• 1

    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from rjarvi94»

    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.

    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 CrazzyJ0123»

    ..... i cant seem to find it anywhere, but its kind of bothering me seeing as an apprentice blood orb costs a diamond along with my own blood (just started a new hardcore world which is why both costs bother me although life loss is a given in blood magic) Does it function the same as buckets in its crafting recepies? That is to say that once the item is crafted the blood orb is returned to the inventory?


    If you are referring to using the weak blood orb, or any other blood orb in crafting recipes, no LP is consumed and the orb is not used up. Think of it like using a wrench to craft a machine, once it is put together you still have a wrench.

    Posted in: Minecraft Mods
  • 1

    posted a message on Witchery 0.24.1
    Quote from igotnothing»

    all the harm potions are way too weak.

    for example insect-bane and demon bane- in level 4, insect bane will only 1 hit a spider in a direct hit, and demon bane does 15 damage to demons (in level 4). insect bane is level 2, but demon-bane is level 5! and instead you could just make a strength I potion- it's much cheaper in capacity and in power modifiers, it's affected from the bottling skill as well, and it will affects against any creature, for 4 minutes, while the bane potions are a single use. the strength potion will allow you to deal 15 damage to demons and one hit spiders with iron sword, not even diamond.

    also adding more inverted potion affects will be nice, for example inverted part water as a create water in a large area potion, inverted pull as push, swim speed as swim slowness, and so on.

    also, the book says i can summon a demon with the cauldron with a ritual suing refined evil, does anyone know how?


    There may be a set case where demon bane is far more viable then smacking the demon with a stick. You also have the option to make them gas or liquid, which will deal damage so long as they stand in the spawned substance. Mix in some other effect to keep them inside the cloud or liquid, and you can get a lot of utility out of it.


    Also, demon babe potion are effected by brew bottling but you need to use a few tricks to get full yield.

    Posted in: WIP Mods
  • 3

    posted a message on Witchery 0.24.1
    Quote from relix456»

    No I don't think that is fun and, In my humble opinion, it makes vampirism useless. I will just have to ignore that feature and silently cry my eyes out.


    Vampires have weaknesses, but normal humans also have weaknesses. Remember that, even if you die to fire, so would a normal player. In a few situations you die, but in all of those, bar sunlight, so would anyone else. Now consider all the situations where you can't die. (From fall damage, drowning, poison, potions of harming, withering, normal sword swings, arrows, most mobs...) Even to an end game player, being a vampire is a boon for all it offers.


    Now then, I see you time and time again pointing out weaknesses of vampires, but you have made no attempt to think of solutions. So, to ease your troubles, I will point out a few.

    • Worried flint and steel will be your end? Put fire protection on your armor. With enough levels of it, only pure fire damage from something like a TC wand focus is enough to hurt you.
    • Don't want to fight bosses as they can kill you like your a normal mortal? Fight them like a mortal! Use potions, as they can be incredibly powerful. Regeneration to counter the damage, absorption and health boost for an extra buffer to tank blows, moonshine to let your blood pool take hits for you...
    • Sunlight is a problem? Build a base with the idea that sunlight isn't good for your health. For anything that needs sunlight or sky access to function, use shaded glass to have an easy toggle, blocking sunlight so you can enter freely.
    • Still feel you aren't strong enough? Drink a strength potion. It's effect stacks with the natural vampire buff, at level ten allowing you to have five hundred and sixty percent more damage.(A normal diamond sword, unenchanted, will be doing around thirty nine points of damage per blow.)
    • Can't reliable travel, due to the sun being an issue? Set up a transport network using otherewhere chalk to get around.

    These are just a few solutions, there is plenty more to be done to easy the pains of being a vampire and maximize the potential power it offers.


    Adaption, that is the goal. Adapt you base, adapt your gear, adapt yourself to being a vampire.

    Posted in: WIP Mods
  • 1

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

    so I haven't really started yet, but I've already noticed a glaring issue with this mod.

    as someone who prefers the fun of discovering, I do my very best to avoid wikis and tutorials when dealing with mods, but I have no choice on this one. Even with NEI installed, I discovered that there are no books, no guides, nothing. I'm just met with a bunch of recipes, and no idea what anything does. I think the best thing this mod could do right now, is write a short book with a simple recipe, maybe even that snippet from the first post, just Something to get a new player started, without having to google and ruin the fun.


    Quote from mrbead»

    I see, in the meantime, could someone tell me where I should start?


    Quote from LegoBoy3D»

    here is a sugjestion. a book you can craft that tells you everything you need to know about the mod, how to make spells, to making your first blood altar because lets be honest, no one wants to spend 30 minutes on the forum page trying to figure out how to work the mod. i hope this goes through the mod maker because its nice when mods give you a book on how to work the mod without haveing to switch back and forth between minecraft and your web browser. :Blue:

    The are getting closer to being ready. For now, have this to read:
    //TITLE A classic tragic backstory
    My name is Tiberius. I was a kid when the demons came for my village during The Wars. They ransacked the houses and turned the shacks into splinters, wielding fire and water to blast the land asunder. I woke up to some travelling merchants that were passing by, equipping the warriors who were futily trying to drive off the demons that still clawed the village.

    I was brought to a village nearby, where a magician named Magus helped tend to my wounds. The magic that he used was something that I had never seen before - it wasn't Thaumaturgy, nor Alchemy, and it was definitely not Botany. He winked at me once he saw that my eyes were open, holding his finger to his lips.

    Fast-forward several years, and I have learned almost everything from Master Magus, being his third student ever to master his arts. Against his wishes, I have recorded my research and put several wards and spells on this book. So welcome, apprentice. I am known as The Architect, and I am a Blood Mage.

    It took several years of pestering before I managed to convince Magus to teach me. He kept on telling me that, "Magic that uses the life essence of living beings requires patience and preparation in order to master it. One false move, go a little past your natural endurance, and you may find yourself taking a nice vacation in Tartarus." The thing was, I wanted to go there - I had some unfinished business with the demons.

    The process that Magus originally constructed required powerful artifacts that he constructed himself, but were rather lacking where teaching was concerned. After studying a bit of alchemy and the process of "Equivalent Exchange," I managed to construct myself an altar that would transmute items inside of its basin into new powerful forms. The only issue was that it needed a worthy catalyst, and so with a ***** of the finger I set the Blood Altar alight!

