on investigating the specific cause, using Opis and adding/removing mods until it seems to vanish, I have yet to do so. If I find it is one of your mods that is the cause, would you mind if I post screen shots here (Under a spoiler, of course) of the Opis outputs and any relevant information such as a full mod list, steps for replication, mod versions, forge version, and any tweaks that I have done to the config file. Is there any other information I should try to provide to make your life easier when trying to investigate any such issue should one of your mods end up being the cause?

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from ThornpawDraken»

    Okay, check my affinity... 74% so yeah that is causing the nausea for killing things, thank your for the info. There is sooo much to try to remember all the time.

    Got any idea why the Sigil of Whirlwind is causing nausea? I have tried Sigil of the Miner and don't get nausea. Also checked the sigil to make sure it was linked to me as was the Blood Orb. I checked my Life Essence, still 40k+.

    My thought is it has to do with how Whirlwind works, and might be causing the nausea effect to trigger from the "Life" affinity. Can you try using the sigil of the whirlwind outside of armor, to see if it is the cause? You also might want to build up an ender affinity to counter the life one(I at least recall ender being it's pair).
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from ThornpawDraken»

    I have having an issue with putting a Sigil of Whirlwind on the armor. For some reason it is giving me nausea. I have put a weak blood shard and a Master Blood orb into the armor. I have the Blood Magic verson 1.3.0Beta (1.7.10) according to the Mod list, although if I do a data dump of mods list it says v 1.3.3-11.


    I am not sure if it is a related issue, but for some reason if I kill any mob with a melee attack from any weapon I also get nausea. This stared after I created my bound sword and yes I have check my LP and it is over 40k+.


    I do have a lot of other mobs installed:



    I can assume the reason for the nausea on killing mobs is caused by Ars Magica, and a side effect of large amounts of healing magic. They might be related.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from Tetragen»


    When you say "it's peak" do you mean when it's finished sending out fire particles and switches to (light gray not black) smoke particles?


    Edit: Ah, it worked! I got myself mixed up in thinking I needed to add the previous level's incense to the Crucible. Thank you for the help!


    Right. Another advantage to using multiple crucibles is that you can get several uses out of one of every incense.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from Tetragen»

    Alright, I've been messing with this for a while, but for the life of me I can't figure out how to get the upgraded incenses to work. I know the book says I'm supposed to use them in order requiring the last incense to burn before I add the next one, but it doesn't seem to work. Nothing I've tried seems to work, even the basic Wood Ash -> Byrrus seems to still give the most basic 20% bonus. Google seems to lack a useful source of info on this so I was hoping someone here might be able to help me out with this.


    Make sure you have two crucibles running at once to get the most out of your incense. What should happen is once both are lit, the one burning wood ash should star emitting partials. Once it has reached it's peak, the one burning Byrrus should start.
    Posted in: Minecraft Mods
  • 0

    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]

    I seem to be having a minor issue. I'm am building a small personal use pack, and wanted to include this mod, but I seem to be running into an issue with the download link. Get's stuck after you go through the adfly link, never loading the filedropper site or the mod. Am I the only one experiencing this issue, and is there an alternative mod download link?


    Edit: Now seems to be working after trying again several hours later. Not sure what caused it, but I can now at least try the mod.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    CC has integration with TF, TC, BloodMagic, Botania, AE, Forestry, RotaryCraft, ReactorCraft, ElectriCraft, ComputerCraft, OpenComputers, WAILA, and (planned) Hardcore Ender Expansion.



    Thank you very much for this information. While this pack is planned to be very magic and exploration focused, I'll consider adding Rotarycraft, Reactor Craft, Electricralt, and perhaps expanded redstone as well. I've never tried these mods before, and while I've heard opinions for and against them I'll try them to make my own decisions. Hardcore ender expansion will also be considered, and forestry might as well be thrown into the mix as well since I haven't used bees in a while. AE is the only one off the table, as I don't really care for the ease it offers as it doesn't mesh well with my personal play style.


    Regardless, thank you for your time and this information.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Hello, I am looking for a bit of information about the mod ChromatiCraft. I plan on using it in the near future for a personal use pack, and in reading a little bit about it on your website I noted a mention of integration with Twilight forest(Another mod I had already planned on adding). Curious about what else it has integration with, as I have heard a bit about it interacting with thaumcraft, blood magic, and botania, I went on a search of some sort of list of compatible mods. Due to the nature of this mod and it's progression system through knowledge, finding this sort of thing while keeping information about the mod itself limited(I want to go in with as little information as possible, as discover things as I go along. This, at least, seems how the mod was designed to be used the first time round.) proved to be a challenge. I searched through this forum page, but found little mention of this information.


    So I ask this of you folk: Is there any list already written, or could one of you please create one that listed the most prominent mods it has any integration with. I planned on having ChromatiCraft be one of the major focuses of this pack, along with a few other mods that are new to me and support from old favorites. Would someone be able to help me with this, please?

