Blood Magic

Blood Magic

90M Downloads

Blood Altar will Not Functioning

nightmare2018 opened this issue ยท 70 comments

commented

I downloaded the Blood magic version 1.3.3.2 and I have been having an issue where the altar will not register past tier 2. Although I do believe its an issue with the pack I am using, Knoxpack, is there anyone else with this issue.

commented

Do you have the daylight cycle off?

commented

I'm using a custom mod pack and I am having the same problem. No altars will go past tier 2 and though I have turned the day/night cycle off from time to time, it is defiantly not disabled right now.

In the pack I DO have Forbidden Magic and Sanguimancy installed which both have interactions with Blood Magic

Tested Without Forbidden Magic or Sanguimancy, didn't fix it.

commented

Maybe, check to see if you have the correct blocks and placement? And make sure to give it a few moments to check and register it.

commented

no, daylight cycle is on, its either sangumancy or galacticraft, but I am not sure.

commented

i'm going to bet GC I tried removing sangumancy already, I'll try removing GC from my test version!
ponder I wonder if its PlayerAPI (galacticraft) thats causing it

commented

what pack are you using

commented

a custom pack I put together

commented

oh
I just needed to cross reference what could be the issue. Do you have a mod list

commented

mcp{9.05} [Minecraft Coder Pack]
FML{7.10.99.99} [Forge Mod Loader]
Forge{10.13.4.1451} [Minecraft Forge]
appliedenergistics2-core{rv2-stable-8} [AppliedEnergistics2 Core]
CodeChickenCore{1.0.6.43} [CodeChicken Core]
Micdoodlecore{} [Micdoodle8 Core]
MobiusCore{1.2.5} [MobiusCore]
NotEnoughItems{1.0.4.107} [Not Enough Items]
ThaumicTinkerer-preloader{0.1} [Thaumic Tinkerer Core]
VeinMiner_coremod{0.27.1_build.unknown} [Core mod]
OpenModsCore{0.7.3} [OpenModsCore]
{000} [CoFH ASM]
debug{1.0} [debug]
battlegear2{1.7.10} [Mine & Blade Battlegear 2 - Bullseye]
bspkrsCore{6.15} [bspkrsCore]
ArmorStatusHUD{1.28} [ArmorStatusHUD]
DamageIndicatorsMod{3.2.3} [Damage Indicators]
StatusEffectHUD{1.27} [StatusEffectHUD]
AgriCraft{1.7.10-1.3.1} [AgriCraft]
appliedenergistics2{rv2-stable-8} [Applied Energistics 2]
Backpack{2.0.1} [Backpack]
bdlib{1.8.1.87} [BD Lib]
BiblioCraft{1.10.4} [BiblioCraft]
CoFHCore{1.7.10R3.0.2} [CoFH Core]
ThermalFoundation{1.7.10R1.0.0} [Thermal Foundation]
ThermalExpansion{1.7.10R4.0.1} [Thermal Expansion]
BigReactors{0.4.3A} [Big Reactors]
Mantle{1.7.10-0.3.2.jenkins184} [Mantle]
Natura{2.2.0} [Natura]
BuildCraft|Core{7.0.9} [BuildCraft]
Forestry{3.5.7.16} [Forestry for Minecraft]
BinnieCore{2.0-pre11} [Binnie Core]
Botany{2.0-pre11} [Botany]
ExtraBees{2.0-pre11} [Extra Bees]
ExtraTrees{2.0-pre11} [Extra Trees]
Genetics{2.0-pre11} [Genetics]
AWWayofTime{v1.3.3} [Blood Magic: Alchemical Wizardry]
Baubles{1.0.1.10} [Baubles]
Thaumcraft{4.2.3.5} [Thaumcraft]
