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.
This. This is an AMAZING IDEA! It would give the mod a feel of customization, also imagine an add on for this an Ars Magica, oh god the possibilities, and a bridge between these two ideas OMG perfection. I'm saying that branching this into Thaumcraft and Ars Magica would be like bathing bacon in Nutella and using it to craft a sword. That epic. Yes. That epic.
This. This is an AMAZING IDEA! It would give the mod a feel of customization, also imagine an add on for this an Ars Magica, oh god the possibilities, and a bridge between these two ideas OMG perfection. I'm saying that branching this into Thaumcraft and Ars Magica would be like bathing bacon in Nutella and using it to craft a sword. That epic. Yes. That epic.
I suppose I can dissect these ideas a bit, because there are some things I like about them but others not so much.
On the part of this mod becoming a Thaumcraft 3 addon, I am really not that convinced, and I think that my reasoning is sound enough. One of the reasons is how this mod will be viewed: When you look at Thaumic Tinkerer, what do you see? I see an addon for Thaumcraft, and not much else. Yes, it adds a LOT of very interesting stuff to it. In fact, the Air Sigil I modeled after one of TT's items. The problem though is that it can not be played without TC3, and thus becomes really dependent on several things with TC3. One of the things is the permissions, and the distributions of the code. Because TT uses the API and bits of TC's code, it can not be redistributed under a separate agreement. So, like many of the magic mods, if the author wished the mod to not be in any mod packs, the author of an addon is s*** out of luck. I want my mod to be fully available, and thus this is not a direction I'd like to go. Perhaps a patch between the two mods could happen, but I'd find that unlikely at the current time.
Another part is that I would also have to follow the direction/tier path of the mod that I would make this an addon for. While there are some advantages to this (don't have to think of my own path for the mod) there are also disadvantages to this (can't think of my own path for the mod). It is a bit ... problematic for me to make Blood Magic completely dependent on another mod, because it would this tie my hands. Like I said before, maybe I could add some form of patch to it after this mod has a more solid foundation/fan base, but for now it might be a bit ambitious and disastrous.
Glyphs. Glyphs, glyphs, glyphs. You know, that sounds like a nice idea. Don't know how I'd do it, though... Like you said, it would have to be intuitive enough for use, but it would also have to be easy enough for expansion. <Effect - Range - Affected Entity> You can probably tell by now that I kind of hate GUIs, so if I can keep it that way I would probably have this system be made in the world. I.e. you would need some block that you apply the Glyph to, and if you arrange enough of them together and activate it with some item (maybe another use for the activation crystal?) it would search out all the glyphs in a range/connected and create an item ... or explode. I always want to leave the exploding option available as fail-bait.
I'll need to do a bit of thinking with this one, since this seems like a very viable option. Perhaps sacrificing an entity will give access to that entity's "Affected Entity" glyph, or some other similar mechanic. Don't know how I'd make something like this without some form of research system... but we have enough of those, so I am sure I can think of something!
Rollback Post to RevisionRollBack
Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
Tried adding this to my SMP Server today, removed all mods but this to make it easier.
Crash Report here.
---- Minecraft Crash Report ----
// Daisy, daisy...
Time: 7/27/13 6:20 PM
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: net/minecraft/client/multiplayer/WorldClient
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at cpw.mods.fml.common.network.NetworkModHandler.tryCreatingPacketHandler(NetworkModHandler.java:192)
at cpw.mods.fml.common.network.NetworkModHandler.configureNetworkMod(NetworkModHandler.java:130)
at cpw.mods.fml.common.network.NetworkModHandler.(NetworkModHandler.java:99)
at cpw.mods.fml.common.network.FMLNetworkHandler.registerNetworkMod(FMLNetworkHandler.java:262)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:513)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:510)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:443)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.multiplayer.WorldClient
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 37 more
Caused by: java.lang.RuntimeException: Attempted to load class bda for invalid side SERVER
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:50)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:267)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:165)
... 39 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_10, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 203234784 bytes (193 MB) / 282787840 bytes (269 MB) up to 1431699456 bytes (1365 MB)
JVM Flags: 0 total;
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.04 FML v6.2.35.804 Minecraft Forge 9.10.0.804 4 mods loaded, 4 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.2.35.804} [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge{9.10.0.804} [Minecraft Forge] (coremods) Unloaded->Constructed
AWWayofTime{v0.2.3} [Blood Magic: Alchemical Wizardry] (Blood Magic v0.2.3.zip) Unloaded
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
Rollback Post to RevisionRollBack
Find me on EsperNet at #Granseal
Props to those who know the reference!