    //TITLE The Blood Altar
    //ITEM AWWayofTime:Altar
    //ITEM AWWayofTime:sacrificialKnife
    To start any form of transmutation involving blood, you would need to construct a blood altar and a sacrificial knife, as well as have a solitary diamond in your possession. After placing the blood altar down, Magus advised me to be careful as I filled it slowly with my blood, and said that I would need to be really close to the altar (about a metre) for the knife to work. With about 2 buckets of blood in the altar, which Master Magus reminds me is about 10 hearts worth, I placed the diamond inside of the altar by activating it with the diamond in hand.

    //ITEM AWWayofTime:weakBloodOrb
    The blood dissipated in a cloud of red swirls as I waited for the atoms of the diamond to shift and reform. There were a few moments where the particles turned gray, which meant that the altar was empty and I had to hurry to fill it. After the diamond burst in a shower of red particles, what finally sat in the altar was a Weak Blood Orb.
    //TITLE First steps of alchemy
    I knew I needed to try and reinforce the stand, as it was far to fragile to mix more then one item at a time. I tried iron, gold, stone, and several other material. They ether were far to weak, incompatible with the stand, or unruly with my attempts to shape them. It was when I tried to use obsidian, something that was compatible with the stand, strong enough to withstand the strain of the alchemy process. My only problem was fusing the obsidian with the stand. While I pondered my options, I felt my hand brush against a strange red orb that had been sitting next to my work space. Once I did so, the obsidian seemed to spring to life, wrapping around and shaping the stand into something far greater. I called down Magus and Tiberius to see what just happened. When Magus asked how I did what many others failed at, I told him the truth. “I'm not sure. I was thinking of how to do just this, when I accidentally touched something on that table and then the obsidian sprang to life.” “You touched something and the obsidian seemed to come to life? What did you...” Magus said, then stopped dead as he looked at the other table. “Was it that orb?” He asked hastily. “I think so. After I touched it, this happened. It looks like what I created had a slot shaped like that orb.”I told him, and Magus looked shaken. “Tiberius, we're going to need to talk about this. For now Vlad, can you hold off on testing what that device does?” “Alright.” I told him, a little confused. “But I think I should name it. How does “The Alchemical chemistry set” sound?” Magus put on a weak smile “That seems fitting. It seems to be much more then a simple brewing stand. I recall Demir saying you had a few alchemical items that an adventure sold to the traders in your possession. Perhaps you can try to work out what they do, or what they're made of.”

    Trying what Magus suggested, I started experimenting with the strange alchemy items I collected in my time with the traders. In total, I had two small red orbs, one larger red item that seems like a better version of the red orb, three small blue orbs, and two blue items that seem like they're between the small orbs and the large ones. Using a small alchemy lab Magus brought me to, I started breaking down anything I had spares of.

    Taking one of the blue orbs and grinding it in a mortar and pedestal, I found it was made of three redstone, and two items I had never seen before. One was acting as a “Binding” agent, while the other was some sort of liquid catalyst. After a few hours of work, I had a few formulas for the items, but I still needed to recreate them. Normal mixing wasn't working, as it seems like there was some other factor that merged them in the first place that I am missing. I'll write the formulas here when I find out what I'm missing, so until then I start grinding up the other items.

    Alright, after about three days worth of work I now have discovered that my original assumption that the larger red and blue reagents were stronger, more “Condensed” versions of the small orbs was correct. After a bit of work I am starting to think there is some sort of link between the alchemical chemistry set and these reagents. The chemistry set has five “Input” slots and one “Output” slot, and many of the items here need just five items... I will need to ask Magus about trying this with the orb that formed the set inside.

    Well, I am apparently now a blood mage. Magus and Tiberius told us details about some of the items we had been finding around our new home, from the weak blood orb that help create the alchemical chemistry set(Which Bella later used to tame her new demon friend. After everything I have heard about them, he is remarkably civil.) to the altar behind the house and in the basement. I was given the choice of continuing to study blood magic and use my new chemistry set(And taking all the risks that come with it), or studying other forms of alchemy. I went with the risky option, simply because I would be blazing a new form of magic. I now have a weak blood orb to call my own, and I will start trying to experiment with creating some of the reagents I have discovered in the last few days.

    //TITLE Uses of the Chemistry set
    Hmm. It seems that the “Simple Catalyst” is the only alchemy reagent I could make with a weak blood orb. Once I had the recipe(Two parts redstone, one part glowstone, one part sugar, and one part gunpowder. Mixing these together should make one simple catalyst), I place one of each item in the outer five slots of the chemistry set. This alone is not enough to create a simple catalyst, you need to have a blood orb bound to you in the “Orb” slot to supply LP for the process(The simple catalyst only needs 200LP, so it is fairly cheap). Tiberius mentioned he had already made a stronger blood orb, so I might ask him for help making my own. I'll log any recipes I find.

    With a bit of work, I have managed to create the other component of the tiny dark blue orb(The small light blue orb still eludes me. I might need to look into a stronger blood orb, but that will need to come later.) The “Binding Agent” seems to have a few uses in both crafting and the other experiment I have been running with potions(More on that later). The weak binding agent needs only two simple catalysts and a piece of clay to form(Along with 1K LP). I say weak because I feel I can improve it with some of the reagents I have been creating. For now, I should go over what I've made in the past month.

    With the help of Magus, I have managed to make “Alchemical elemental reagents”. These reagents represent various elements found in the world that always play a major role in both magic and alchemy. I will make a quick list of each element and its recipes, and will try to create these entry’s as close to what I find in all the alchemy books I have read. Also I should note that they all need 500LP as a catalyst to make.

    Incendium: Holding the power of fire and the nether, incendium need items often attributed to fire and are a part of the nether. Due to this, it is very hot and it has left me with a few small burns from my time handling it.

    Aether: A reagent holding the power of wind, I have had to make sure it doesn't float away with every breeze. Made with items that seem to always be used as in reference with the wind(Ghast tears and feathers) that I bound to glowstone dust and a simple catalyst to give it some physical form.

    Sanctus: Closest thing to powered light I could make, it seems to hold strange properties that I still can't understand. It needed a little gold, glowstone dust, and glass I had ground up in the chemistry set to make, but it seems worth the cost.

    Crepitous: Chaos and destruction in physical form, I named it after the creepers that gave me the idea(And the gunpowder) for it. Made with one simple catalyst, two cobble stone, and two gunpowder.