Botania{r1.6-192} [Botania]
BuildCraft|Silicon{7.0.9} [BC Silicon]
BuildCraft|Transport{7.0.9} [BC Transport]
BuildCraft|Builders{7.0.9} [BC Builders]
BuildCraft|Robotics{7.0.9} [BC Robotics]
BuildCraft|Energy{7.0.9} [BC Energy]
BuildCraft|Factory{7.0.9} [BC Factory]
CarpentersBlocks{3.3.6} [Carpenter's Blocks]
ChickenChunks{1.3.4.19} [ChickenChunks]
Railcraft{9.6.1.0} [Railcraft]
ForgeMultipart{1.2.0.344} [Forge Multipart]
chisel{2.3.10.37} [Chisel 2]
ComputerCraft{1.73} [ComputerCraft]
props{2.0.2} [Decocraft]
MineFactoryReloaded{1.7.10R2.8.0} [MineFactory Reloaded]
EnderIO{1.7.10-2.2.8.381} [Ender IO]
EnderStorage{1.4.7.33} [EnderStorage]
EnderZoo{1.7.10-1.0.11.28} [Ender Zoo]
EE3{0.3.507} [Equivalent Exchange 3]
Waila{1.5.10} [Waila]
extracells{2.2.73} [Extra Cells 2]
TConstruct{1.7.10-1.8.5.build957} [Tinkers' Construct]
ExtraUtilities{1.2.6} [Extra Utilities]
harvestcraft{1.7.10i} [Pam's HarvestCraft]
ExtraTiC{1.4.5} [ExtraTiC]
FinndusFillies{2.1.0.12} [Finndus Fillies]
FlatSigns{2.1.0.19} [Flat Signs]
GalacticraftCore{3.0.11} [Galacticraft Core]
GalacticraftMars{3.0.11} [Galacticraft Planets]
ThaumicTinkerer{unspecified} [Thaumic Tinkerer]
MagicBees{1.7.10-2.3.1} [Magic Bees]
gendustry{1.4.12.92} [GenDustry]
Growthcraft{2.1.0a} [Growthcraft]
Growthcraft|Cellar{2.1.0a} [Growthcraft Cellar]
Growthcraft|Apples{2.1.0} [Growthcraft Apples]
Growthcraft|Grapes{2.1.0} [Growthcraft Grapes]
Growthcraft|Hops{2.1.0} [Growthcraft Hops]
Growthcraft|Rice{2.1.0a} [Growthcraft Rice]
guideapi{1.7.10-1.0.1-20} [Guide-API]
iChunUtil{4.2.2} [iChunUtil]
Hats{4.0.1} [Hats]
HatStand{4.0.0} [HatStand]
inventorytweaks{1.59-dev-152-cf6e263} [Inventory Tweaks]
IronChest{6.0.62.742} [Iron Chest]
JABBA{1.2.1} [JABBA]
journeymap{5.0.1} [JourneyMap]
LogisticsPipes{0.9.1.15} [Logistics Pipes]
minechem{5.0.5.396} [Minechem]
MineFactoryReloaded|CompatAppliedEnergistics{1.7.10R2.8.0} [MFR Compat: Applied Energistics]
MineFactoryReloaded|CompatAtum{1.7.10R2.8.0} [MFR Compat: Atum]
MineFactoryReloaded|CompatBackTools{1.7.10R2.8.0} [MFR Compat: BackTools]
MineFactoryReloaded|CompatBuildCraft{1.7.10R2.8.0} [MFR Compat: BuildCraft]
MineFactoryReloaded|CompatChococraft{1.7.10R2.8.0} [MFR Compat: Chococraft]
MineFactoryReloaded|CompatExtraBiomes{1.7.10R2.8.0} [MFR Compat: ExtraBiomes]
MineFactoryReloaded|CompatForestry{1.7.10R2.8.0} [MFR Compat: Forestry]
MineFactoryReloaded|CompatForgeMicroblock{1.7.10R2.8.0} [MFR Compat: ForgeMicroblock]
MineFactoryReloaded|CompatIC2{1.7.10R2.8.0} [MFR Compat: IC2]
Mystcraft{0.11.12.00} [Mystcraft]
MineFactoryReloaded|CompatMystcraft{1.7.10R2.8.0} [MFR Compat: Mystcraft]
MrTJPCoreMod{1.0.9.18} [MrTJPCore]
ProjRed|Core{4.7.0pre1.84} [ProjectRed]
ProjRed|Exploration{4.7.0pre1.84} [ProjectRed-Exploration]
MineFactoryReloaded|CompatProjRed{1.7.10R2.8.0} [MFR Compat ProjectRed]
MineFactoryReloaded|CompatRailcraft{1.7.10R2.8.0} [MFR Compat: Railcraft]
