This looks quite cool. Looking forward to messing around with it.
Suggestions, hm... Maybe a water-breathing sigil? Also, a ritual to keep hostile mobs away from build sites would be pretty cool. Have it be something that slowly wears down, so you have to feed into it, but it lets you, oh, build things at night without zombies mobbing you. (Can you tell I'm not happy with that change?)
An Interdiction Ritual is planned, yes. The only question is if it can be added into this release or the next one.
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Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
Hey Way,
Congrats on making a mod! It looks amazing! Defiantly adding to my modpack once it is released... I can't wait to see what else you come up with. Perhaps we will be seeing the ability to influence plants with all of this life force (and the possible negative side effects [can anyone else say plant zombies :P]).
~DTCEnchanter
Hey Way,
Congrats on making a mod! It looks amazing! Defiantly adding to my modpack once it is released... I can't wait to see what else you come up with. Perhaps we will be seeing the ability to influence plants with all of this life force (and the possible negative side effects [can anyone else say plant zombies :P]).
~DTCEnchanter
Haha, you read my mind! Version 0.2.3 is now released! With it includes the next tier of blood altar, the 3rd tier. It also has rituals, which are cool: one of them speeds up plant growth!
As always, this stuff will need some tweaking. Hopefully it won't be too bad to start with, balance-wise, but we shall see!
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Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
Love the new update Way, looks like a great way to start fleshing out the mod :). Perhaps having LP in your system has passive effects such as every 10,000 LP in your system will cause each heart to be twice as strong AKA double health without extending. Happy Sacrificing!
Love the new update Way, looks like a great way to start fleshing out the mod . Perhaps having LP in your system has passive effects such as every 10,000 LP in your system will cause each heart to be twice as strong AKA double health without extending. Happy Sacrificing!
That might be something, like an invigoration effect. It probably shouldn't come directly from having 10,000LP in the system, but maybe a passive effect of some item/block near by. I should probably play with custom buffs some time, but the vanilla ones do offer quite a lot of things. Already have a Sigil planned for the 3rd tier, which will really help if you enjoy Boots of the Travelling.
Can't wait to try out the new update. Also, really curious about the spotlight of Direwolf20
Dire has shown interest in doing a spotlight on the mod, however he hasn't said when he is going to do it. I did ask him to wait until today to do it because of the added Ritual mechanics, so it does seem it will happen. Just not sure when! :3
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Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
Jeez man by the time minecraft updates again this mod is going to be pretty damn big! Another idea is maybe you can craft wings of some sort (don't know how)that basically are wings of blood. This Mods version of flying and it would look really good!!! Enjoy!
Jeez man by the time minecraft updates again this mod is going to be pretty damn big! Another idea is maybe you can craft wings of some sort (don't know how)that basically are wings of blood. This Mods version of flying and it would look really good!!! Enjoy!
I think I'll keep with the air sigil for now for flight, at least until I reach the 4th tier. The flying is early enough (and simple enough) that it fits in a good bracket with other mods. Maybe some wings will help when I start working on armours.
On another note, I need to think of a few tier 3 sigils. I have three cooking up, but would like to know what others can come up with.
I feel like some early game rituals would flesh out the mod a bit.
Until you can upgrade to the second tier there doesn't seem to be much that can be done. Maybe some costly, even if ridiculously expensive, first teir rituals?
Also for the later game; perhaps some kind of evil pact? Trade your ability to go out in sunlight for the ability to not be attacked by zombies? That along with a huge self sacrifice and alot of LP would be a cool temporary buff.
I think of old vampire-werewolf stories where someone made a pact with the devil to become very powerful but had to hunt with him at night and do terrible things... Something like that for later would be awesome to look foreward to.
I just feel that the current rituals and such arn't very motivating for what they are worth.
I feel like some early game rituals would flesh out the mod a bit.
Until you can upgrade to the second tier there doesn't seem to be much that can be done. Maybe some costly, even if ridiculously expensive, first teir rituals?