    Crystallos: A fine, cold powder that sends chills down my spine every time I touch it. Made with two parts ice(I need to find a better get this, The village doesn't have much in stock, and I burn through most of it trying to get the formula right), two parts snow(Full blocks, not balls or sheets), and the standard simple catalyst.

    Terrae: A hard, grainy powder that has the power of the earth. Composed of two parts obsidian, one part dirt, one part sand, and mixed together in a simple catalyst.

    Aquasalus: A reagent that seems to shift between powder and liquid on a whim, it represents the force of water in alchemy. Made by mixing three parts water(the amount in water bottles seems perfect), a ink sack(I didn't ask Magus why he has a huge stock pile of these in his storeroom, and he doesn't seem the type to mention it on a whim), and a simple catalyst.

    Tennebrae: If sanctus is solid light, tennebrae is hardened shadow. Black as night and seems to dim everything around it, this reagent has potential to be powerful is used correctly. Made with obsidian, two pieces of coal, a ball of clay, and a simple catalyst.

    Magicales: Raw alchemical power seems to pulse in this dust, and I feel like I have only glimpsed the true potential of this reagent, and I both fear and adore it. Made by mixing one part redstone, one part gunpowder, and two parts glowstone in a simple catalyst.

    //TITLE The power of potions
    That is it for the reagents, for now. The other use for the alchemical chemistry set I have found is the creation of potions unlike anything anything I have ever seen. While not big on taste(But really, has there ever been a potion that isn't hard to swallow?), the potions it makes are more... refined. Using a single flask(Made in a T2 blood altar with 2K and a glass bottle, the first being made by accident when I dropped the bottle in the lab after tripping on a table leg that had been moved), a potion ingredient, and a binding agent I can turn the solution in the flask(A mixture of nether wart, redstone, and glowstone dust) into a potion that has eight uses or “Swigs” instead of the normal one per bottle.

    Another interesting power of these new potions is that the red and blue alchemy items I had acquired from the adventures(Who in turn got from some chest in a dungeon) can be used to “Augment” the potions by mixing them in with more of potions ingredient. The red ones I have dubbed “Power catalysts”, making the potions effect much more potent at the cost of shortening the effect. The blue ones I have started calling “Lengthening catalysts”, as they make the potions last much longer then normal.

    On another note, I have started trying to make a better binding catalyst after an idea came to me from a mishap in the lab. I had tried to make a slowness potion(We had a few villagers that had been pestering us, so I wanted to get rid of them without hurting them), but after adding in the sugar powered I tried mixing in a fermented spider eye. Trying to add it in with a weak binding catalyst, I noticed that instead of mixing with the speed potion it was forming it's own section the same color of a weakness potion. Then the flask exploded. If my theory holds true, these potions can hold more then one effect, but the solution destabilizes when an effect is added. Should the potion fully destabilize, it will cause a small explosion that shatters the flask and damages anyone close to it with the glass shards. If I can help keep the potion stable, I might have found a secret of alchemy countless mages have sought but never found....

    //TITLE Reagent revolution
    I have been experimenting with what I can make with this new blood orb, a gift from Tiberius for my help with his sigils. Using this orb I have finally been able to recreate the power and lengthening catalyst. Sadly, I can only make the mundane versions of each, but one step at a time. I haven't actually made many new items for my potions and alchemy(Well, compared to the shift from weak to apprentice orbs) but everything I have found is extremely useful with my potions. Then there is what I've been making for my brother, but I wrote most of the uses of them in his book. I'll add the recipes here anyway, for completeness sake.

    The first step towards these new reagents was to make a better form of catalyst. Surprisingly, this was the easy part. By mixing in a netherwart and bonemeal into two simple catalysts, I could create two “Strengthened catalyst” with which to create new reagents and enhance old ones.

    Shortly after this discovery, I managed to make a reagent I have dubbed “Offensa” by mixing in two arrows, a flint, and a strengthened catalyst into an incendium. While the orrigenal reagents represented elements, these new reagents seem to represent ideas and concepts(With “War and battle” being given to offensa).

    More tinkering gave birth to Praesidium, which seems to represent “Defense and protection” and is created by mixing tennibrae into strengthened catalyst, iron ingot(Ground into a powder at the set), redstone dust, and a cobweb(This may or may not have fallen into the set when Bella was doing some cleaning, ending with this happy accident).

    By strengthening terrae with the better catalyst, sand, gun powder, and a netherrack chunks(Luckily, we still have some from the last hell harvest festival but I must remember to buy more in a few months), I have created orbis terrae. Where terrae seems to be the element of earth, orbis terrae is the environment itself, encompassing above and bellow ground from the dessert to the nether.

    After a few days of nothing, I managed to form a powder now called “Virtus” from two parts redstone, one part coal, and one part gun powder mixed into a strengthened catalyst. From what I can tell, this is the raw manifestation of power(Fitting, this reagent is hard to control and a few of our uses of it have backfired horribly). It holds in it a great deal of potential energy, but releasing it(And then controlling it) has proven to be very difficult.

    This next one is a little odd. Late one night in the lab I had been mixing things together to see the results, and something caused me to mix a gold ingot powdered in the stand, soul sand from our nether wart farm, redstone dust, and a carrot of all things in the strengthened catalyst. When I awoke the next day, I found three things: A reagent called reductus(The aspect of reduce and diminish), a large mess in the lab, and that this wasn't the strangest things I had mixed together. Since then I have started brewing pots of coffee before I begin working late in an attempt to stay lucid.

    The final reagent that I have created is called “Potentia”, due to the energy that causes it to crackle and pop on its own(Note: As my brother accidentally discovered, this powder does have some electrical properties to it that caused his hair standing on end when he was working with it). Created with two chunks of lapis lazuli, glowstone dust, a piece of nether quarts, and a strengthened catalyst, this powder is similar to virtus. The difference is that while virtus is raw power, potentia is energy. Ironically, virtus is the more stable of the two, only giving off energy in large bursts while potentia seems to give off a little at all times.

    //TITLE New potion improvements
    After a few weeks worth of work, I finally managed to upgrade the binding agent and have made one that lets me make more advanced potions with more then one effect. Unfortunately, it doesn't work every time. For the first effect it works every time, like the weak binding agent. For the second effect, it only works four times out of ten(On average). Then the third effects works only sixteen times out a hundred(Again, on average.) It also needs 1.5K LP to make the binding agent when mixing a weak binding agent, a sanctus and a crystallos.