MineFactoryReloaded|CompatSufficientBiomes{1.7.10R2.8.0} [MFR Compat: Sufficient Biomes]
MineFactoryReloaded|CompatThaumcraft{1.7.10R2.8.0} [MFR Compat: Thaumcraft]
MineFactoryReloaded|CompatThermalExpansion{1.7.10R2.8.0} [MFR Compat: Thermal Expansion]
MineFactoryReloaded|CompatTConstruct{1.7.10R2.8.0} [MFR Compat: Tinkers' Construct]
MineFactoryReloaded|CompatTwilightForest{1.7.10R2.8.0} [MFR Compat: TwilightForest]
MineFactoryReloaded|CompatVanilla{1.7.10R2.8.0} [MFR Compat: Vanilla]
MineTweaker3{3.0.9B} [MineTweaker 3]
modtweaker2{0.8.2} [Mod Tweaker 2]
numina{0.4.0.7-QMX} [Numina]
powersuits{0.11.0.7-QMX} [MachineMuse's Modular Powersuits]
powersuitaddons{0.11.0.7-QMX} [Modular Powersuit Addons]
Morph{0.9.1} [Morph]
Morpheus{1.7.10-1.6.4} [Morpheus]
NEIAddons{1.12.9.32} [NEI Addons]
NEIAddons|AppEng{1.12.9.32} [NEI Addons: Applied Energistics 2]
NEIAddons|Botany{1.12.9.32} [NEI Addons: Botany]
NEIAddons|Forestry{1.12.9.32} [NEI Addons: Forestry]
NEIAddons|CraftingTables{1.12.9.32} [NEI Addons: Crafting Tables]
NEIAddons|ExNihilo{1.12.9.32} [NEI Addons: Ex Nihilo]
neiintegration{1.0.9} [NEI Integration]
OpenMods{0.7.3} [OpenMods]
OpenBlocks{1.4.3} [OpenBlocks]
OpenPeripheralCore{1.1.1} [OpenPeripheralCore]
OpenPeripheral{0.3.1} [OpenPeripheralAddons]
OpenPeripheralIntegration{0.2.2} [OpenPeripheralIntegration]
Prattle{0.0.9} [Prattle]
ProjRed|Transmission{4.7.0pre1.84} [ProjectRed-Transmission]
ProjRed|Transportation{4.7.0pre1.84} [ProjectRed-Transportation]
ProjRed|Compatibility{4.7.0pre1.84} [ProjectRed-Compatibility]
ProjRed|Integration{4.7.0pre1.84} [ProjectRed-Integration]
ProjRed|Illumination{4.7.0pre1.84} [ProjectRed-Illumination]
ProjRed|Expansion{4.7.0pre1.84} [ProjectRed-Expansion]
RedstoneArsenal{1.7.10R1.1.0} [Redstone Arsenal]
rftools{3.02} [RFTools]
AS_Ruins{14.7} [Ruins Spawning System]
Sanguimancy{1.7.10-1.1.9-31} [Sanguimancy]
ServerTools{1.7.10-2.2.0.79} [ServerTools]
simplyjetpacks{1.5.1} [Simply Jetpacks]
StevesFactoryManager{A93} [Steve's Factory Manager]
StevesAddons{0.10.12} [Steve's Addons]
StevesWorkshop{0.5.1} [Steve's Workshop]
tcnodetracker{1.1.1} [TC Node Tracker]
thaumcraftneiplugin{@Version@} [Thaumcraft NEI Plugin]
ThermalDynamics{1.7.10R1.0.0} [Thermal Dynamics]
TiCTooltips{1.2.4} [TiC Tooltips]
TMechworks{0.2.14.100} [Tinkers' Mechworks]
AS_UpdateCheck{1.1.6} [AtomicStryker Update Check Mod]
VeinMiner{0.27.1_build.unknown} [Vein Miner]
VeinMinerModSupport{0.27.1_build.unknown} [Mod Support]
WailaHarvestability{1.1.2} [Waila Harvestability]
witchery{0.24.1} [Witchery]
WR-CBE|Core{1.4.1.9} [WR-CBE Core]
WR-CBE|Addons{1.4.1.9} [WR-CBE Addons]
WR-CBE|Logic{1.4.1.9} [WR-CBE Logic]
McMultipart{1.2.0.344} [Minecraft Multipart Plugin]
denseores{1.0} [Dense Ores]
IguanaTweaksTConstruct{1.7.10-2.1.5.140} [Iguana Tinker Tweaks]
ForgeMicroblock{1.2.0.344} [Forge Microblocks]