Also for the later game; perhaps some kind of evil pact? Trade your ability to go out in sunlight for the ability to not be attacked by zombies? That along with a huge self sacrifice and alot of LP would be a cool temporary buff.
I think of old vampire-werewolf stories where someone made a pact with the devil to become very powerful but had to hunt with him at night and do terrible things... Something like that for later would be awesome to look foreward to.
I just feel that the current rituals and such arn't very motivating for what they are worth.
That is certainly fair enough, and is very valuable feedback. If I don't know what others are thinking, I can't really do too much about future additions.
That vampire-werewolf thing does sound very interesting, and would be very worth-while. Would preventing the player from going into the sunlight be the right call, though? I suppose it would make sense for some form of zombie shroud, since you wouldn't meet them in the sunlight (Curse of the Undead sounds like a good name for such a buff/debuff). Just not something you'd like if you were to work on your base! :3
Some temporary rituals would be a good call, actually... Not sure what type of rituals, though. Perhaps it would be best to move the Master Ritual Stone and Ritual Stone to the first tier altar level, and keep the inks where they are. That way, you can lay out the stones in a simple pattern and call upon some form of early ritual, such as a summoning Zombie, or other such things. I would really love to see how the mod, in its current form, can interact with other mods and their usefulness. And also, would you really be prepared for a ritual if you only have about 5000LP stored up at the time?
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Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
I just got this mod because it looks interesting, But when i use an orb such as Weak Blood Orb, etc. It doesn't store any LP or when i hover over it there is no tooltip under 'owner' saying LP so yeah.....
I just got this mod because it looks interesting, But when i use an orb such as Weak Blood Orb, etc. It doesn't store any LP or when i hover over it there is no tooltip under 'owner' saying LP so yeah.....
Make sure to get the Divination Sigil to observe your current LP. It is slightly different from the version from the spotlight you saw!
Rollback Post to RevisionRollBack
Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
That is certainly fair enough, and is very valuable feedback. If I don't know what others are thinking, I can't really do too much about future additions.
That vampire-werewolf thing does sound very interesting, and would be very worth-while. Would preventing the player from going into the sunlight be the right call, though? I suppose it would make sense for some form of zombie shroud, since you wouldn't meet them in the sunlight (Curse of the Undead sounds like a good name for such a buff/debuff). Just not something you'd like if you were to work on your base! :3
Some temporary rituals would be a good call, actually... Not sure what type of rituals, though. Perhaps it would be best to move the Master Ritual Stone and Ritual Stone to the first tier altar level, and keep the inks where they are. That way, you can lay out the stones in a simple pattern and call upon some form of early ritual, such as a summoning Zombie, or other such things. I would really love to see how the mod, in its current form, can interact with other mods and their usefulness. And also, would you really be prepared for a ritual if you only have about 5000LP stored up at the time?
The "deal with the undead" doesn't even have to just be something to stop mobs from attacking you. Perhaps it could give you night vision and a bonus attack but after the effects are used up you get blindness and weakness. Basicly just any kind of self empowering ritual that come at a cost that ends up even greater than the blood sacrifice required to unlock them.
For early rituals I could see them costing the entire 5000 for something like changing day to night (But not vice versa to make it more appropriate to the altar level) or summoning an armoured zombie maybe even summoning a storm.
I've not really used it with other mods yet. I like to play a mod for a while before I add it to my main playing collection.
The "deal with the undead" doesn't even have to just be something to stop mobs from attacking you. Perhaps it could give you night vision and a bonus attack but after the effects are used up you get blindness and weakness. Basicly just any kind of self empowering ritual that come at a cost that ends up even greater than the blood sacrifice required to unlock them.
For early rituals I could see them costing the entire 5000 for something like changing day to night (But not vice versa to make it more appropriate to the altar level) or summoning an armoured zombie maybe even summoning a storm.
I've not really used it with other mods yet. I like to play a mod for a while before I add it to my main playing collection.