Hello, I'm getting a crash when I run your mod and Project Red together. I'm using the latest version of Forge, as well as both mods, and the crash occurs when only those two mods are installed, neither seem to conflict with anything else I've tried. The crash report is here: http://pastebin.com/9x9KkAE9
Tried adding this to my SMP Server today, removed all mods but this to make it easier.
Crash Report here.
---- Minecraft Crash Report ----
// Daisy, daisy...
Time: 7/27/13 6:20 PM
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: net/minecraft/client/multiplayer/WorldClient
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at cpw.mods.fml.common.network.NetworkModHandler.tryCreatingPacketHandler(NetworkModHandler.java:192)
at cpw.mods.fml.common.network.NetworkModHandler.configureNetworkMod(NetworkModHandler.java:130)
at cpw.mods.fml.common.network.NetworkModHandler.(NetworkModHandler.java:99)
at cpw.mods.fml.common.network.FMLNetworkHandler.registerNetworkMod(FMLNetworkHandler.java:262)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:513)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:510)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:443)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.multiplayer.WorldClient
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 37 more
Caused by: java.lang.RuntimeException: Attempted to load class bda for invalid side SERVER
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:50)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:267)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:165)
... 39 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_10, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 203234784 bytes (193 MB) / 282787840 bytes (269 MB) up to 1431699456 bytes (1365 MB)
JVM Flags: 0 total;
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.04 FML v6.2.35.804 Minecraft Forge 9.10.0.804 4 mods loaded, 4 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.2.35.804} [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge{9.10.0.804} [Minecraft Forge] (coremods) Unloaded->Constructed
AWWayofTime{v0.2.3} [Blood Magic: Alchemical Wizardry] (Blood Magic v0.2.3.zip) Unloaded
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
I'm going to go ahead and ask the people on the Forge forums what this means, because I do not see any specific instance in the above error that references my code directly. That doesn't mean that it isn't my fault, naturally, but means that it may take a bit of time to figure out what is wrong.
Hello, I'm getting a crash when I run your mod and Project Red together. I'm using the latest version of Forge, as well as both mods, and the crash occurs when only those two mods are installed, neither seem to conflict with anything else I've tried. The crash report is here: http://pastebin.com/9x9KkAE9
It seems it has to do more with Project Red than with my mod. Looks like he isn't checking for something returning null?
Rollback Post to RevisionRollBack
Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
Could be, I posted it in his thread as well, since I can't really make sense of the crash report myself. Thanks for taking a look at it.
No problem. If you want specifics, I'd say that it is somewhere in his microblock code. I suppose my mod doesn't give it the correct response that it expects, and thus throws a fit.
Rollback Post to RevisionRollBack
Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
Tried adding this to my SMP Server today, removed all mods but this to make it easier.
Crash Report here.
---- Minecraft Crash Report ----
// Daisy, daisy...
Time: 7/27/13 6:20 PM
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: net/minecraft/client/multiplayer/WorldClient
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at cpw.mods.fml.common.network.NetworkModHandler.tryCreatingPacketHandler(NetworkModHandler.java:192)
at cpw.mods.fml.common.network.NetworkModHandler.configureNetworkMod(NetworkModHandler.java:130)
at cpw.mods.fml.common.network.NetworkModHandler.(NetworkModHandler.java:99)
at cpw.mods.fml.common.network.FMLNetworkHandler.registerNetworkMod(FMLNetworkHandler.java:262)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:513)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:510)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:443)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.multiplayer.WorldClient
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 37 more
Caused by: java.lang.RuntimeException: Attempted to load class bda for invalid side SERVER
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:50)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:267)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:165)
... 39 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_10, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 203234784 bytes (193 MB) / 282787840 bytes (269 MB) up to 1431699456 bytes (1365 MB)
JVM Flags: 0 total;
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.04 FML v6.2.35.804 Minecraft Forge 9.10.0.804 4 mods loaded, 4 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.2.35.804} [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge{9.10.0.804} [Minecraft Forge] (coremods) Unloaded->Constructed
AWWayofTime{v0.2.3} [Blood Magic: Alchemical Wizardry] (Blood Magic v0.2.3.zip) Unloaded
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
Here is a download for the updated mod. I had to remove the particle effects for a lot of the items for it to work (I'll make a new method to do the particles later.)
