Blood Magic

Blood Magic

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Broken rituals

MrPYF opened this issue ยท 16 comments

commented

Minecraft version : 1.20.1
Blood Magic version : 3.3.3-45
Forge version : 47.4.0

After many tries with rituals, I found out some of them are not working :

  • Mark of the falling tower
  • Gathering of the forsaken souls

Mark of the falling tower :
The meteor doesn't fall at all. No matter which one you're trying to summon it does not work. Even when I created my own meteor via data it won't spawn.
I had 5M LP (even though I was in creative) so it's not a LP issue, just the ritual not working.

Gathering of the forsaken souls :
No matter which mob you put in the ritual area (hostile/passive) none of them takes damage.

commented

@wrincewind Thank you you just reminded me of something else

The ash array BLOCK is missing a registry name as well

Give me a little bit and I'll also post what else that I found that needs registry fixes

I didn't necessarily have to make a resource pack, but I kinda did in order for me to streamline it through OpenLoader

There is something else that I found that I've created a KubeJS thing for but will make a separate report on it as it's a mod compat/feature issue

commented

@wrincewind wait hold up are we expecting a new push update soon?

If so, let me know as soon as it goes live

I have a few other things to contribute, which are just lang.

For starters, the registry path for some things are missing en-us entries or are broken. I've used resource packs to patch this.

If Interested, let me know and I'll pass on what I have fixed:
From memory I recall that missing lang for

  • hidden realm capstones and main body
  • Doubt fluid (don't doubt it lol)
  • life essence (both fluid name and fluid block; name registry in lang is present for one but it's no longer a valid path likely due to things being shuffled during the port.
commented

doubt and life essence fluids are fixed in upcoming version, the rest of it would be great to know

commented

Great joy!

Also, please, for the love of God, reintroduce the commands. There's no way to alter the blood work. I have attempted to make a crew fix for the ARC but got hung up on the lava crystal because it keeps on clearing data, but I've essentially gotten access to simulate a cycle cost for blood to directly access parts of the code. I'm a bit impressed with myself with throwing that far since I don't really know, but it's a start. Using what I've done I could have implemented a crude version of the network command if I wanted to.

Oh, there is probably one small issue and I'm not sure is address: the ARC progress element appears to be operating at a fixed speed; this is noticeable if you use a tick accelerator on the block; the progress element does not speed up and will cut off prematurely, depending on how many extra ticks it's getting

Finally, the magic UI elements from the blood signal and aura meter are not being saved. They will remember your positioning that you set them for as long as the instance is running, but once the instance is restart, it goes back to default. It's a bit annoying.

That's all that I can recall at the moment. I'll keep you updated if I find anything else to report in new bug reports. If you want to keep track of them individually, it might not be a bad idea to use that new feature about opening blood reports off of comments since that seems to be a new thing.

commented

from JEI and the creative menu, i found the following items without names:

block.bloodmagic.dungeon_controller
block.bloodmagic.dungeon_cracked_brick1
block.bloodmagic.dungeon_regular_cracked_brick1
block.bloodmagic.dungeon_seal
block.bloodmagic.inversion_pillar
block.bloodmagic.inversion_pillar_cap
block.bloodmagic.nether_soil
block.bloodmagic.special_dungeon_seal
item.bloodmagic.dungeon_tester
item.bloodmagic.will_power_anointment

commented

The lava crystal thing and the HUD elements position not saving are also fixed in upcoming.

Not sure what I can do about the ARC gui, but guis not working properly while the BE is tick accelerated has been known to happen. as long as the crafting itself is fine its not that high of a priority imo

If commands for 1.20 are the same as they are for 1.21 adding back commands for the network is simple enough. if not it probably wont happen.

commented

the fix for the ARC smelting recipes has been merged, and afaik from this comment chain all the other issues have been solved. If you continue to experience issues with the new version, please let us know!

commented

The lava crystal thing and the HUD elements position not saving are also fixed in upcoming.

