Blood Magic

Blood Magic

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Problems with demon invasion

tyler2k15 opened this issue ยท 16 comments

commented

Hello,

I have a player on my server that tried a demon invasion but it messed up. Is there a way to reset it so it can be redone or a configure to allow more than one per world?

Thanks!

commented

I don't know the exact details of what happened, I am just relaying information at this point. I was also informed by one of our senior staff members that it could only be done once per world. If this isn't the case, then I can relay the message and see about having it redone.

commented

What do you mean "it messed up"? Also, as far as I can tell, nothing stops you from having more than one per world.

commented

One of (the most popular when I looked) the Blood Magic Demon Invasion how-to videos on YouTube has the claim that there can only be one per server. There is perhaps a restriction such that they need to be 1000m from each other?

commented
<TehNut|Sleep> WayofTime: Is there a limit on how many invasions can be active per world?
<-> You are now known as TehNut
<WayofTime> No
<WayofTime> There's a limit of 100 demons per invasion, however - there was an oops earlier where that 100 limit applied to all invasions, but that was fixed months ago
commented

There's a limit of 100 demons per invasion, however

Ha, no wonder we stopped seeing any from spawning. We waited for 3 realtime days while server online and area chunkloaded for 24 hours a day. After killing what bunch spawned at start, none did afterwards. It was a flat dimension and it became a huge empty metropolis.

But yeah had to make a second demon village to get enough shards for 5 altars.

commented

is that upper limit configurable?

commented

Seems to be this

I:demonHoardLimit=100

But i don't know if it's intended to be simultaneously active demons, not summon count for entire lifetime of demon village.

commented

@Zaflis that sounds like a Request to me!

Separate config for:
  I: maxSimultaneousDemonsViaRitual=[int]
  (thus avoiding nerfing custom spawning via other methods), 

  I: maxHordeLimit=[int]
  which obviously suggests:
  I: minHordeLimit=[int]

and please don't forget to use the [int] that caps out over 2 billion, otherwise, well:
how do you generate a maxHordeLimit=-1379 again?

commented

These types of improvements will be explored and made in the 1.8.8 update of the mod. We are currently writing the update, but it will take some time. Who knows, the invasion may be totally different when we port it over!

But yeah, I think that the limit is the max simultaneous demons per invasion. But because your invasion got so... large, the demons are few and far between!

commented

Sounds awesome! ^_^ I'm looking forward to this... Although, I still have zero clue as to how I'm supposed to get the Orb to fill while it's resting in the Altar (even in Survival it doesn't work, probably a version issue, but ya never know).

Forge10.13.4.1558-1.7.10
BloodMagic-1.7.10-1.3.0b-3

Updating now...
ERROR: Did not see this issue mentioned in changelog!

I crafted the Altar, I then crafted the Tier 3 Orb (Gold Block) in the Altar, took it out, Bound it to myself, placed it back in, filled the Altar with about 50 Buckets (50,000 mB) of Blood via the Sacrifical Blade (Villagers and Pigs gave their lives to test this... mostly Pigs), but my Sigils (Divination & Seer both) were registering no Blood draining from the Altar, and my Network wasn't filling at all, despite being empty (LP: 0).

I also noticed that the Altar doesn't recognize the swapped out Runes & it's Tier until something else updates the Altar it's self (such as adding/removing Blood). While this aids in reducing Lagg, it isn't updated when checked via Sigils, so if your Altar is missing a Block somewhere, you'll never know until you start to use it, and the same goes for if you have it correctly built. The Sigils will even continue stating the incorrect Tier. Perhaps you could at the very least include the Forced Block Update on the Altar when it is checked via the Seer/Divination Sigil (and whatever Sigil holds the other Sigils within it while it contains the Seer/Divination Sigil)

commented

No, because in code, it is fixed. Not being released does not mean it is not fixed. Do not argue semantics with me.

commented

it isn't updated when checked via Sigils

Fixed in 1.8.

commented
Fixed in 1.8.

so I can't expect to see this in 1.7.10? also, I don't see any versions for 1.8 on that CurseForge post. is it elsewhere?

commented

so I can't expect to see this in 1.7.10?

No. 1.7.10 dev is finished.

I don't see any versions for 1.8 on that CurseForge post. is it elsewhere?

It is unreleased.

commented

so... it's fixed... but not available? xD doesn't that mean it's only "in progress"?

commented

Because the 1.7.10 build of BM is no longer being worked on, we are clearing out non-critical issues for that version. Please let us know if the issue is persistent in the 1.8 releases.