Updated the book so it contains most of the rituals.

This commit is contained in:
WayofTime 2016-11-20 10:32:13 -05:00
parent a04c8af550
commit 82f04d4b6c
4 changed files with 182 additions and 41 deletions

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@ -16,6 +16,7 @@ Version 2.1.0-67
- Added the framework for the Purification Altar.
- Fixed a crash with the Ritual Diviner when attempting to replace certain blocks.
- Snares can no longer hit the thrower of the snare within 20 ticks of throwing it.
- Updated the book so it contains most of the rituals.
------------------------------------------------------
Version 2.1.0-66

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@ -1,48 +1,121 @@
package WayofTime.bloodmagic.compat.guideapi.book;
import WayofTime.bloodmagic.api.Constants;
import WayofTime.bloodmagic.api.registry.ImperfectRitualRegistry;
import WayofTime.bloodmagic.api.registry.RitualRegistry;
import WayofTime.bloodmagic.api.ritual.Ritual;
import WayofTime.bloodmagic.api.ritual.imperfect.ImperfectRitual;
import WayofTime.bloodmagic.compat.guideapi.entry.EntryText;
import WayofTime.bloodmagic.util.helper.TextHelper;
import amerifrance.guideapi.api.IPage;
import amerifrance.guideapi.api.impl.abstraction.EntryAbstract;
import amerifrance.guideapi.api.util.PageHelper;
import amerifrance.guideapi.page.PageImage;
import amerifrance.guideapi.page.PageText;
import net.minecraft.util.ResourceLocation;
import java.util.ArrayList;
import java.util.LinkedHashMap;
import java.util.List;
import java.util.Map;
import java.util.Map.Entry;
import net.minecraft.item.ItemStack;
import net.minecraft.item.crafting.IRecipe;
import net.minecraft.util.ResourceLocation;
import WayofTime.bloodmagic.api.Constants;
import WayofTime.bloodmagic.api.registry.OrbRegistry;
import WayofTime.bloodmagic.api.registry.AltarRecipeRegistry.AltarRecipe;
import WayofTime.bloodmagic.api.ritual.EnumRuneType;
import WayofTime.bloodmagic.compat.guideapi.BookUtils;
import WayofTime.bloodmagic.compat.guideapi.entry.EntryText;
import WayofTime.bloodmagic.compat.guideapi.page.PageAltarRecipe;
import WayofTime.bloodmagic.registry.ModBlocks;
import WayofTime.bloodmagic.registry.ModItems;
import WayofTime.bloodmagic.util.helper.RecipeHelper;
import WayofTime.bloodmagic.util.helper.TextHelper;
import amerifrance.guideapi.api.IPage;
import amerifrance.guideapi.api.impl.abstraction.EntryAbstract;
import amerifrance.guideapi.api.util.PageHelper;
import amerifrance.guideapi.page.PageText;
public class CategoryRitual
{
static String keyBase = "guide." + Constants.Mod.MODID + ".entry.ritual.";
public static Map<ResourceLocation, EntryAbstract> buildCategory()
{
Map<ResourceLocation, EntryAbstract> entries = new LinkedHashMap<ResourceLocation, EntryAbstract>();
String keyBase = Constants.Mod.DOMAIN + "ritual_";
for (Ritual ritual : RitualRegistry.getRituals())
addRitualPagesToEntries("intro", entries);
addRitualPagesToEntries("basics", entries);
List<IPage> ritualStonePages = new ArrayList<IPage>();
IRecipe ritualStoneRecipe = RecipeHelper.getRecipeForOutput(new ItemStack(ModBlocks.RITUAL_STONE));
if (ritualStoneRecipe != null)
{
List<IPage> ritualPages = new ArrayList<IPage>();
ritualPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(ritual.getUnlocalizedName() + ".info"), 370));
// ritualPages.add(new PageImage(new ResourceLocation("bloodmagicguide", "textures/guide/" + ritual.getName() + ".png")));
entries.put(new ResourceLocation(keyBase + ritual.getName()), new EntryText(ritualPages, TextHelper.localize(ritual.getUnlocalizedName())));
ritualStonePages.add(BookUtils.getPageForRecipe(ritualStoneRecipe));
}
for (ImperfectRitual imperfectRitual : ImperfectRitualRegistry.getRituals())
ritualStonePages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "ritualStone" + ".info.1"), 370));
for (int i = 1; i < 5; i++)
{
List<IPage> ritualPages = new ArrayList<IPage>();
ritualPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(imperfectRitual.getUnlocalizedName() + ".info"), 370));
ritualPages.add(new PageImage(new ResourceLocation("bloodmagicguide", "textures/guide/" + imperfectRitual.getName() + ".png")));
entries.put(new ResourceLocation(keyBase + imperfectRitual.getName()), new EntryText(ritualPages, TextHelper.localize(imperfectRitual.getUnlocalizedName())));
EnumRuneType type = EnumRuneType.values()[i];
AltarRecipe scribeRecipe = RecipeHelper.getAltarRecipeForOutput(type.getScribeStack());
if (scribeRecipe != null)
{
ritualStonePages.add(new PageAltarRecipe(scribeRecipe));
}
}
ritualStonePages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "ritualStone" + ".info.2"), 370));
