• 3

    posted a message on Botania - An innovative natural magic themed tech mod (Not in beta any more!)
    Quote from Kazekai»

    http://vazkii.us/uncategorized/sins-of-a-solar-empire-or-the-passive-generation-conundrum/


    I have 2 problems with this and the first is that it assumes everyone who uses your mod finds some value in the mana progression; I do not. I enjoy it because of the actual process of making its different magic/tech and you have just made it a hell of a lot more of a grind for me to enjoy that aspect than it was before because now, it is virtually impossible to automate the process without learning to use mod that are primarily tech mods (lava gen, assembly line for cakes) and basically mandate that people actively spend time grinding mana who don't know how to use (or like) those mods and thus people like me can no longer set up a mana gen and go mess with another mod like thaumcraft while we wait for a few hours to pass by that we need to have enough mana to get started on the first few tiers right away.



    You can automate every flower, bar the Thermallilly and Rosa Arcadia, using nothing but botania. No other mods are required, botania gives all the tools needed. Instead of using a field of dayblooms, why not set up a simple redstone system using a dropper, a wood pressure plate, a redstone torch, and a piece of redstone to feed half a dozen endofflames. Semi-automate the process, then dump in extra coal from mining or charcoal from a tree farm. Doesn't even need to be an automated one, a manual tree farm will provide a lot of fuel. That will net you plenty of mana to work with. Fully automate, or at least semi- automate it to the point you only need to check on it once in a while, and you'll be making enough mana to sate all your needs.

    You say all of these things under the belief that your decision is justified by how game design works, but under game design standards, your mod is flawed at the core anyway. You require people to grind for hours to create the illusion of content instead of providing actual content. If you want your experience to feel engaging, maybe you should redesign the mana system or just get rid of it entirely. It seems like you want people to be actively engaged in your mod's progression anyway, creating a buffer between player input and game output like the mana grind is an old trick that is commonly considered questionable game design today. It's something games on older hardware, especially RPGs, used to do to make a game seem longer because they didn't have the storage space on old carts to make real content and it is still used today to cheapen the expense of making legitimate content in games and I shouldn't need to tell anyone that is a dishonorable motive to do anything.



    This is actually personal preference. To some, building automated systems to generate mana is enjoyable content. To me it is like trying to solve a logic puzzle, identifying tasks that need to be done, working out how to automate each and every part using the simple tools at hand. Dreaming up redstone logic, planning out intricate systems that work hand in hand to achieve a greater goal, working around some limitations... That is enjoyable content for me(Granted, I am a self proclaimed Madman). Given the ruleset Vazkii has in play with Botania, creativity is heavily encouraged and rewarded. Think of a cheap way to build a tree farm? Have easy mana gen early on. Learn the value of Daylight sensors? Crop farm is now possible.

    And, to turn your argument back on you, making dayblooms would have been just as grindy. Late game items needed a lot of mana to work, and dayblooms, nightshades, and hydrodrangias would struggle to feed that. That was the point, so they player had to move away from the flowers that produce a dripfeed of mana to the real powerhouses. To even consider doing anything, you needed hundreds of the passives. Is making those not grindy? Making one simple system that takes five minutes to build, then feeding it fuel from time to time is comparatively far less grindy, and nets more mana in less time.


    The thaumcraft guy realized his TC2 design was flawed for this exact reason and that was why he started redesigning it and why TC4 works on a much more interactive way now. Plus, he didn't just want it to be "just another tech mod" which is what the energy maintenance mechanic is commonly associated with.



    Energy is not tech specific. Energy is nothing but a arbitrary resource given context and a purpose. This purpose could be to limit the player, making them think about their actions and choices and how it impacts their energy supply. It gives way to personal preference, and can encourage the player to make compromises. Do you spend that precious energy to make ores, grow crops, or fuel furnaces? You could do all three, but at a greatly reduced speed thanks to low generation.

    You see it as a needless grind, I see it as an actual mechanic to bring into account. I've built small temporary systems to provide quick bursts of mana using a fuel source I had an abundance of, yet did not have an automated supply. I would eventually run out, but the mana produced before that happened would keep me going, and help fund the next generator that was fully automated.


    Personally, I don't like tech mods for this reason and because they are such a complicated hassle to set up with all their pipes and wires and crap so having this become even more of one with its mandatory integration with other mods in a modpack just to not have to go back and forth in a garden feeding cake flowers all day has killed my interest in using it in the future.


    But I was linked to that blog post by someone who does like tech mods and is really unhappy with this direction, in fact nobody on our server, tech fan or otherwise, is interested in dealing with the extra grind. We are obviously not your target audience and therefore you have no concern for us so this is likely an ideal outcome for you.




    Again, you don't need to use other mods. You can fully automate cake production and placement for mana gen, and I have already done so. Is it easy? Depends on your outlook, but it has provided a large amount of mana to make it worth my time while I enjoyed building the system because of the trickiness.