    With how rare some of the ingredients of my potions are, I decided to create a “Filling agent” that replaces the solution in the potion flask so that I can get more uses out of them. I have noticed that potions with more then one effect require stronger filling agents, as every effect in the potion cuts down how effective the agent is. The weak filling agent is made with a simple catalyst, a pile of redstone and glowstone dust, and a piece of nether wart.

    The weak filling agent can then be upgraded with a terrae and 1K LP into a “Standard” filling agent.
    Posted in: Minecraft Mods
  • 1

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

    Terra Blade....lol Terraria much? Even the freakin sprite!!! Good mod though, well made, good animations, and one of the few good magic mods (Ars2, Thaum3 and 4, and Witchery are the only other good ones)


    While I would add Blood Magic(And am in fact an avid blood mage, adding it to almost every instance in the same way others add AE2) and Reliquary to that list, All of the big magic mods have their own charms and audiences. I personally am not that fond of Ars2, but know a few who are. Everyone has their own tastes, and the world wouldn't be as entertaining if everyone liked the same things.

    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 n4u2»

    Is there any way to increase your max health?


    You can brew a potion of health boost. Not permanent, but can get you through a sticky situation.

    Quote from n_coming»

    I was thinking, what is the advantage in bound armor? Due to the fact that you haft to have soul harden to have good protection and you can just have sigils in your inventory turned on and get the same effects and putting them into the bound armor. As well as all the good effects like strength, regen, flight, super speed, etc you still haft to make a potion to get them. So why dont you just make prot 4 diamond armor and then you dont haft to worry about soul frey and you get to keep all of the effects?


    Bound armor doesn't lose durability, protection four diamond armor does. The diamond armor is harder to get due to the luck based nature of enchanting, and have a variable on how much it would protect(I recall it being 88% to 94%). Bound armor does have the high protection against anything armor piercing, where in protection four diamond doesn't help you at all. If someone lands two harming two potions, you are killed in the enchanted diamond yet barely take anything in bound.


    As for your argument of "You need soul harden for good protection", default bound armor has better protection then unenchanted diamond, and par normal protection with enchanted diamond.


    Finally, you can socket in the sigils to keep inventory space used down and lower to nullify the passive costs of the sigils.


    Quote from n_coming»

    Because
    someone can throw soul frey on and bring it down to 80% and even if you
    have soul harden it brings it down to 90%. Also believe it or not their
    are popular mods where even at 90% protection, their are weapons that
    will still one shot you


    Popular or not, dealing that much damage in one blow is absolutely absurd.

    Posted in: Minecraft Mods
  • 1

    posted a message on Witchery 0.24.1
    Quote from cat2002»

    I don't have the mesmerize skill because it is unlocked at level 8.

    I am level 3.

    Can you tell me what I need to do to become level 4 instead of telling me to read the book or mesmerize them?


    You unlock Mesmerize at level two, and it becomes upgraded at level eight. Same ability, the difference being the level eight forces the villager to follow you while the level two version has them stand still. Otherwise, they are identical.


    Edit: as for your original question about how to become a level four vampire, you just need to wait around an hour. Skipping the night or day would have no effect, just a waiting game.

    Posted in: WIP Mods
  • 1

    posted a message on Witchery 0.24.1
    Quote from trollworkout»

    i highly disagree. by the time you get to be a vampire everyone else will be in mid/late game stag everyone would be sporting diamond swords and have enchantment tables and so forth. at this point fire aspect is easy to get not only that but they probably been stacking up rakes and garlic enough to make you completely useless. as things stand late game vampire is easily countered . early game perhaps is OP but you never become one early game. they have WAY too many weaknesses to be useful late game. about half the things in minecraft can kill him . just sit down and think about it. yea..you come at me..i kill you EZ with toughest weapon in my arsenal flint and steel. LAME. fire weakness is bad decision overall. vampires are not weak to fire. they are weak to garlic and stake to the heart. make more garlic armor or stuff like that. leave fire stuff alone. also vampires can't come in a house if not invited. vampires should not open doors that they did not place. now THAT is a fair weakness.


    think about it when noob kills level 10 vampire with flint and still there is something wrong


    Granted, a vampire can be killed with fire. The counter to your argument is that "So would a normal player who isn't a vampire". A normal diamond sword can't kill a vampire player(But can kill a normal player), but burning from a fire aspect enchantment can. Yet while waiting for a chance to do vampire quests, an early game vampire player can progress through vanilla or other mods, and quickly catch up to to the others tech wise. You would have the enchantment table, and would be able to add fire protection to your armor rendering far more resistant to it. You must remember, fire protection actually lowers the amount of time you are on fire for, so with enough levels of it you would take half a heart or less before it wears off. Unless they could deal pure fire damage, they would still have a hard time killing you.


    You must also realize: Being a vampire does not make you take more damage from your weaknesses. You take the same amount as any other player, the only difference is that a weakness can kill you, anything else can't. As I said before, if you die to it as a vampire you would have died anyway vampire or not.


    As it stands, you gain a lot from being a vampire in just the utility and abilities it offers without the near deathless immortality it offers. Sunlight harming you is a small price to pay.

    Posted in: WIP Mods
  • 3

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

    Hello, do you have intention to make craftable the Efficiency rune? Thanks, And for some good people how know everything about the mod, how exactly works the bound armor and the upgrades, and of course, the new system of spell and advanced alchemistry?

    The reason that rune was disabled was rather simple: The only case that rune was helpful was if you were doing something wrong. It slowed the rate that you lost LP from a transmutation, but in normal circumstances you should never reach that point. In most cases you would be adding enough LP(From the buffer or via sacrifice) that you would never need the efficiency rune and would do better to have other runes to make sure that you never run out of LP for the transmutation.
    As for your other questions, I'll quote the still work in progress in game documentation.
    //TITLE Bound armor
    Today Magus gave us a lecture on armors, going over the practical applications(Protection from large pointy sticks shoved in your direction and holding magic to improve the abilities of the wearer), typical construction of armor, and notable armors through the ages (And the very fatal flaws that their owners eventually discovered, much to their short lived dismay). Seeing and reading all this, I feel it is time I take my own try at this art using blood magic. Testing a wide array of materials and structures, I discovered a process to make an almost indestructible metal using a casing filled with life essence with glass hardened with diamonds and reinforced with bright red blood shards(More on their properties later) Magus showed me a while back (Making the prototypes of this armor took longer then you would believe). The process needs the soul of a demon bound to it, but this seems to be a small price to pay.

