Blood Magic Discussion [1.6]

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GPuzzle

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Jul 29, 2019
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True, even though I've come up with a system that switches between hardened clay blocks and clear glass that is awesome. The pistons don't even show up!
 

matpower123

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Jul 29, 2019
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True, even though I've come up with a system that switches between hardened clay blocks and clear glass that is awesome. The pistons don't even show up!
Piston Engineering 101.
If you know how to do it right, it's a powerful tool. Unfortunaly, my piston knowledge is bad. :(
 
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WayofTime

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Jul 29, 2019
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Piston Engineering 101.
If you know how to do it right,it's a powerful tool.Unfortunaly,my piston knowledge is bad. :(
The trick would then to make it look relatively seamless. I'm not sure about GPuzzle, but having a long row of that contraption would start ... to stand out.
 

banmind

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Jul 29, 2019
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This is looking like a fantastic mod so far. One thing I would suggest to make it better though would be to add some configs that let people play around with the blood values and abilities of your stuff. In particular, I'm thinking that many server owners would like the ability to change the LP requirements of the Bound tools, or even the ability to modify or turn their right click functionality off. Right now you're really lacking any sort of configuration options.

Really hoping to see this included in more mod packs in the future. It already seems to be with Magic Farm and Horizons.
 
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Dezil_nz

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Jul 29, 2019
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This is looking like a fantastic mod so far. One thing I would suggest to make it better though would be to add some configs that let people play around with the blood values and abilities of your stuff. In particular, I'm thinking that many server owners would like the ability to change the LP requirements of the Bound tools, or even the ability to modify or turn their right click functionality off. Right now you're really lacking any sort of configuration options.

Really hoping to see this included in more mod packs in the future. It already seems to be with Magic Farm and Horizons.

i have to say i agree here some sort of config to change the blood costs here would be great
 

GPuzzle

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Jul 29, 2019
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Whoa... Congratulations there, Way! Been rewatching your Inferno Mines series... You make it look easy! At least early on, that is.
 

WayofTime

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Jul 29, 2019
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btw guys, Blood Magic just got added to Monster 1.0.3. I was so happy when eyamaz sent me the new modlist. Just check the change log site. www.bit.ly/FTBChanges
All. My. YES! Thanks for the news, man! I'm not entirely sure what changed Slowpoke's mind - maybe because people wanted it in so much?

Anyways, it looks like I'll have some more work to do to make sure stuff remains... sane.
 

WTFFFS

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Jul 29, 2019
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All. My. YES! Thanks for the news, man! I'm not entirely sure what changed Slowpoke's mind - maybe because people wanted it in so much?

Anyways, it looks like I'll have some more work to do to make sure stuff remains... sane.
Sane? the mod that allows golems to be used as batteries?
hehe
Nah keep the sanity level right where it's at, it's good, as is the mod itself.
 

PierceSG

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Jul 29, 2019
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Congratulations! After I got my Fusion Reactor up and running (damn, so much iron, steel, bronze, nether quartz and redstone needed...), I will go and start on Blood Magic. Somehow Morph and your mod goes a long well for making a Vampire theme going.
 

HeffronCM

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Jul 29, 2019
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Loving the mod so far. Lack of documentation on mechanics is kind of a bummer. An in-game manual, or some form of NEI integration would be excellent. Needing to pop out of the game to refer to a forum page and youtube videos for structure and blood altar help is jarring. On the same note, some more detailed ritual and altar schematics on the forum would be helpful.

For example, I had no idea you could insert a stack of Stone at one time with a hopper to speed up Slate creation. Even a note on the Blood Altar that it accepts item inputs would have been a breadcrumb for exploration. Instead I started randomly shoving things at it hoping to find something that would let me avoid spending as much time starting at the thing waiting to pull out the proper slate.
 

Yosomith

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Jul 29, 2019
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Loving the mod so far. Lack of documentation on mechanics is kind of a bummer. An in-game manual, or some form of NEI integration would be excellent. Needing to pop out of the game to refer to a forum page and youtube videos for structure and blood altar help is jarring. On the same note, some more detailed ritual and altar schematics on the forum would be helpful.