Ok, I definitely see what you mean. You want to be able to use the tools of the mod before you are heavily invested in the 3rd tier level, because by that point it is a bit of a long and gruelling process with not as good of a pay off. So, it would probably be best to have some sort of, I don't know ... "imperfect ritual stone". Yeah, that sounds about right, and depending on what you use to activate it it will perform a particular "simple" ritual. Won't be as glamorous as the ones found at the 3rd tier, but simple things such as using a water bucket on it to summon a storm, or an ink sac (I have no clue) to set it to night would be quite interesting. Such an imperfect stone, though, will take the Essence directly from the player's network and not from the network to whom the activation crystal is tied. And a grand 5000LP would make sense for these.
I've been playing with some custom buffs, and can get the player to catch fire when it is daytime and they are exposed to sunlight. I'll add it to a different buff, however, since it would probably be a bit much for an early one. I don't know currently how to prevent a mob from attacking the player - looks like something that is hard-coded with invisibility, but I do like the night vision + strength which would segway into blindness and weakness. Should be an easy thing to code in. The only question is how the player would receive the buff - perhaps a potion of Condensed Life Essence...?
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Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
The Meaning of Life, the Universe, and Everything.
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looks like quite the mod, I have so many Ideas running through my head now from the things I know that could be implemented to it as well XD The Arcane Properties of Plasmas and Bile was actually something on my mind when I came across this mod XD
The Meaning of Life, the Universe, and Everything.
Join Date:
9/26/2012
Posts:
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I recently thought of something partially inspired by the "Household Gods" mod while mulling over the whole concept of sigils in this mod-- a modular alphabet of magical glyphs.
You'd have sigils, which refer to actions and effects, and then you'd have glyphs, which refer to objects, regions, and restrictions. Sigils are glyphs but glyphs are not sigils-- the difference is that sigils can be used on their own, defaulting to the player as a target, but glyphs have no effects of their own. However, if you combine them with sigils you can customize the effects that sigils have. Perhaps you could even have a set of different syntaxes (called runes, perhaps?) that the sigils and glyphs would fit into.
For example, if you had the syntax [area] [target] [effect], you could substitute a Large glyph for [area], a Pig glyph for [target], and a Water-Breathing sigil for [effect]. The resulting rune, when placed, would grant the nearest pig in the area waterbreathing. For a group, you might be able to string several runes together-- <descriptor> [target], with a Group glyph for <descriptor> and a Pig glyph for [target], would allow the other rune to target all the pigs in the area. Alternatively, the rune could apply the effect to all targets on default, and could be right-clicked to place directly on a target for single-use, or perhaps the latter technique could be the only way to activate the rune (without using something else, anyway-- a series of blocks you could place the rune on to transmit its effects across a certain area, perhaps? The LP cost would have to be greater, of course, though I suppose you could allow the blocks to store their own LP, either directly or in the form of blood orbs), requiring you to craft multiple runes for each individual creature.
This system could be incredibly versatile, especially if you somehow add logic gates or timers. (I doubt redstone circuitry would play very nice with this, but hey who knows I could be wrong.) Of course, crafting sigils and glyphs and runes repeatedly would get extremely tiring after a while-- maybe some sort of glyph-drawing system could be implemented, consuming LP and maybe squid ink (because we need *some* practical, repeatable use for squid ink, and I feel that this system should probably use up resources aside from just LP-- maybe draw the sigils on paper or stone slabs or something, tool?) to draw and combine glyphs. It could either be hand-drawing or some sort of puzzle-esque deal. If the glyphs are intuitive enough appearance-wise, you could have it be something the players can experiment with to find new ones. You could even make an API so people could add glyphs that apply to other mods, like ones that target custom mobs and such.
(Speaking of which, a Thaumcraft 3 add-on would definitely be something I would like to see, once it updates to 1.6.2. This really feels like something that would fit with its feel, even if it's somewhat darker in nature. I hear Azanor is implementing taint again, which would go really well thematically with this mod if you decide to support that integration.)