    //CRAFTING AWWayofTime:emptySocket
    //CRAFTING AWWayofTime:armourForge

    To start, you need to make a “Soul armor forge”. This block summons the demon soul and controls the transformation of the “Socket” blocks into proper armor. By placing the filled socket blocks around the soul armor forge in roughly the shape of the armor piece you want with the forge in a gap, you set what it makes. Right clicking the forge will then finish the process, creating the armor piece and binding the demon to the shards inside the armor. You will need to bind the armor to yourself, allowing the armor to drain your network to repair any damage it takes(Another benefit of using blood shards in the creation). After donning the armor(Making a few adjustments, still refining the creation process), I asked Magus to help test just how resistant this armor really is. Several nasty bruises later, we have decided this armor shields the wearer from ninety percent of damage from mundane damage sources. What is interesting is that it also blocks roughly eighty percent of magical damage, meaning many armor piercing methods are far weaker. The metal also doesn't seem to hold enchantments, and the demons inside reacts quite negatively to our attempts to do so.

    Using the ritual of unbinding, we are able to deconstruct the armor back into the component sockets and anything that was inside them. I mention this because we seem to be able to “Augment” the armor before creation by adding a combination of sigils, blood shard, and an orb. The sigil added to the armor piece(You can add anything to the socket by right clicking with the item in hand) determines the effect, and adds a passive cost to wearing the armor piece. The blood shard lets you add an upgrade, the weak shards we have at our disposal only allow one upgrade but in theory a stronger shard should allow more to be added. Finally, the orb seems to lower the cost of the upgrade. Every sigil seems to have something to do with the normal effect of the sigil, either giving you a passive bonus or having the effect of the sigil happen automatically around you. A few examples are a water sigil making you immune to drowning, the fast miner always active, and a green grove sigil acts around you.

    //TITLE Complex spells, the basics
    Anyway, back to what we're here to write about. We have discovered a way to use the items known as “Blood Shards” and my brother's alchemical reagents to create a new way to form spells using blood magic. It uses four components: Paradigms, Effects, Modifiers, and Enhancements. The main improvement of this system over the old one is the ability to “Chain” spell effects together. Before I cover how to create the spells, I should go over the parts.

    //IMAGE Show all the paradigms in order
    The paradigms act as the starting point for the spells, and define what the spell will target. There is only one “Output” side to these blocks, and it is on the side with five points(It will be hard to miss it), and the output side can be rotated with a simple right click. We have currently created four different paradigm versions: Projectile, melee, self, and tool. While the names feel self explanatory, I'd best talk about them anyway.

    Projectile: Makes the spell ranged, and will trigger on impact with anything.

    Melee: Short range spell, normally the target must be within one to two blocks for the effect to work.

    Self: Targets the caster, or the area immediately surrounding the caster.

    Tool: Creates an alchemical manifestation of the spell from the crystal in the shape of a mace. Depending on what is in the spell, it can change what this mace does, from being a weapon or a digging tool or “Crushing” any block it breaks.

    //IMAGE All effects in order
    Next we have the effect blocks, and these are what give the paradigms some kick. Unlike the paradigms, theses have both an input and an output. An effect blocks input is always the five pointed non-colored side, while the output is the side with the colored ends(The color depends on the effect block). We currently have the effect blocks for fire, earth, wind, and ice. The effects of these blocks are heavily influenced by the modifiers that come after it, but spells can function with only a paradigm and one effect.

    Modifiers change what the last effect in the chain before them does. So, if you had a fire, ice, wind chain then placed an offensive modifier, the wind would take an offensive effect while the others remain default. The current modifiers are: Default, Offensive, Defensive, and Environmental.

    Default makes the effect act as if you left it without a modifier. Useful for spells where you want to guaranty its effect.

    Offensive makes the spell more combat oriented. Doesn't mean the spell will deal damage, but it might help in combat.

    Defensive has shown to change effect to protect the user. This comes in several forms, from creating shields and cloaking the user to slowing an opponent.

    Environmental does what the name says: It makes spell effects have bigger impact on the world, from setting fires at the targets feet to carving out large chunks of land.

    Finally we have enhancements. Enhancements improve the spell without major changes to the effect. The enhancements are: Power, Cost, and Potency. Like most other spell blocks, plain is in and colored is out. What should also be covered are the frames that hold enhancements. There are three types of frames, each stronger then the last. Your cheap and basic unstable frame can only withstand one per type(You may have one power, one cost, and one potency. If you try to add two unstable power enhancements one will not be able to improve the spell, and actually might blow up damaging the blocks around it). While you may only have one unstable per type, you may have two standard and three reinforced for a grand total of three enhancements of any type(If you want to save on the resources needed for these enhancements, try having one of each in the chain, placed in the order of weakest to strongest. While an unstable can only handle its own power, a standard can handle its own and that of a unstable, with a reinforced able to channel all three without failing). As I write this down I realize it is a little confusing, but with a little practice it becomes simple.

    Power boosts the, well, power of the spell. If you had a spell that did damage and gave the target a potion effect, the spell would do more damage or make the potion effect stronger.

    Cost lowers the cost of the spell effect. Doesn't get much simpler then this, yet will always be useful as the cost of these spells can get quite hefty after you chain a few effects.

    Potency increases the potency of the spell. What this means differs from spell to spell, but with our damage/potion effect example it might make the effect last longer or be stronger.

    This covers all the parts of a spell, but there is still one block remaining: The conduit. It doesn't add anything to the spell, but it allows you to have the parts of the spell farther apart. The input and output is dictated by the dots on the respective side. Four small dots is the input, one large dot is the output.

    Now then, how do you create a spell? First, pick your paradigm. Then, create a complex spell crystal to bind to the paradigm(Crafting recipes will be on the following pages for convenience) and make sure the crystal is also bound to an owner. Then, place and connect an effect block to the paradigm(Change outputs with right click, inputs with sneak right click. Do note that one side can't be both the input and the output.) Now the spell will work, but it might not do what you want. You can alter the spells effect by placing down and connecting a modifier. Still doesn't mean the spell will work as expected, but you can at least nudge it in the right direction. Finally you can add enhancements to boost the spell, but they might make the effect cost more(Unless you add cost enhancements), There are three tiers of enhancements, and a spell effect can one tier one... You know what, I went over this in the modifiers section. Look there for more information. But you don't need to stop on one effect, you can chain to another effect and another effect and another.... The possibilities are as endless as your soul network will allow.