It won't go as the recommended version until other things are figured out. Could you perhaps test it a bit and find any other issues that may arise? Thanks!
Rollback Post to RevisionRollBack
Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
On the part of this mod becoming a Thaumcraft 3 addon...
Oh no, I didn't mean to suggest that you should make this an add-on of anything! I meant to make an add-on of some sort that would kind of... eurgh, perhaps "add-on" is the wrong word to use. I meant integrated mod support, like IC2 and Buildcraft and some other mods do for each other. They're independent mods, but add the ability for them to work together and mesh well enough that they *feel* like the same mod (in theory, anyway; I actually dislike the Buildcraft textures a lot more than I do the IC2 ones and that makes the difference palpable to me <.<). Those mods follow the same sort of theme with their high-tech themes, so that integration makes sense, and the same principle would apply for Thaumcraft and Blood magic (and possibly Ars Magica, though I get a different sort of feel with that mod. I've never had the chance to try it though-- I only play on private servers, usually my own, and the last time I set up a server it only came up after I'd already reached my designated limit for reasons of lag control, so I unfortunately had to pass it up-- so perhaps I should reserve judgement until then).
As for the glyphs, I'm glad you like the idea (and that it's viable), especially considering I almost lost the post. Twice. <.<
The activation concept sounds cool, and also inspired another idea-- creating magic circles to denote range instead of using glyphs. Place a bunch of glyphs around an area, and if they're in a certain range they'll all connect to each other in an unbroken polygon of some sort, probably indicated by a visual effect of the magical glowing elaborate design kind, and transmit their effects within that area. The further the glyphs are from each other, the more LP they would cost. Of course, most arrangements using this would really require only two glyphs, so maybe something like a "power" glyph that supplies a certain amount of LP to the circle could be implemented-- perhaps they'd draw LP from certain mobs that wander into the area, causing a harmful effect on them (undead mobs would be unaffected, of course, and it might even encourage their spawning?), or perhaps they'd have no direct effect on mobs but still draw power from any deaths that happen in the area, or maybe they'd just serve as a convenient place for the player to store excess LP to power the circle so they don't accidentally deplete themselves later. Or all of the above, really there's no reason why they can't all be used except for maybe balance issues.
Sacrifice seems like a cool and thematic way to gaining glyph, though it should probably be a little bit more difficult than "sacrifice pig, get knowledge of pig glyph". Random "drop" chances, so to speak, might help, but that might start looking like a more direct approach to Thaumcraft 3's current research system. Something where you sacrifice a pig, get some sort of pig soul or other thing that screams "concentrated essence of pig", then apply that to a generic glyph to create a pig glyph could work, though that could get repetitive. Sacrifice does makes it seem more like something that would fit in with Blood Magic-- the blood ink hand-drawing thing was the only thing I could think of to make it really seem connected with blood magic, since just stapling an LP cost onto is like taking the LotR setting, fast-fowarding it a couple thousand years while still keeping everything that made it LotR like elves and dwarves and Mordor, and expecting people to accept it as a scifi setting.
No offence taken, I guess I wasn't entirely sure what you meant by the term. I don't think I'll have any sort of system to store LP other than the already established "Soul Network," and this is because it will be perceived as another energy network - something that I want to keep away from. You can think of animals as LP storage, or the already-implemented liquid Life Essence - you just can't see it, and I need a liquid transport mod to test it. I don't want to give anything away, really, because if I were to say everything I have planned it would stop the suggestions. Better to have you keep guessing! =3 I will note, however, that the creation of the different types of Glyphs will be as arcane as possible. The animal/Entity glyphs I have a vague idea of how I want to handle, however I can't really think of a ritual that would basically do "I want you to only work on this bounded area." Sure, placing runes to denote where the effect will go may work for ones that are bound to a block, but what about those that are handheld?