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from SteveNeiman»

    I know I'm going to feel stupid when someone explains it, but how do you activate a bound blade? It just says in the journal that he ran power through it, but the only ways I can think of to do that are right-clicking with it, crafting it with a charged blood orb, or putting it into an altar and letting it drain some blood, but none of those seems to do anything.



    Documentation has been updated to address this. Next version of blood magic will have this added, along with a few other minor changes.

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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from Caithleen»

    Is there a way to configure stuff like blood transfer rate to and from altar? Not with the runes ;)



    There are some things that can be changed in the config file, but neither of the values you asked about can be effected. Outside of runes, of course.

    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from AEONfire»

    You're amazingly helpful but I still need to ask a few more questions haha.


    How would I go about making the Orb altar take priority in the way that you're suggesting?


    And I don't understand any of the tips you added on at the end. :$

    I don't know what a comparator is and I don't know how to use one to check LP levels using redstone. I also don't know how to add shut off switches to the rituals. Do they turn off with a redstone signal?


    Thanks so much man, you're the best.



    First, we will go over the comparator: http://minecraft.gamepedia.com/Redstone_Comparator



    If a comparator is reading a blood altar, and that altar holds a blood orb that is bound to a player, it will output a signal based on how much LP is in that player's network compared to that orbs cap. This mean a weak blood orb will use five thousand, and so on.


    For the first question: You could have a buffer tank. First output is to the orb altar. If the tank stores over a set amount, then open the valve to flow to the crafting altar.


    Yes, rituals shut off with redstone. If you rigged up a shut off switch, a basic example would be "If the signal is ever less then fifteen, shut off rituals". Use an altar with a weak or apprentice orb, and as soon as you are really low it should weaken the signal enough to trigger a NOT gate.


    Feel free to visit the blood magic IRC channel, #Bloodmagic on Esper.net.(http://esper.net/index.php) Plenty of people there, myself included, who should be able to help you in the future.

    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from AEONfire»

    Okay so you were right and I'm an impatient person apparently haha.


    I built a third altar now with 20 Runes of Dislocation, 72 Runes of the Orb, 12 Speed Runes and 4 Runes of Augmented Capacity. However I can't get it to fill my Archmage blood orb faster than it drains itself so I slowly lose blood over time.


    I'm running 2 Rituals of the Green Grove, 1 Well of Suffering, and 1 Ritual of Regeneration. I'm also wearing a full set of Bound Armor and use the Air Sigil as my main mode of transportation.


    I was trying to setup my altars as follows:

    1- Sacrificial altar with mob spawner on top that pulls blood into tanks

    2- Crafting altar that pulls from said tanks

    3- Orb altar that has a lot of Runes of the Orb so that I can eventually fight the demon invasion and do Omega Armor


    How should I set it up so that I can fill my blood orb in the third altar without losing any LE?


    Thanks a tonne!



    I would recommend routing LE flow in one of two ways. Option A is to have the Orb altar take priority over the crafting altar, so only when the orb altar is full will the crafting altar start working. The second option is a large buffer tank for the crafting and orb altars(One for each of them). That way you build up a surplus of LE to when they are not running and can use them to compensate for any sudden demands that tax generation heavily, like filling an orb after Convocation of the Damned.



    A few tips: Add shut off switches to all passive rituals, such as the green grove. Use an altar with an orb inside linked to a comparator to check on your LP levels with redstone, and shut them down should you ever get low.

    Quote from EmeraldSTG»

    So i am playing the Resonate Rise THree modpack, and ahve blasted my way through Blood Magic in a couple days to get to the rituals. Now I've hit an invisible brick wall. I have everything I need for the Regen ritual, but when I use the ritual deviner it doesn't compelte the ritual setup. It stops after the first Earth ritual stone is placed and refuses to complete. I've tested it in Creative flat world and it does it as well. I have tried to do Other rituals as a test and the ones I've tested also suffer from whatever is going on, being imcomplete.


    TL;DR my rituals won't finish being built nor when I place the blocks directly will they activate. My network shouldn't be involved.



    Are you using a ritual diviner augmented with the ability to place dusk runes? Do you have enough ritual stones? Did you remember to bind the activation crystal?

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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from AEONfire»

    So what you're saying is that the entire buffer of 140000~ would have to fill before it gets put into the altar? Because I've left my altar on for a long time and nothing is happening. No blood is going into the altar at all.



    Exactly. The LP is being moved from the input buffer into the main tank, and in that same instance being moved from the main tank into the output buffer. Double check your pipework, and place a second altar down, without runes, to ensure everything is working correctly and the buffer size is not the issue.



    In theory, should you be outputting 766 LP a second from the first altar, it would take ~3 minutes to fill the buffer and move onto the main tank. Ensure that both altars are chunkloaded as well.

    Posted in: Minecraft Mods
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