    A few final notes: Every spell will do something. Some need other effects to really flourish while others work best on there own.

    The cost of the spell will always be the sum of all the effects and their enhancements multiplied by the complexity factor. So you can create massive spells with several effects at once, but watch your soul network as you use it. Just a warning.

    //TITLE Vlad's guild to crafting

    //TITLE Effects of complex spells
    And now Vlad is requesting I mention the effects of the spell... This might take a few pages, but I guess it is worth doing.

    Self paradigm effects are always interesting... A default fire effect causes the user to burst into flames, while an offensive effect cloaks you in fire to ignite attackers and nearby entities. Defensive forms a puddle of magma at your feet(Useful if you can't be hurt by fire, but the thing trying to kill you can). Finally for fire, environmental causes you to superheat an area causing fires and things to change(Sand to glass, cobble to stone).

    Earth is a bit less...Wild in it's effects for self. Default raises the ground bellow you up to your feet, forming a platform to stand on and I have found it helpful for when you suddenly don't know where the ground has gone(Happened once when testing a wind spell). Offensive creates an impact at your feet that crushes blocks, cobblestone to gravel, gravel to sand... Defensive effect is a powerful combat option with a catch: You become much heartier, able to take far more damage then normal at the cost of movement. Environmental creates a quick shock wave that weakens near by entities.

    Ice has been a fun one to use. Default creates a small pillar under you that pushes you up, allowing for quick vertical movement. Offensive causes entities around you to become lethargic, moving slower. Defensive is a bit more interesting, allowing you to slow entities and freeze water using a cloak of ice(You can easily use this to walk on water). When water isn't available, you can create a bridge of ice using environmental ice.

    Wind has turned out to be quite practical in it's uses, from my tests. Default hs the useful effect of creating a brief burst of wind that puts out fires on the user and protects the user from sudden downward momentum that can cause quick yet extreamly messy death. Offensive mimics the effects of an air sigil, launching you forward. Defensive causes near by entities to have a strong downward wind limit movement. Finally, environmental causes a large high pressure area to form around the user, that then moves to the low pressure area(Everywhere else). This has the side effect of taking entities with it in the sudden gust of air that is formed.


    On to melee effects, for those who like close range combat. Starting off with fire again, this effect as default causes spontaneous combustion for near by entities. The always entertaining offensive effect causes the target to gain an effect called “Fire fuse”. This effect does nothing until it expires, at which point the entity explodes. The explosion not only damages the entity, but causes it to to launch in the air while the explosion damages near by entities. Defensive allows you to wall off areas with fire, stopping things from passing unless the brave the flames. Environmental causes it to form a short range projectile that evaporates any water nearby.

    Earth melee has a few of the old effects in a new form. Default destabilizes blocks, causing them to fall akin to sand. Offensive has the same smashing effect from earlier in projectile form. Defensive forms a wall by raising a chunk of the ground up. Environmental on the other hand is able to remove the stone from an ore, leaving a fair amount of dust to process into ingots.

    Ice allows some useful combat options, starting with a default effect that allows the target to lose the tolerance to pain that happens after a blow effectively allowing you to apply more damage in less time. Offensive rockets the target into the air akin the the self ice effect from earlier. Defensive forms a wall of ice to protect you from damage. While Environmental... Well, it is odd. It unleashes an omnidirectional volley of snow balls at the target.

    Wind is very combat flow oriented, with default pulling entities towards the user, offensive away from the user, and defensive in the air. Environmental is more utility, as it pulls items on the ground toward the users.

    Projectile spells share many of the effects of other types with a few all their own. A default fire allows the attack to unleash a torrent of fire when it hits something. Offensive creates flowing lava in the air under the target, but is tricky to use without the aid of other spell effects. Defensive smelts blocks, while environmental evaporates water.

    Earth projectiles are mainly focused on mining, with default disintegrating all matter it comes in contact with. Offensive forms a hole under an entity it hits(It will normally only dig the hole in mundane blocks like dirt and cobblestone). Defensive smashes blocks in the same manor stated before, while environmental mines blocks in an area around the projectile.

    Ice has a lot of classic effects, with default being an ice plume on impact, Offensive slowing targets, defensive freezing water and making snow, and environmental just freezing water in an area around the projectile.

    Wind has a few interesting effects, with default sending mobs flying, offencive giving “Heavy heart” to ground entities, defensive letting blocks mined by the spell drop as if mined by a silk touch pickaxe, and environmental pulling items to the user.

    Tool spells seem to be a mix of utility and combat, with many of the effects allowing it to function as a set tool type. Starting with earth, default acts as a pickaxe, offensive as a way to remove mundane blocks, defensive a shovel, and environmental gives it the power to mine multiple blocks. I know I sounds like I'm rushing through these, but they sort of say what they do on the tin.

    Fire has a few powerful effects, with default smelting anything mined(Cobble to smooth stone, sand to glass...), offensive acting like the enchantment fire aspect, defensive increases the time the spell stays in tool form, and environmental lets it turn stone into lava.

    Ice is more combat centered, with default letting blows it deals slow entities, offensive giving it a few sharp points for more damage, defensive unleashes a torrent of cold air when the tool is summoned that creates snow and slows mobs. The environmental effect is a black sheep, allowing the tool to function as if it has silk touch.

    Wind has effects that are just... Useful. Default allows it to function as an axe, offensive gives it some extra punch to throw mobs back after being hit, defensive weighed them down, and finally environmental pulls items closer to the user.

    //TITLE Off topic, this is my life
    Tiberius has informed me that this book will update as I add to it, so if we ever create more blocks for the advanced spells, you'll know when I do. For now, this is the end. And yet it might be your beginning.