So, in the spirit of that, I'll ask a question to everyone: what type of things in Minecraft make you think of evil magic or effects? I have my own inclination, but I ain't telling!
Finding the mod interesting for the most part so far. I haven't gotten very far in the mod so far though, since RogueShadow only added it to the server earlier this evening. I am hoping all goes well and I will soon be able to play with a particle version, since it would make it easier to determine if I have enough LP in the blood altar and when it is done making the blood stone.
I do have a few questions regarding the mod so far. Are there any plans to have the divination sigil or some other item that can detect how much LP is in the blood altar? Right now instead of trying to guess, I have just decided to assume it is empty when I make weak blood stones and apprentice blood stones. Maybe eventually you have an upgrade for the divination sigil where it can be attached to a helmet or pair of goggles, which allows the player to see more than you normally would be able to, sort of like the thaumcraft goggles. The way I am thinking it might work is when you are looking at a the blood altar or another player. It would show the stored LP in the altar or the LP in the players Soul Network and maybe always show your stored LP in the Soul Network. This might be more useful than carrying around a divination stone that another friend bound to them in case you were curious about how much LP they had stored.
Also in regards to LP is there any plans so that you can enable an altar to be able to draw from a nearby player's Soul Network? I haven't really gotten to the point where I am using any LP in my Soul Network and would rather be using it in the creation of blood stones. When I first looked through this mod I thought that the blood stones wouldn't be consumed with certain recipes, but I guess that is a balance in a way. I am glad I have a stockpile of emeralds that I haven't been using. Diamonds on the other hand, will most likely require me to go mining some more. Many other mods seem to need plenty of them, mainly the very expensive AE network we have going on, or maybe a galgadorian mining cart from steve's carts 2.
Those are my thoughts so far. If I think of anything else I will post and let you know, or if I catch you on IRC.
Finding the mod interesting for the most part so far. I haven't gotten very far in the mod so far though, since RogueShadow only added it to the server earlier this evening. I am hoping all goes well and I will soon be able to play with a particle version, since it would make it easier to determine if I have enough LP in the blood altar and when it is done making the blood stone.
I do have a few questions regarding the mod so far. Are there any plans to have the divination sigil or some other item that can detect how much LP is in the blood altar? Right now instead of trying to guess, I have just decided to assume it is empty when I make weak blood stones and apprentice blood stones. Maybe eventually you have an upgrade for the divination sigil where it can be attached to a helmet or pair of goggles, which allows the player to see more than you normally would be able to, sort of like the thaumcraft goggles. The way I am thinking it might work is when you are looking at a the blood altar or another player. It would show the stored LP in the altar or the LP in the players Soul Network and maybe always show your stored LP in the Soul Network. This might be more useful than carrying around a divination stone that another friend bound to them in case you were curious about how much LP they had stored.
Also in regards to LP is there any plans so that you can enable an altar to be able to draw from a nearby player's Soul Network? I haven't really gotten to the point where I am using any LP in my Soul Network and would rather be using it in the creation of blood stones. When I first looked through this mod I thought that the blood stones wouldn't be consumed with certain recipes, but I guess that is a balance in a way. I am glad I have a stockpile of emeralds that I haven't been using. Diamonds on the other hand, will most likely require me to go mining some more. Many other mods seem to need plenty of them, mainly the very expensive AE network we have going on, or maybe a galgadorian mining cart from steve's carts 2.
Those are my thoughts so far. If I think of anything else I will post and let you know, or if I catch you on IRC.
That upgrade to attach the Divination Sigil to a helmet sounds very interesting. I'd have to look up how to do that, because I haven't messed with HUD stuff yet. Might be a nice introduction to some of the armour, though I may want to give the helmet a few more abilities than just divining a player's LP!
I've fixed the particles so that they work in SMP (and SSP since I disabled them completely). I also added the ability for the divination sigil to determine the essence stored in the Blood Altar. Frankly, there shouldn't be a reason why the player can't determine that! It also works for other player's altars, so if you are helping out to determine a problem you can now find out!
There are plans to be able to syphon from the player's Soul Network to the altar, but unless it is through some powerful ritual it will be completely voluntary. Of course, if one were to do this they wouldn't get any of the benefits from the various runes placed around (mainly the self-sacrifice rune, since that would pose an infinite loop problem). Probably will come out next update, when I add some other stuff.