Not sure what I can do about the ARC gui, but guis not working properly while the BE is tick accelerated has been known to happen. as long as the crafting itself is fine its not that high of a priority imo

If commands for 1.20 are the same as they are for 1.21 adding back commands for the network is simple enough. if not it probably wont happen.

If there is commands, then thier not implimented in the 1.20.1 release currently on Curseforge. thats why I brought it up. either its not added back/ported or its NYI

as to expand on @wrincewind broken/missing lang, heres what I have done
"life_essence_fluid_type": "Life Essence",
"block.bloodmagic.life_essence_block": "Life Essence",
"block.bloodmagic.alchemyarray": "Alchemy Array",
"block.bloodmagic.inversion_pillar": "Inversion Pillar",
"block.bloodmagic.inversion_pillar_cap": "Inversion Pillar Capstone"

The first one is the one I was mentioning wiht a broken registry path. It existed before IIRC, but something happened that made it into the path its listed now; unsure how that happened aside form some registry shenatigans.

commented

yeah, commands dont exist on 1.20.1. They do on the 1.21 rewrite im working on. if I can take those and make them work for 1.20.1 without too much trouble they're gonna exist in the next 1.20.1 release. for reference the command class im talking about
https://github.com/stellanera98/BloodMagic/blob/rewrite-neo/src/main/java/wayoftime/bloodmagic/common/command/SoulNetworkCommand.java

commented

Hi there - the gathering of the forsaken souls no longer uses mobs, this was changed in 1.16. As per the manual, it now requires reagents to accelerate the growth of crystals.

For the Mark of the Falling Tower, can I confirm that you're doing the following?

  1. build the ritual with the wand
  2. bind a weak activation crystal to yourself
  3. activate the ritual (costing 1,000,000 lp from your soul network)
  4. drop a sacrificial item onto the master ritual stone (costing another 1,000,000 LP by default, though this varies from meteor to meteor)

If you're doing all of this, and you have enough LP in your network after activating the ritual, can I ask if you're playing with any other mods? If so, can you confirm that this issue is still happening in a new instance with no other mods installed?

The ritual's been working fine on this version for well over a year, so it seems quite likely that another mod is interacting with it in an unusual way. possibly claim protection, but it's too early to say.

commented

I got some extra info, the ritual has two costs in the 20.1 version

theres an intinal cost and then the LP cost

oddly enough, I thought it was broken too till I give myself 1 million LP though creative methods. If you activate it in creative, it still demands 1M LP to properly trigger.

in addion @wrincewind, I have some issues that ive managed to "crudly" patch using resource packs and kubeJS (in particular so far, the damage overflow of the primitive cell in the ARC; im currently atemping to patch lava crystals but am stuck at trying to mantain the data on the crystal (because it wipes itself upon smelting One Item; ive managed to mimic the LP requirment, damage for when theres not enough in the network and stall it by setting its progress every tick to zero when the crystal is blank)

if by chance you have anything or know someone that can impliment a fix for the ARC with the lava crystals, KubeJS is capable of overwriting client scrips)

commented

theres a fix for those in PR #2019 but WayofTime is on a hiatus so there is no way for now to have that officially. you can go ahead and build it for yourself though

commented

all the built in meteor recipes are plain json files. KJS builds the json from what you do in the script as well.
if doing it directly from json doesnt work the most likely cause is you have an invalid json

commented

I finally managed to add custom meteors and modifying existing ones.
Apparently just using a .json in the data folder doesn't work at all from what I experimented.
Whether it is to create a new meteor or changing an existing one, using only data doesn't work.

Altough using a KJS script (basically turning the .json into a .js) works just fine.

commented

did you try taking an existing meteor and modifying it without changing the file structure? (e.g. taking the stone meteor, changing the summon item to a copper ingot)? Or did you create your meteor from scratch?

commented

theres a fix for those in PR #2019 but WayofTime is on a hiatus so there is no way for now to have that officially. you can go ahead and build it for yourself though

Thanks; there may be a chance I can have kubeJS overwrite that class through a script executed during startup