    I'll go off topic for a bit, because today something happened that I never thought possible: I killed a wither(You know, big black flying skeletal death monster that wants to kill everything? One of those.) Not only did I kill one, but I also helped kill twenty more. Magus said that the most killed at once before this was ten by three people, so we crushed the record. We needed a few nether stars to upgrade our altar, but nether stars are near impossible to get. Unless you work on the conglomeration board like Magus that is.(He runs the largest country in the world, apparently. I know, I can hardly believe it either.) After inviting every single world leader for a holiday weekend(Of which they actually treated like a holiday trip), Magus managed to get us a reservation in a battle arena to kill thirty withers. To say I was shocked is an understatement. But, by some miracle, we managed to not only kill all of the withers(And all of us lived to tell about it). Sadly, I'm stuck in bed with a busted leg(Wither skull nailed me when I was casting a spell.), so I've taken this as an opportunity to try new kinds of food(Magus knows how to cook like any five star chief). I'd keep writing, but I smell the roasted chicken coming down the stairs now...

    Vlad has finally found a more stable recipe for the more advanced spell parts for the augments. While he has been able to create them before, the new orbs we have allow them not to fall apart four out of five times. A slight improvement, I'm sure you may agree. With this, the reinforced spell augments are much more reliable.

    Well, the last few days have been interesting. We have managed to open a hole in the fabric of space to let in an invading army of demons, but it was to stop another portal letting in other demons so it is all fine. Sorry, but I had to comment on how ridicules that sounded when I first heard Magus's plan. But it isn't as bad as it sounds, since we opened the second portal we had control over where the demons come out and can prevent them from running wild. Absurd sounding, I know, but when you deal with holes in space leading to demonic realms things are rarely ever simple. Or when a mage has any involvement, for that matter.

    And since I'm not sure you are asking about the reagent system or the potion making system, have both.
    //TITLE The power of potions
    That is it for the reagents, for now. The other use for the alchemical chemistry set I have found is the creation of potions unlike anything anything I have ever seen. While not big on taste(But really, has there ever been a potion that isn't hard to swallow?), the potions it makes are more... refined. Using a single flask(Made in a T2 blood altar with 2K and a glass bottle, the first being made by accident when I dropped the bottle in the lab after tripping on a table leg that had been moved), a potion ingredient, and a binding agent I can turn the solution in the flask(A mixture of nether wart, redstone, and glowstone dust) into a potion that has eight uses or “Swigs” instead of the normal one per bottle.

    Another interesting power of these new potions is that the red and blue alchemy items I had acquired from the adventures(Who in turn got from some chest in a dungeon) can be used to “Augment” the potions by mixing them in with more of potions ingredient. The red ones I have dubbed “Power catalysts”, making the potions effect much more potent at the cost of shortening the effect. The blue ones I have started calling “Lengthening catalysts”, as they make the potions last much longer then normal.

    On another note, I have started trying to make a better binding catalyst after an idea came to me from a mishap in the lab. I had tried to make a slowness potion(We had a few villagers that had been pestering us, so I wanted to get rid of them without hurting them), but after adding in the sugar powered I tried mixing in a fermented spider eye. Trying to add it in with a weak binding catalyst, I noticed that instead of mixing with the speed potion it was forming it's own section the same color of a weakness potion. Then the flask exploded. If my theory holds true, these potions can hold more then one effect, but the solution destabilizes when an effect is added. Should the potion fully destabilize, it will cause a small explosion that shatters the flask and damages anyone close to it with the glass shards. If I can help keep the potion stable, I might have found a secret of alchemy countless mages have sought but never found....

    //TITLE Reagent revolution
    I have been experimenting with what I can make with this new blood orb, a gift from Tiberius for my help with his sigils. Using this orb I have finally been able to recreate the power and lengthening catalyst. Sadly, I can only make the mundane versions of each, but one step at a time. I haven't actually made many new items for my potions and alchemy(Well, compared to the shift from weak to apprentice orbs) but everything I have found is extremely useful with my potions. Then there is what I've been making for my brother, but I wrote most of the uses of them in his book. I'll add the recipes here anyway, for completeness sake.

    The first step towards these new reagents was to make a better form of catalyst. Surprisingly, this was the easy part. By mixing in a netherwart and bonemeal into two simple catalysts, I could create two “Strengthened catalyst” with which to create new reagents and enhance old ones.

    Shortly after this discovery, I managed to make a reagent I have dubbed “Offensa” by mixing in two arrows, a flint, and a strengthened catalyst into an incendium. While the orrigenal reagents represented elements, these new reagents seem to represent ideas and concepts(With “War and battle” being given to offensa).

    More tinkering gave birth to Praesidium, which seems to represent “Defense and protection” and is created by mixing tennibrae into strengthened catalyst, iron ingot(Ground into a powder at the set), redstone dust, and a cobweb(This may or may not have fallen into the set when Bella was doing some cleaning, ending with this happy accident).

    By strengthening terrae with the better catalyst, sand, gun powder, and a netherrack chunks(Luckily, we still have some from the last hell harvest festival but I must remember to buy more in a few months), I have created orbis terrae. Where terrae seems to be the element of earth, orbis terrae is the environment itself, encompassing above and bellow ground from the dessert to the nether.

    After a few days of nothing, I managed to form a powder now called “Virtus” from two parts redstone, one part coal, and one part gun powder mixed into a strengthened catalyst. From what I can tell, this is the raw manifestation of power(Fitting, this reagent is hard to control and a few of our uses of it have backfired horribly). It holds in it a great deal of potential energy, but releasing it(And then controlling it) has proven to be very difficult.

    This next one is a little odd. Late one night in the lab I had been mixing things together to see the results, and something caused me to mix a gold ingot powdered in the stand, soul sand from our nether wart farm, redstone dust, and a carrot of all things in the strengthened catalyst. When I awoke the next day, I found three things: A reagent called reductus(The aspect of reduce and diminish), a large mess in the lab, and that this wasn't the strangest things I had mixed together. Since then I have started brewing pots of coffee before I begin working late in an attempt to stay lucid.

    The final reagent that I have created is called “Potentia”, due to the energy that causes it to crackle and pop on its own(Note: As my brother accidentally discovered, this powder does have some electrical properties to it that caused his hair standing on end when he was working with it). Created with two chunks of lapis lazuli, glowstone dust, a piece of nether quarts, and a strengthened catalyst, this powder is similar to virtus. The difference is that while virtus is raw power, potentia is energy. Ironically, virtus is the more stable of the two, only giving off energy in large bursts while potentia seems to give off a little at all times.