For example, I had no idea you could insert a stack of Stone at one time with a hopper to speed up Slate creation. Even a note on the Blood Altar that it accepts item inputs would have been a breadcrumb for exploration. Instead I started randomly shoving things at it hoping to find something that would let me avoid spending as much time starting at the thing waiting to pull out the proper slate.

I second some sort of in-game reference manual, maybe by adding a book and infusing it with blood gives a blood manual? You could even have unlockable knowledge kind of like TC4 and AM2.
 

Redius

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Jul 29, 2019
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I second some sort of in-game reference manual, maybe by adding a book and infusing it with blood gives a blood manual? You could even have unlockable knowledge kind of like TC4 and AM2.

First book = vanilla book + 500 LP in a T1 altar. Gives, "The Basics of Bloodletting".
2nd book = 1st book + 1000 LP in T2 altar. Gives, "Rituals? Rituals!"
3rd book = 2nd book + 2000 LP in T3 altar. Gives, "More Rituals for the Discerning Mage"
4th book = 3rd book + 4000 LP in T4 altar. Gives, "Complications in the cellular structure lead to enhanced blood analysis"
5th book = 4th book + 10k LP in T5 altar. Gives, "Blood. The answer to all of life's problems."
 

KhrFreak

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Jul 29, 2019
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Rituals already have something in game to help with them, the ritual diviner. It doesn't tell you what they do but if you have the parts on your inventory it well build them for you rich is really helpful

Sent from my SGH-I727R using Tapatalk
 

Esheon

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Jul 29, 2019
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I second some sort of in-game reference manual, maybe by adding a book and infusing it with blood gives a blood manual? You could even have unlockable knowledge kind of like TC4 and AM2.

First off, I love the mod, WayofTime! :)

I would definitely like an in-game book as well, though requiring the altar before you can get the book... Maybe just craft the knife and a book together instead? Something to help the newbie get started at least.

I have a Magic World 2 server that I'll be running just for a few friends (still creating the setup & spawn area). As a sort of "bonus chest", you first spawn in a room with 3 buttons, labeled "Wizardry", "Thaumaturgy", and "Diabolism", with a (very) brief description of each (signs are so limited). You push one of the buttons, and you're teleported to a second room, where a signed book gets dropped on your head. The second room will be decorated in the mod's theme. Push the button in this room, and you're teleported to the ACTUAL spawn town, where your spawn point is automatically reset.

The first two books were easy... They just include enough information for you to get the in-game books for Ars Magicka and Thaumcraft, and they're written in-character, in the form of a journal. The third, however... it essentially points you to a YouTube mod spotlight at the end of the journal. Kind of immersion-breaking.

Side note: I'm not giving out the IP. I'm managing the server myself, and slots are very limited.
 

Cronos988

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Jul 29, 2019
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I feel that the Dagger of sacrifice should be moved down the tech tree. As it stands, in order to make one, you have to spend 16.000 LP for the Tier II altar and another 30.000 LP for making the dagger, and your only way to acquire LP is your own health. That's 230 Hearts of health (assuming you are not doing anything else withe Blood Magic in the meantime).

Unless I am overlooking something, it seems to me that the only way to get this amount of LP is to stand next to the Blood Altar for hours on end and spamming right-click. This is not something I want to do.
 

WTFFFS

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Jul 29, 2019
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I feel that the Dagger of sacrifice should be moved down the tech tree. As it stands, in order to make one, you have to spend 16.000 LP for the Tier II altar and another 30.000 LP for making the dagger, and your only way to acquire LP is your own health. That's 230 Hearts of health (assuming you are not doing anything else withe Blood Magic in the meantime).

Unless I am overlooking something, it seems to me that the only way to get this amount of LP is to stand next to the Blood Altar for hours on end and spamming right-click. This is not something I want to do.
It takes very little time, a matter of 20-30 mins at most, to get enough LP for the Dagger, especially if you use any form of regen (which is added by several mods or even vanilla).
 

Cronos988

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Jul 29, 2019
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It takes very little time, a matter of 20-30 mins at most, to get enough LP for the Dagger, especially if you use any form of regen (which is added by several mods or even vanilla).

Well, I am guessing my regeneration is slower than vanilla (playing MF2), and the only form of regen I could currently access would be a beacon (having no melons available). It just doesn't seem a very fun solution to be standing around and right clicking. At least once you have the dagger, you can get creative with acquiring LP.