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    posted a message on EvilCraft (Open Source) - v0.10.12

    Ugh, that's unfortunate. Not likely I can convince the other players to go through the trouble of upgrading, given that a bunch of the mods haven't/won't be moving to 1.10.

    Ah well, guess I'm out of luck. Thanks for the clarification!

    Also, do these issues extend to the bound blood drop? I was having difficulty getting that to work as well.

    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12

    I'm having some trouble with the evilcraft/blood magic compatibility. I feel like I'm missing something, but can't get a response on the blood magic thread.


    For some reason, it seems like buckets of life essence aren't considered fluid. Whenever I try to place some in a dark tank, it instead simply toggles output on the tank as if I wasn't holding something relevant. The same thing occurs with immersive engineering fluid barrels. Do dark tanks only accept life essence pumped directly out of a blood altar via piping? Is there a method within either mod that will allow me to move fluid in and out of tanks and altars? The only pipes I have available afaik are from immersion engineering, which interact fine with evilcraft, but don't recognize a blood altar as a valid input/output point.


    I apologize if this is not the best place to ask, I'm just so frustrated and confused at this point, any advice/direction would be welcome.

    Thanks!


    (For reference, the modpack the server is running is a 1.8.9 pack)

    Posted in: WIP Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29

    Hmm, well, I still can't seem to figure out how to use immersive engineering fluid pipes with the blood altar. Is there a way to use the blood magic routing nodes or maybe botania corporeal routing to move fluid around? I'm on a magic pack, so transport mechanisms are few and far between. =(

    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29

    Quick question, has anyone tried using immersive engineering fluid piping with blood altars? I'm on a 1.8.9 modpack where immersive engineering is the only source of pipes, but the pipe blocks don't seem to recognize the sides of the blood altar as a valid input/output anchor.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Does anyone know of any elegant long distance essentia tube solutions? I haven't been able to figure out a method that doesn't involve stringing redstone clock circuits along the length of my essentia tube networks.

    I wish essentia within a directional pipe segment wasn't impacted by suction from either direction, at least then the clocks wouldn't have to stay synced.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Well, I decided to back out my attempted reconciliation of the old/new config id's and deal with the blocks/item mixups. This fixed my spell icons crashing the game, so I must have screwed up something.



    Also, spell grammar question for anyone who knows. I know you can have only one contingency spell active at a time, but since it casts other spells, is there anything that prevents you from nesting contingencies? If the contingency was simple, I expect you could create quite a few layers. In addition, is there anything stopping you from casting contingencies on opponents?



    Thanks!
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Ran into a couple of issues upgrading. Regarding the optifine fix, is it really just a matter of copying the contents of that .7z into the optifine archive in my mods folder? Reading about the issue, it sounded like some of the shader modifications were being overwritten by optifine code, which implied to me that I should have expected to be copying over some existing optifine classes or something. When I saw it was just going to create new files in the archive I thought maybe the architecture of optifine had changed since that fix, seeing as it was pretty old. But on this thread, it seemed to still fix the issue. Just thought I'd get some clarification since I know very little about minecraft modding.



    My other problem is a crash upon loading an existing world. Last night I found an issue on github which seemed extremely similar, which I believe was closed. I'll have to wait until this evening when I'm off work to post the exact error and associated issue. It seemed to be a problem loading up spell icons from a non-default minecraft directory. Unfortunately, without the exact error text in front of me, I'm having a hard time locating it.



    If the problem is loading spell icons, any idea how I may deal with it? I think optifine was crashing my server, so I split my client into another directory. Is there an easier way to handle that? Otherwise, if I just want to play for now, how do I identify the item ids for spells in my inventory for removal via NBTedit?
    Posted in: Minecraft Mods
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