    //TITLE New potion improvements
    After a few weeks worth of work, I finally managed to upgrade the binding agent and have made one that lets me make more advanced potions with more then one effect. Unfortunately, it doesn't work every time. For the first effect it works every time, like the weak binding agent. For the second effect, it only works four times out of ten(On average). Then the third effects works only sixteen times out a hundred(Again, on average.) It also needs 1.5K LP to make the binding agent when mixing a weak binding agent, a sanctus and a crystallos.

    With how rare some of the ingredients of my potions are, I decided to create a “Filling agent” that replaces the solution in the potion flask so that I can get more uses out of them. I have noticed that potions with more then one effect require stronger filling agents, as every effect in the potion cuts down how effective the agent is. The weak filling agent is made with a simple catalyst, a pile of redstone and glowstone dust, and a piece of nether wart.

    The weak filling agent can then be upgraded with a terrae and 1K LP into a “Standard” filling agent.

    //TITLE The reagent system
    It has taken the last two months, but we have the ground work for testing our idea done. The results so far have been even better then expected. We only have tested the full spring ritual and have discovered quite a few effects, but I'll let Magus cover those.

    Instead, I'll write how the reagent system works. You first need an alchamic calcinator, then place a blood orb into it to act as a power source. After that, reagents can be placed by hand or fed into the calcinator to turn into pure alchemical energy, the type based on the reagent fed in. Once it has a solid reagent, it will use LP to turn one reagent into 1000AR(Alchemy Reagent) which is then moved into the 2000AR “Buffer” of the calcinator. Once in the buffer, the reagent slowly starts being moved into the main tank which can then be siphoned out.

    Now then, to move it out of the main tank you need to have somewhere for it to go. To this extent, you have three options: A crystal belljar, a alchemic relay, or a master ritual stone. How you need to link it is simple: Create a alchemic router, then Shift right click with it on the calcinator to select the reagent type for it to transport(A note for blocks with more then one tank and more then one reagent type: Shift right clicking again on the block will swap between the available reagents inside the block.), then normal right click on the block with the router to bind it to the block. After that, right click on the destination(Needs to be within a few blocks, the range isn't that large). If it has worked, you should see reagent “Flowing” to the destination from the source(In this case the calcinator). We have tweaked it to where you can't see reagent moving with the naked eye, you need to have a tool(Like the Alchemic router) in hand to see this effect. You can also use a divination sigil on the belljars, relays, calcinator, and master ritual stone to read how much reagent the device holds. This process of binding can be applied to all the other blocks so I shouldn't need to cover it further, but I should note that these blocks can only accept and send reagent to so many locations at once. For example, the belljar can only accept reagent from one location, and send it to one location. I must also reiterate that if you have a relay set to send aether to destination A and Tennibrae to destination B, aether can never traval to B and vicversa for Tennibrea. New connections must be made for each reagent type, and we could not get a “Colorless” version of a connection to function.

    Getting more into detail about the blocks and items of our new system, I'll cover the bell jar first. Created out of mundane glass and wood slaps, then filled with a concentrated catalyst solution to contain the alchemical energy in a stable enough environment to allow you to move the jar without losing any energy inside. While it can hold only one type of reagent and is restricted to one source and one destination, it functions as a portable form of “Bulk storage”(Able to hold 16000AR). An option for more storage is to link a few belljars together, but I feel this is a far from perfect answer to the problem of mass storage of reagent.... I will need to talk with Tiberius and Magus about this later.
    Regardless, Tiberius managed to incorporate a bit of redstone interaction into the design of the jar. Based on the amount of reagent inside the jar, it outputs a redstone signal(15 when full, 0 when empty, and so on). With a bit of work, you can use this for automated systems.

    The “Alchemy Relay” acts as a small buffer(Two tanks that can hold two reagent each), and can be used to merge and divide a transport line of reagent energy. Each relay can have limitless sources, and four destinations. With the creative use of relays, you can create a large power network for transporting reagent. Tiberius has worked his magic on this device as well, and tweaked it to not send reagent when a redstone signal is applied(It also spins slightly slower to represent this).

    To assist with the use of this system, we have three items to manage these devices. The Alchemic Router is used to bind the destinations of set reagents for all devices. The Alchemic Segmenter is used to partition tanks to a set reagent. All you need to do is set the reagent type the same way you would the router, then right click the device you want to partition a tank for that reagent type. One tank will be set for that type per right click, and if you exceed the maximum number of available tanks it will reset all tanks partitioned tanks to the default “First come first served”. I should also note that if you set a relay to accept sanctus, offensa and vistus, the two available tanks will distributed to whichever reagents that get there first.

    The final item is the alchemic cleanser, and its use is simple but very useful: It resets all destinations. All locations the device is set to send reagent are cleared, so you can easily bind the device to new locations.

    Now, we have made a few minor alterations to the “Master ritual stone” to enable our system to function. Its recipe and normal uses have remained the same, but it now has three internal tanks that each hold 1000AR. If the ritual has any reagent, it will display an “Alchemy Ring” above the master ritual stone as a sign that it has been augmented. Then depending on the ritual and the effect in question, it will use an amount of reagent to perform a new effect or augment an old one. An example of this is the full spring fulled with aquasalus will convert earth into farmland then hydrate it in a nine by nine around the master ritual stone, but if the full spring is given crystallus it will freeze all water source blocks around it. This all is paired with the base effect of the rituals, so the full spring can still function as an endless water source.

    This is all I can think of to write down about our new system. Tiberius and I plan to show it to the others tomorrow, so I need to get some rest.

    We showed our new system to Magus and my siblings today, and to say they loved it was an understatement. We had decided to be a little flashy with the show, building a full spring next to a small pond that had formed from the recent rainfall. After a bit of work hiding the relays and the belljar, Tiberius hid out of sight while I showed the others to the demonstration. I asked Magus to activate the ritual, keeping a close eye to see if he focused on anything in particular, but he quickly and effortlessly activated the ritual without pausing for a moment. After he returned to my side, I yelled for Tiberius to throw the switch. In an instant the reagent flowed to the ritual, and as the alchemy circle formed in the air the water created by the ritual and that of the pond quickly froze over. I heard gasps from both of my siblings, and I noticed Magus's eyes widen for just a moment(His equivalent of a jaw hanging slack) before he composed himself. Afterword we went over the details for them of how it works for the other, explaining the minor modifications we had made to the basic master ritual stone design and such.

    I know they are a bit of a long read, but there is a large amount of information to convey. Hope this helps with answering your questions.
    Posted in: Minecraft Mods
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