entries.put(new ResourceLocation(keyBase + "ritualStone"), new EntryText(ritualStonePages, TextHelper.localize(keyBase + "ritualStone"), true));
List<IPage> masterRitualStonePages = new ArrayList<IPage>();
IRecipe masterRitualStoneRecipe = RecipeHelper.getRecipeForOutput(new ItemStack(ModBlocks.RITUAL_CONTROLLER, 1, 0));
if (masterRitualStoneRecipe != null)
{
masterRitualStonePages.add(BookUtils.getPageForRecipe(masterRitualStoneRecipe));
}
masterRitualStonePages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "masterRitualStone" + ".info"), 370));
entries.put(new ResourceLocation(keyBase + "masterRitualStone"), new EntryText(masterRitualStonePages, TextHelper.localize(keyBase + "masterRitualStone"), true));
List<IPage> activationCrystalPages = new ArrayList<IPage>();
activationCrystalPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "activationCrystal" + ".info.1"), 370));
AltarRecipe crystalRecipe = RecipeHelper.getAltarRecipeForOutput(new ItemStack(ModItems.ACTIVATION_CRYSTAL));
if (crystalRecipe != null)
{
activationCrystalPages.add(new PageAltarRecipe(crystalRecipe));
}
activationCrystalPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "activationCrystal" + ".info.2"), 370));
entries.put(new ResourceLocation(keyBase + "activationCrystal"), new EntryText(activationCrystalPages, TextHelper.localize(keyBase + "activationCrystal"), true));
List<IPage> divinerPages = new ArrayList<IPage>();
divinerPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "diviner" + ".info.1"), 370));
IRecipe divinerRecipe = RecipeHelper.getRecipeForOutput(new ItemStack(ModItems.RITUAL_DIVINER));
if (divinerRecipe != null)
{
divinerPages.add(BookUtils.getPageForRecipe(divinerRecipe));
}
divinerPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "diviner" + ".info.2"), 370));
entries.put(new ResourceLocation(keyBase + "diviner"), new EntryText(divinerPages, TextHelper.localize(keyBase + "diviner"), true));
addRitualPagesToEntries("fullSpring", entries);
addRitualPagesToEntries("lava", entries);
addRitualPagesToEntries("greenGrove", entries);
addRitualPagesToEntries("magnetism", entries);
addRitualPagesToEntries("crusher", entries);
addRitualPagesToEntries("highJump", entries);
addRitualPagesToEntries("speed", entries);
addRitualPagesToEntries("wellOfSuffering", entries);
addRitualPagesToEntries("featheredKnife", entries);
addRitualPagesToEntries("regen", entries);
addRitualPagesToEntries("harvest", entries);
addRitualPagesToEntries("interdiction", entries);
addRitualPagesToEntries("containment", entries);
addRitualPagesToEntries("suppression", entries);
addRitualPagesToEntries("expulsion", entries);
addRitualPagesToEntries("zephyr", entries);
addRitualPagesToEntries("laying", entries);
addRitualPagesToEntries("timberman", entries);
addRitualPagesToEntries("meteor", entries);
for (Entry<ResourceLocation, EntryAbstract> entry : entries.entrySet())
{
for (IPage page : entry.getValue().pageList)
@ -56,4 +129,11 @@ public class CategoryRitual
return entries;
}
public static void addRitualPagesToEntries(String name, Map<ResourceLocation, EntryAbstract> entries)
{
List<IPage> pages = new ArrayList<IPage>();
pages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + name + ".info"), 370));
entries.put(new ResourceLocation(keyBase + name), new EntryText(pages, TextHelper.localize(keyBase + name), true));
}
}

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@ -1,21 +1,24 @@
package WayofTime.bloodmagic.ritual;
import WayofTime.bloodmagic.api.Constants;
import WayofTime.bloodmagic.api.saving.SoulNetwork;
import WayofTime.bloodmagic.api.ritual.*;
import WayofTime.bloodmagic.api.util.helper.NetworkHelper;
import WayofTime.bloodmagic.util.Utils;
import net.minecraft.entity.item.EntityItem;
import net.minecraft.inventory.IInventory;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.EnumFacing;
import net.minecraft.world.World;
import java.util.ArrayList;
import java.util.List;
import net.minecraft.entity.item.EntityItem;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import WayofTime.bloodmagic.api.Constants;
import WayofTime.bloodmagic.api.ritual.AreaDescriptor;
import WayofTime.bloodmagic.api.ritual.EnumRuneType;
import WayofTime.bloodmagic.api.ritual.IMasterRitualStone;
import WayofTime.bloodmagic.api.ritual.Ritual;
import WayofTime.bloodmagic.api.ritual.RitualComponent;
import WayofTime.bloodmagic.api.saving.SoulNetwork;
import WayofTime.bloodmagic.api.util.helper.NetworkHelper;
import WayofTime.bloodmagic.util.Utils;
public class RitualZephyr extends Ritual
{