Oh, and don't worry about the two missing items - they were WIP so you won't miss them!
Rollback Post to RevisionRollBack
Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
Yeah I noticed in NEI that there were quite a few items that were not on your list on the OP. I know that there was the blaster and the bloodied sword from your dev video. I think, if I remember correctly there were three other items that were most likely WIP. One was a bucket of life, which for some reason had the same texture as the habitat locator from forestry. Then I saw there were two new sigils.
Glad to hear you liked my suggestions. I will have to wait till RogueShadow comes online before we play with the new version. I am also thinking that once you add the ability for the altar to draw from the Soul Network, it would be interesting if there was the risk of overcharging the altar and causing negative/positive effects from that. Of course players might have to deal with that risk if they want to go with that option until they get to higher tiers and could possibly find a way to limit or modify the rate that the blood altar draws from the Soul Network.
what are the bloodied blade and the energy blaster?
They are weapons in the game that are, technically, complete. I don't really like where they are right now, though, which is why I don't have any information on them in the OP. I am planning to rework both weapons to be more... magical.
Rollback Post to RevisionRollBack
Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
This. This is an AMAZING IDEA! It would give the mod a feel of customization, also imagine an add on for this an Ars Magica, oh god the possibilities, and a bridge between these two ideas OMG perfection. I'm saying that branching this into Thaumcraft and Ars Magica would be like bathing bacon in Nutella and using it to craft a sword. That epic. Yes. That epic.
I suppose I can dissect these ideas a bit, because there are some things I like about them but others not so much.
On the part of this mod becoming a Thaumcraft 3 addon, I am really not that convinced, and I think that my reasoning is sound enough. One of the reasons is how this mod will be viewed: When you look at Thaumic Tinkerer, what do you see? I see an addon for Thaumcraft, and not much else. Yes, it adds a LOT of very interesting stuff to it. In fact, the Air Sigil I modeled after one of TT's items. The problem though is that it can not be played without TC3, and thus becomes really dependent on several things with TC3. One of the things is the permissions, and the distributions of the code. Because TT uses the API and bits of TC's code, it can not be redistributed under a separate agreement. So, like many of the magic mods, if the author wished the mod to not be in any mod packs, the author of an addon is s*** out of luck. I want my mod to be fully available, and thus this is not a direction I'd like to go. Perhaps a patch between the two mods could happen, but I'd find that unlikely at the current time.
Another part is that I would also have to follow the direction/tier path of the mod that I would make this an addon for. While there are some advantages to this (don't have to think of my own path for the mod) there are also disadvantages to this (can't think of my own path for the mod). It is a bit ... problematic for me to make Blood Magic completely dependent on another mod, because it would this tie my hands. Like I said before, maybe I could add some form of patch to it after this mod has a more solid foundation/fan base, but for now it might be a bit ambitious and disastrous.
Glyphs. Glyphs, glyphs, glyphs. You know, that sounds like a nice idea. Don't know how I'd do it, though... Like you said, it would have to be intuitive enough for use, but it would also have to be easy enough for expansion. <Effect - Range - Affected Entity> You can probably tell by now that I kind of hate GUIs, so if I can keep it that way I would probably have this system be made in the world. I.e. you would need some block that you apply the Glyph to, and if you arrange enough of them together and activate it with some item (maybe another use for the activation crystal?) it would search out all the glyphs in a range/connected and create an item ... or explode. I always want to leave the exploding option available as fail-bait.
I'll need to do a bit of thinking with this one, since this seems like a very viable option. Perhaps sacrificing an entity will give access to that entity's "Affected Entity" glyph, or some other similar mechanic. Don't know how I'd make something like this without some form of research system... but we have enough of those, so I am sure I can think of something!
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Crash Report here.
// Daisy, daisy...