commented

while I am here, have you have issues with stone bricks being uncraftable.

commented

the things that stand out the most are Project Red and Galacticraft, namely because of issues we have had in the past.

commented

The BEST thing we can have is a picture of the blood altar. A mod list won't help, frankly.

commented

But I think It may be Project Red.

commented

But the issue is server wide, which is why I came here.

commented

sure hold on

commented

I STILL need the pics, because I don't have the issue.

commented

Are you using a non-vanilla glowstone?

commented

My glowstone SAYS its vanilla so if a mod has changed it in some way it doesn't show

commented

2015-06-17_19 40 44
Note 2 things, first off the tier 5 stuff is hidden, and second the pillar wasn't always glowstone.

commented

The issue seems to be a combined issue, I believe, which is why I have the mod list

commented

no its vanilla glowstone

commented

Best way to find the issue is to make a backup world with all of the mods and then take out half of the mods, then see if it starts working. If it doesn't, take another half, then another, until it functions again. Once you do that, you'll then need to add mods one by one until it stops again.

commented

probably right, I will tinker about till I find the issue.

commented

Thanks, let us know when you find the issue! Or at least the problem mod.

commented

yeah, i've been working on that, tried removing GC (PlayerAPI), Sanguimancy, Forbidden Magic. Now its time for the more serious method of mass removal of mods

commented

Sure, it's slow and a painful process, but that'd be the only way to find out if that is the case.

commented

try removing Project red and glacticraft first

commented

Removing Project Red fixed it, testing with galacticraft back in now

commented

so it was project red then

commented

I'm trying to dig through Project Red right now to see what could cause that issue. It's either the glowstone or the blocks... Did you try any other blocks, like diamond for giggles?

commented

no, but on an unrelated thing, we had an issue where project red had deleted the stone bricks recipe so maybe something to do with that

commented

Stone bricks aren't needed, just needs to be a block that is not air. As long as the block itself remains...

commented

What I am saying is if they remove stone bricks completely (set to null) then some of my checks would fail - my code is rather old.

commented

I know I am just saying that this is a related issue to project red, That we are experiencing.

commented

Ok with GC back in, its still a Tier 5 altar so its ProjectRed that's causing it, hm, maybe i'll do some commit digging too

commented

wait are you saying if stone bricks are set to null then there is no way for it to work?

commented

Update.....or would it break even more?

commented

oh, so if they remove stone brick (set to null) then replace it with their own altered brick, then yeah, it would break it.

commented

If they set the Blocks.stonebrick to SOMETHING, it'd be fine, but if they outright remove it and use their own (say, ModBlocks.stone_brick) it would break.

Edit: my altar code has stone bricks as a placeholder.

commented

Anything not instanceof Block?

commented

What I am saying is they would be idiots to remove stonebricks completely.

commented

Looks like for the OTHER issues relating to stone bricks, fixing (temporarily) is a matter of disabling spreading moss. I'm trying that with the altar.

commented

Oh

commented

Arc, ???

commented

yeah I agree, but still this issue remains, I am testing it now

commented

Way, why don't you just use a block that no one uses/overrides such as, uh...Demon Chests!

commented

Although I COULD do that, I should not need to at all.

commented

Yeah...an instanceof would be fine...

commented

No, since air is instanceof Block. I'm going to wait for nightmare's testing. Keep in mind, this isn't IRC and my phone has been ringing non-stop due to the comments.

commented

But don't you already have a check for non-air blocks? (Sorry or draining batts)

commented

KindarConrath, so that means that when moss spread is true, he replaces everything with his own block variant...?

commented

ok as a work-around setting the moss spread to false seems to fix it!

commented

No. My check is that the altar components contain a block. If that block is Stonebricks, I allow it to be any block.

commented

or totally over rides the default, to allow for the moss spreading logic

commented

Nightmare, is moss spread true or false?

commented

Its not project red. I have an instance with just project red and BM and it is working.

commented

may I ask where I find that out

commented

The configs I imagine - Kindar might be able to get specifics.

commented

where do you find moss spread kindar

commented

Woah that was quick

commented

But why does it work otherwise in a clean instance?

commented

of course, there is our problem

commented

He has moss spread set to false, no doubt.

commented

But I don't spot any mossSpread options in the configs..

commented

so that is the issue

commented

so how do we fix this, without removing Project Red. Just trying to see what we can do.

commented

Yeah - if he also set the block in the Blocks.java, there would be no issue. That is what he also needs to do. It will also fix the recipe issues that other people are having.

Please reference this issue when you open up an issue there. If you have any questions, feel free to pull me in! Once again, thanks for bringing this to my attention! I think it is fair to say it is Project Red's issue :D

commented

Just set the moss spread in the Project Red configs to false.