public static final String ZEPHYR_RANGE = "zephyrRange";
@ -41,7 +44,7 @@ public class RitualZephyr extends Ritual
AreaDescriptor chestRange = getBlockRange(CHEST_RANGE);
TileEntity tileInventory = world.getTileEntity(chestRange.getContainedPositions(masterPos).get(0));
if (!masterRitualStone.getWorldObj().isRemote && tileInventory != null && tileInventory instanceof IInventory)
if (!masterRitualStone.getWorldObj().isRemote && tileInventory != null)
{
if (currentEssence < getRefreshCost())
{
@ -65,7 +68,7 @@ public class RitualZephyr extends Ritual
ItemStack copyStack = entityItem.getEntityItem().copy();
int originalAmount = copyStack.stackSize;
ItemStack newStack = Utils.insertStackIntoInventory(copyStack, (IInventory) tileInventory, EnumFacing.DOWN);
ItemStack newStack = Utils.insertStackIntoTile(copyStack, tileInventory, EnumFacing.DOWN);
if (newStack != null && newStack.stackSize < originalAmount)
{

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@ -23,6 +23,63 @@ guide.BloodMagic.category.demon=The Demon Kin
guide.BloodMagic.category.spell=The Battle Mage
guide.BloodMagic.category.alchemy=The Alchemist
# Ritual Master Entries
guide.BloodMagic.entry.ritual.intro=Introduction
guide.BloodMagic.entry.ritual.basics=The Basics of Rituals
guide.BloodMagic.entry.ritual.ritualStone=Ritual Stones
guide.BloodMagic.entry.ritual.masterRitualStone=Master Ritual Stone
guide.BloodMagic.entry.ritual.activationCrystal=Activation Crystals
guide.BloodMagic.entry.ritual.diviner=The Ritual Diviner
guide.BloodMagic.entry.ritual.fullSpring=Ritual of the Full Spring
guide.BloodMagic.entry.ritual.lava=Serenade of the Nether
guide.BloodMagic.entry.ritual.greenGrove=Ritual of the Green Grove
guide.BloodMagic.entry.ritual.magnetism=Ritual of Magnetism
guide.BloodMagic.entry.ritual.crusher=Ritual of the Crusher
guide.BloodMagic.entry.ritual.highJump=Ritual of the High Jump
guide.BloodMagic.entry.ritual.speed=Ritual of Speed
guide.BloodMagic.entry.ritual.wellOfSuffering=Well of Suffering
guide.BloodMagic.entry.ritual.featheredKnife=Ritual of the Feathered Knife
guide.BloodMagic.entry.ritual.regen=Ritual of Regeneration
guide.BloodMagic.entry.ritual.harvest=Reap of the Harvest Moon
guide.BloodMagic.entry.ritual.interdiction=Ritual of Interdiction
guide.BloodMagic.entry.ritual.containment=Ritual of Containment
guide.BloodMagic.entry.ritual.suppression=Dome of Suppression
guide.BloodMagic.entry.ritual.expulsion=Aura of Expulsion
guide.BloodMagic.entry.ritual.zephyr=Call of the Zephyr
guide.BloodMagic.entry.ritual.laying=Laying of the Filler
guide.BloodMagic.entry.ritual.timberman=Crash of the Timberman
guide.BloodMagic.entry.ritual.meteor=Mark of the Falling Tower
# Ritual Master Entry Text
guide.BloodMagic.entry.ritual.intro.info=Good evening. My name is Magus Arcana. I have had many guises over the years: a thief and a vigilante, a wizard and a warrior, a roaming nomad and even a politician. The title that I hold nowadays is one that many cannot comprehend, that at the very mention of it brings forth images of brutality that in some cases have been earned but in many others are misguided. I am of course talking about being a Blood Mage, though my friends simply call me Magus whereas my enemies refer to me as The Ritual Master.\n\tMy students have been pestering me for many months now, attempting to get me to document all of the myriad adventures that I have had in some form of book for me to distribute among any aspiring mages. I had been resistant, but it was Tiberius who put it best: "Although you may not see the value of it yourself, hearing the intricacies of any sort of craft from a man who has achieved mastership of the field will prove invaluable for future generations. It doesn't matter how accurately someone else retells it, if you don't have the utmost confidence in a source the gold sand could be nothing more than sulfur." You could tell he was delving into a bit of alchemy at that point, but since he was my first student for a long time I tend to value his opinion.\n\tSo, aspiring Blood Mage, training in the arcane that many yet do not fully understand, lend me your ears for these are words worth heeding: the field that you are studying has many aspects, and without careful consideration you may find your tools lacking. Therefore make sure to review this book often - I have put many enchantments on the tome that you carry with you so that whenever I write in my master copy the words will change for you.\n\tSo sit back, relax, and enjoy the teachings of a very old man. You may learn more than you've bargained for.