    A note: If you really want to use botania and don't want to bother thinking about complex or even simple automation or semi automation, as I understand it is not everyone's cup of tea and is personal preference(Please do not take my words as condescending, as I know they can be read as such. As I said, it is personal preference and I understand not all will agree with my views. I am a Madman, so I am fine with that.) , You could hunt for or add a recipe for(Or cheat in) Overgrowth seeds, They stop passive decay on any of the passive flowers planted on the enchanted soil it makes. I would personally consider that a waist of Overgrowth seeds, since I have much greater use for it's main feature in boosting all other flowers.
    Posted in: Minecraft Mods
  • 2

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

    On a side note, what is the protection value offered by the bound armor set in blood magic?


    A full set out bound armor offers 90% normal damage protection and 80% armor piercing. These values can be raised or lowered based with the potion effects "Soul harden" and "Soul fray".

    Quote from Ashendale»

    I have an issue regarding the new version of Infinity (1.7.0) provided by the Curse client. The version of the mod is 1.3.3-4 and I copied my save and the config files from the main folder (options and such).


    The problem is, as soon as I logged in, I notice the screen flickering that indicated that my night vision was fading. I thought "why on earth did I take off my pants?". So I checked and noticed my pants were, indeed, on. Mousing over I noticed every bound upgrade was in them. The effect countdown kept decreasing. I waited for it to reach 0 to see if it would reset, but no luck. I took my pants off and put them back on. I could still not see in the dark. No crash, no nothing.


    Help?


    The night vision effect was moved from the divination sigil to the blood lamp sigil, but the divination sigil is now free to add(Doesn't need or consume a shard to add). So all it adds is the LP meter. This was changed by popular demand.

    Posted in: Minecraft Mods
  • 1

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

    So, I've not played with this mod much and decided to try a few things out in my creative world first... only problem is, the demon crystal obtained through (NEI/creative menu) isn't summoning a demon. I've tried toggling in and out of peaceful, grabbing it and toggling out of creative mode... is there a config file I can't find? The only one I've seen so far is a jason named schematics. Or maybe a console command I can use? I'd rather not have to set up demon summoning rituals and farm for it as a drop.

    I'm running in 1.7.10 with a ton of mods... basically the direwolf20 pack with a few small tweaks. (edit: so, yeah, this means I'm using BloodMagic 1.3.0b, in case that's the issue, though I didn't see anything in the changelog that jumped out at me. Also, I did find the Awayoftime.cfg, but it doesn't seem to have anything relevant to the problem either. I may be updating a few more mods on my own as well, so BloodMagic may be one of them).




    The demon Crystal from The creative menu doesn't have any NBT, so it can't summon a demon. You would need to use the /summon command(You can find the entity named under the well of suffering blacklist.) or summon it the normal way using arcane plinths. The crystal always drops, so you don't need to worry about that part.

    Posted in: Minecraft Mods
  • 1

    posted a message on Tainted Magic

    Are you oppose to adding a block form of shadow ingots, to allow players to compress down all the ingots they have to save space? I have a over a hundred stacks of shadow ore, and I'd like to refine it down a bit. While I'm here, could you white list such a block to possible to use in a beacon? I already have plans to build one out of void metal, thauminite(Not thaumium, and not a spelling error), and nether star blocks. Having a fourth material to use would be perfect.

    Posted in: Minecraft Mods
  • 1

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

    well out of the ritual range that drains me to 1 health after i start gaining the health back the ritual stops feeding the altar and it runs out of life essence


    Yes, that is completely intended. You need to be within range of the ritual, where your health is being lowered to one, for it to add essence to the altar.

    Posted in: Minecraft Mods
  • 1

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

    I was told that there can only be one demon invasion at a time on a server. is that true with this mod pack or can it be done multiple times?


    There was an issue that caused one portal to claim all available demon slots(The portal has a cap on how many it can have spawned at once. The issue was that this list was accidentally set to be shared between portals instead of one for each.) This has been fixed in the latest versions, so you can have as many demon invasions as you want running around.

    Posted in: Minecraft Mods
  • 1

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

    Does Omega Armor lose reagent when kept in one's inventory but not worn as armor?


    Unequiping any piece of Omega armor will void ALL reagent, returning it to bound armor.

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from Timeslice42»

    The hunger debuff for being near an altar while under the effects of regeneration doesn't seem to be working in this latest version. Or does that debuff only apply to low tier altars? I still have the config set to true for this option (B:causeHungerWithRegen=true).


    That effect was removed, as we decided it wasn't working as an incentive to not use high levels of regeneration. We now instead incentivize not using regeneration with the incense system.

    Posted in: Minecraft Mods
  • 1

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

    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

    Posted in: Minecraft Mods
  • 1

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

    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.

    Posted in: Minecraft Mods
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