Time: 7/27/13 6:20 PM
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: net/minecraft/client/multiplayer/WorldClient
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at cpw.mods.fml.common.network.NetworkModHandler.tryCreatingPacketHandler(NetworkModHandler.java:192)
at cpw.mods.fml.common.network.NetworkModHandler.configureNetworkMod(NetworkModHandler.java:130)
at cpw.mods.fml.common.network.NetworkModHandler.(NetworkModHandler.java:99)
at cpw.mods.fml.common.network.FMLNetworkHandler.registerNetworkMod(FMLNetworkHandler.java:262)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:513)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:510)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:443)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.multiplayer.WorldClient
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 37 more
Caused by: java.lang.RuntimeException: Attempted to load class bda for invalid side SERVER
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:50)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:267)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:165)
... 39 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_10, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 203234784 bytes (193 MB) / 282787840 bytes (269 MB) up to 1431699456 bytes (1365 MB)
JVM Flags: 0 total;
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.04 FML v6.2.35.804 Minecraft Forge 9.10.0.804 4 mods loaded, 4 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.2.35.804} [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge{9.10.0.804} [Minecraft Forge] (coremods) Unloaded->Constructed
AWWayofTime{v0.2.3} [Blood Magic: Alchemical Wizardry] (Blood Magic v0.2.3.zip) Unloaded
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
Props to those who know the reference!
I'm going to go ahead and ask the people on the Forge forums what this means, because I do not see any specific instance in the above error that references my code directly. That doesn't mean that it isn't my fault, naturally, but means that it may take a bit of time to figure out what is wrong.
It seems it has to do more with Project Red than with my mod. Looks like he isn't checking for something returning null?
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
No problem. If you want specifics, I'd say that it is somewhere in his microblock code. I suppose my mod doesn't give it the correct response that it expects, and thus throws a fit.
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Here is a download for the updated mod. I had to remove the particle effects for a lot of the items for it to work (I'll make a new method to do the particles later.)
Download: https://www.dropbox.com/s/bv3sftybix79qlr/Blood%20Magic%20v0.2.3b.zip
It won't go as the recommended version until other things are figured out. Could you perhaps test it a bit and find any other issues that may arise? Thanks!
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Oh no, I didn't mean to suggest that you should make this an add-on of anything! I meant to make an add-on of some sort that would kind of... eurgh, perhaps "add-on" is the wrong word to use. I meant integrated mod support, like IC2 and Buildcraft and some other mods do for each other. They're independent mods, but add the ability for them to work together and mesh well enough that they *feel* like the same mod (in theory, anyway; I actually dislike the Buildcraft textures a lot more than I do the IC2 ones and that makes the difference palpable to me <.<). Those mods follow the same sort of theme with their high-tech themes, so that integration makes sense, and the same principle would apply for Thaumcraft and Blood magic (and possibly Ars Magica, though I get a different sort of feel with that mod. I've never had the chance to try it though-- I only play on private servers, usually my own, and the last time I set up a server it only came up after I'd already reached my designated limit for reasons of lag control, so I unfortunately had to pass it up-- so perhaps I should reserve judgement until then).
As for the glyphs, I'm glad you like the idea (and that it's viable), especially considering I almost lost the post. Twice. <.<
The activation concept sounds cool, and also inspired another idea-- creating magic circles to denote range instead of using glyphs. Place a bunch of glyphs around an area, and if they're in a certain range they'll all connect to each other in an unbroken polygon of some sort, probably indicated by a visual effect of the magical glowing elaborate design kind, and transmit their effects within that area. The further the glyphs are from each other, the more LP they would cost. Of course, most arrangements using this would really require only two glyphs, so maybe something like a "power" glyph that supplies a certain amount of LP to the circle could be implemented-- perhaps they'd draw LP from certain mobs that wander into the area, causing a harmful effect on them (undead mobs would be unaffected, of course, and it might even encourage their spawning?), or perhaps they'd have no direct effect on mobs but still draw power from any deaths that happen in the area, or maybe they'd just serve as a convenient place for the player to store excess LP to power the circle so they don't accidentally deplete themselves later. Or all of the above, really there's no reason why they can't all be used except for maybe balance issues.
Sacrifice seems like a cool and thematic way to gaining glyph, though it should probably be a little bit more difficult than "sacrifice pig, get knowledge of pig glyph". Random "drop" chances, so to speak, might help, but that might start looking like a more direct approach to Thaumcraft 3's current research system. Something where you sacrifice a pig, get some sort of pig soul or other thing that screams "concentrated essence of pig", then apply that to a generic glyph to create a pig glyph could work, though that could get repetitive. Sacrifice does makes it seem more like something that would fit in with Blood Magic-- the blood ink hand-drawing thing was the only thing I could think of to make it really seem connected with blood magic, since just stapling an LP cost onto is like taking the LotR setting, fast-fowarding it a couple thousand years while still keeping everything that made it LotR like elves and dwarves and Mordor, and expecting people to accept it as a scifi setting.