Of course, this is all pretty much just musing out loud. I don't think the basics of it would be too hard to implement on its own from what very little knowledge I have of coding, but I'm not sure how much of a change to the mod itself would be required, so I don't expect this to actually be a thing. Maybe the suggestion will lead to some inspiration, though.
An Interdiction Ritual is planned, yes. The only question is if it can be added into this release or the next one.
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Interesting mod though!
The mechanic changed a bit, so instead use a Divination Sigil and right-click with it. It will then tell you how much you have!
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Thank you.
Congrats on making a mod! It looks amazing! Defiantly adding to my modpack once it is released... I can't wait to see what else you come up with. Perhaps we will be seeing the ability to influence plants with all of this life force (and the possible negative side effects [can anyone else say plant zombies :P]).
~DTCEnchanter
Haha, you read my mind! Version 0.2.3 is now released! With it includes the next tier of blood altar, the 3rd tier. It also has rituals, which are cool: one of them speeds up plant growth!
As always, this stuff will need some tweaking. Hopefully it won't be too bad to start with, balance-wise, but we shall see!
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
That might be something, like an invigoration effect. It probably shouldn't come directly from having 10,000LP in the system, but maybe a passive effect of some item/block near by. I should probably play with custom buffs some time, but the vanilla ones do offer quite a lot of things. Already have a Sigil planned for the 3rd tier, which will really help if you enjoy Boots of the Travelling.
Dire has shown interest in doing a spotlight on the mod, however he hasn't said when he is going to do it. I did ask him to wait until today to do it because of the added Ritual mechanics, so it does seem it will happen. Just not sure when! :3
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
I think I'll keep with the air sigil for now for flight, at least until I reach the 4th tier. The flying is early enough (and simple enough) that it fits in a good bracket with other mods. Maybe some wings will help when I start working on armours.
On another note, I need to think of a few tier 3 sigils. I have three cooking up, but would like to know what others can come up with.
Sorry, there isn't! Bug the others to update to 1.6.2 instead! =3
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Until you can upgrade to the second tier there doesn't seem to be much that can be done. Maybe some costly, even if ridiculously expensive, first teir rituals?
Also for the later game; perhaps some kind of evil pact? Trade your ability to go out in sunlight for the ability to not be attacked by zombies? That along with a huge self sacrifice and alot of LP would be a cool temporary buff.
I think of old vampire-werewolf stories where someone made a pact with the devil to become very powerful but had to hunt with him at night and do terrible things... Something like that for later would be awesome to look foreward to.
I just feel that the current rituals and such arn't very motivating for what they are worth.
That is certainly fair enough, and is very valuable feedback. If I don't know what others are thinking, I can't really do too much about future additions.
That vampire-werewolf thing does sound very interesting, and would be very worth-while. Would preventing the player from going into the sunlight be the right call, though? I suppose it would make sense for some form of zombie shroud, since you wouldn't meet them in the sunlight (Curse of the Undead sounds like a good name for such a buff/debuff). Just not something you'd like if you were to work on your base! :3
Some temporary rituals would be a good call, actually... Not sure what type of rituals, though. Perhaps it would be best to move the Master Ritual Stone and Ritual Stone to the first tier altar level, and keep the inks where they are. That way, you can lay out the stones in a simple pattern and call upon some form of early ritual, such as a summoning Zombie, or other such things. I would really love to see how the mod, in its current form, can interact with other mods and their usefulness. And also, would you really be prepared for a ritual if you only have about 5000LP stored up at the time?
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Make sure to get the Divination Sigil to observe your current LP. It is slightly different from the version from the spotlight you saw!
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
The "deal with the undead" doesn't even have to just be something to stop mobs from attacking you. Perhaps it could give you night vision and a bonus attack but after the effects are used up you get blindness and weakness. Basicly just any kind of self empowering ritual that come at a cost that ends up even greater than the blood sacrifice required to unlock them.