Props to those who know the reference!
No offence taken, I guess I wasn't entirely sure what you meant by the term. I don't think I'll have any sort of system to store LP other than the already established "Soul Network," and this is because it will be perceived as another energy network - something that I want to keep away from. You can think of animals as LP storage, or the already-implemented liquid Life Essence - you just can't see it, and I need a liquid transport mod to test it. I don't want to give anything away, really, because if I were to say everything I have planned it would stop the suggestions. Better to have you keep guessing! =3 I will note, however, that the creation of the different types of Glyphs will be as arcane as possible. The animal/Entity glyphs I have a vague idea of how I want to handle, however I can't really think of a ritual that would basically do "I want you to only work on this bounded area." Sure, placing runes to denote where the effect will go may work for ones that are bound to a block, but what about those that are handheld?
So, in the spirit of that, I'll ask a question to everyone: what type of things in Minecraft make you think of evil magic or effects? I have my own inclination, but I ain't telling!
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Use the Divination Sigil, my friend!
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
I do have a few questions regarding the mod so far. Are there any plans to have the divination sigil or some other item that can detect how much LP is in the blood altar? Right now instead of trying to guess, I have just decided to assume it is empty when I make weak blood stones and apprentice blood stones. Maybe eventually you have an upgrade for the divination sigil where it can be attached to a helmet or pair of goggles, which allows the player to see more than you normally would be able to, sort of like the thaumcraft goggles. The way I am thinking it might work is when you are looking at a the blood altar or another player. It would show the stored LP in the altar or the LP in the players Soul Network and maybe always show your stored LP in the Soul Network. This might be more useful than carrying around a divination stone that another friend bound to them in case you were curious about how much LP they had stored.
Also in regards to LP is there any plans so that you can enable an altar to be able to draw from a nearby player's Soul Network? I haven't really gotten to the point where I am using any LP in my Soul Network and would rather be using it in the creation of blood stones. When I first looked through this mod I thought that the blood stones wouldn't be consumed with certain recipes, but I guess that is a balance in a way. I am glad I have a stockpile of emeralds that I haven't been using. Diamonds on the other hand, will most likely require me to go mining some more. Many other mods seem to need plenty of them, mainly the very expensive AE network we have going on, or maybe a galgadorian mining cart from steve's carts 2.
Those are my thoughts so far. If I think of anything else I will post and let you know, or if I catch you on IRC.
That upgrade to attach the Divination Sigil to a helmet sounds very interesting. I'd have to look up how to do that, because I haven't messed with HUD stuff yet. Might be a nice introduction to some of the armour, though I may want to give the helmet a few more abilities than just divining a player's LP!
I've fixed the particles so that they work in SMP (and SSP since I disabled them completely). I also added the ability for the divination sigil to determine the essence stored in the Blood Altar. Frankly, there shouldn't be a reason why the player can't determine that! It also works for other player's altars, so if you are helping out to determine a problem you can now find out!
There are plans to be able to syphon from the player's Soul Network to the altar, but unless it is through some powerful ritual it will be completely voluntary. Of course, if one were to do this they wouldn't get any of the benefits from the various runes placed around (mainly the self-sacrifice rune, since that would pose an infinite loop problem). Probably will come out next update, when I add some other stuff.
Oh, and don't worry about the two missing items - they were WIP so you won't miss them!
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Glad to hear you liked my suggestions. I will have to wait till RogueShadow comes online before we play with the new version. I am also thinking that once you add the ability for the altar to draw from the Soul Network, it would be interesting if there was the risk of overcharging the altar and causing negative/positive effects from that. Of course players might have to deal with that risk if they want to go with that option until they get to higher tiers and could possibly find a way to limit or modify the rate that the blood altar draws from the Soul Network.
They are weapons in the game that are, technically, complete. I don't really like where they are right now, though, which is why I don't have any information on them in the OP. I am planning to rework both weapons to be more... magical.
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-