For early rituals I could see them costing the entire 5000 for something like changing day to night (But not vice versa to make it more appropriate to the altar level) or summoning an armoured zombie maybe even summoning a storm.
I've not really used it with other mods yet. I like to play a mod for a while before I add it to my main playing collection.
Ok, I definitely see what you mean. You want to be able to use the tools of the mod before you are heavily invested in the 3rd tier level, because by that point it is a bit of a long and gruelling process with not as good of a pay off. So, it would probably be best to have some sort of, I don't know ... "imperfect ritual stone". Yeah, that sounds about right, and depending on what you use to activate it it will perform a particular "simple" ritual. Won't be as glamorous as the ones found at the 3rd tier, but simple things such as using a water bucket on it to summon a storm, or an ink sac (I have no clue) to set it to night would be quite interesting. Such an imperfect stone, though, will take the Essence directly from the player's network and not from the network to whom the activation crystal is tied. And a grand 5000LP would make sense for these.
I've been playing with some custom buffs, and can get the player to catch fire when it is daytime and they are exposed to sunlight. I'll add it to a different buff, however, since it would probably be a bit much for an early one. I don't know currently how to prevent a mob from attacking the player - looks like something that is hard-coded with invisibility, but I do like the night vision + strength which would segway into blindness and weakness. Should be an easy thing to code in. The only question is how the player would receive the buff - perhaps a potion of Condensed Life Essence...?
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
You'd have sigils, which refer to actions and effects, and then you'd have glyphs, which refer to objects, regions, and restrictions. Sigils are glyphs but glyphs are not sigils-- the difference is that sigils can be used on their own, defaulting to the player as a target, but glyphs have no effects of their own. However, if you combine them with sigils you can customize the effects that sigils have. Perhaps you could even have a set of different syntaxes (called runes, perhaps?) that the sigils and glyphs would fit into.
For example, if you had the syntax [area] [target] [effect], you could substitute a Large glyph for [area], a Pig glyph for [target], and a Water-Breathing sigil for [effect]. The resulting rune, when placed, would grant the nearest pig in the area waterbreathing. For a group, you might be able to string several runes together-- <descriptor> [target], with a Group glyph for <descriptor> and a Pig glyph for [target], would allow the other rune to target all the pigs in the area. Alternatively, the rune could apply the effect to all targets on default, and could be right-clicked to place directly on a target for single-use, or perhaps the latter technique could be the only way to activate the rune (without using something else, anyway-- a series of blocks you could place the rune on to transmit its effects across a certain area, perhaps? The LP cost would have to be greater, of course, though I suppose you could allow the blocks to store their own LP, either directly or in the form of blood orbs), requiring you to craft multiple runes for each individual creature.
This system could be incredibly versatile, especially if you somehow add logic gates or timers. (I doubt redstone circuitry would play very nice with this, but hey who knows I could be wrong.) Of course, crafting sigils and glyphs and runes repeatedly would get extremely tiring after a while-- maybe some sort of glyph-drawing system could be implemented, consuming LP and maybe squid ink (because we need *some* practical, repeatable use for squid ink, and I feel that this system should probably use up resources aside from just LP-- maybe draw the sigils on paper or stone slabs or something, tool?) to draw and combine glyphs. It could either be hand-drawing or some sort of puzzle-esque deal. If the glyphs are intuitive enough appearance-wise, you could have it be something the players can experiment with to find new ones. You could even make an API so people could add glyphs that apply to other mods, like ones that target custom mobs and such.
(Speaking of which, a Thaumcraft 3 add-on would definitely be something I would like to see, once it updates to 1.6.2. This really feels like something that would fit with its feel, even if it's somewhat darker in nature. I hear Azanor is implementing taint again, which would go really well thematically with this mod if you decide to support that integration.)
Of course, this is all pretty much just musing out loud. I don't think the basics of it would be too hard to implement on its own from what very little knowledge I have of coding, but I'm not sure how much of a change to the mod itself would be required, so I don't expect this to actually be a thing. Maybe the suggestion will lead to some inspiration, though.