guide.BloodMagic.entry.ritual.basics.info=Modern day rituals are a lot different from those that were conducted centuries past. There was a time when people would inscribe arcane constructs out of dust on the ground and dance around until they got what they wanted. I even remember one hermit witch who gathered energy from her garden. I laughed at it all until she sicced her pet owl on me. \n\tThe rituals that Blood Mages use require the precise alignment of marked stones to focus and transform the power that a mage pumps into it. One day, my apprentice Tiberius was rummaging through some of the old artifacts that I had procured over the years in the closet of his new room. There was a vial of liquid Etherium that I haven't touched in ages (I was meaning to get back to that, but I haven't had any time) as well as a crystal ball that always seemed to say "Tuesday" when you peered through the glass. When one of the boxes that was labeled "Runic Dust" was knocked over a small red gem tumbled out and knocked against Tiberius's foot. Immediately a bright ruby light emanated from it and reacted with the dust in the box that he was carrying.\n\tNaturally, an explosion occurred. The unfocused energy that Tiberius inadvertently released through the gem sparked the runic dust and stones around him, and without a means of containing the power it simply was pushed outwards. After a few days in the medical ward, Tiberius and I started to get to work.\n\tThrough a mixture of several sleepless nights and a hardy helping of caffeine (I've really got to thank Mister Player for the coffee supply, I salute your efforts for a more awake tomorrow!) we eventually perfected the key ingredients for all rituals.\n\tThrough our experimentation, we learned that we needed four different things: we needed a bunch of ritual stones placed around an area in a set pattern, a few different inks that are applied to the ritual stones to help further specify the pattern, a central ritual stone that acts as a central conduit of power, and a crystal that activates the ritual. I think it's best to talk about these one by one.
guide.BloodMagic.entry.ritual.ritualStone.info.1=The Ritual Stone acts as a simple receptacle for magical energy, shaping it and further redirecting it in different ways depending on how the stone is configured. When you start off, there are five different stones that you have access to: Blank (the base stone that does not have any markings applied), Water, Fire, Air, and Earth. Every single ritual will have a number of these, and depending on how they are arranged around the Master Ritual Stone the overall effect will be different.
guide.BloodMagic.entry.ritual.ritualStone.info.2=In order to inscribe the correct symbols onto the ritual stones you must have a set of inscription tools. I have since developed a method for people to more easily apply the correct inks to the ritual stones while placing them in the correct configuration, but if one were to wish to do this manually they can use these tools. When you activate a ritual stone with one of the inscription tools in your hand (right clicking on the stone) you will apply some ink to the stone, changing it to the same type as the tool. In early tiers, you only have access to the base four colours, however once you become more powerful you will have more tools at your disposal.
guide.BloodMagic.entry.ritual.masterRitualStone.info=As with most magics, without a guiding force the effect of the ritual will either become uncontrollable or simply will not work at all. Thus, in order to control the rituals a Master Ritual Stone is required (I usually abbreviate this to "MRS" in my notes, but saying it in public is a little awkward. "I need more mrs please!"). The MRS takes in power from the owner's Soul Network and pushes it through the ritual stones, thus performing the ritual. \n\tAttaching the Soul Network to a large stone that we don't hold in our hands proved to be a bit tricky. I managed to do this one time by meditating on top of the stone in the lotus position, focusing my power through the stone and trying to link the tendrils of my network into the inner workings of the ritual. Although I got it working for a few minutes, all I was really awarded was a pair of wet pants as water condensed onto the ritual stones. I've learned to not meditate on any of my experiments again.
guide.BloodMagic.entry.ritual.activationCrystal.info.1=Instead of waiting an hour at a time to meditate a ritual active, we took the red gem that fell out of the box originally and started to analyze it. Tiberius was certain that it had the ability to "establish links between the corporeal realm of our reality and the incorporeal essence that is the manifested Soul Network." Sometimes I wonder if it was a good idea to have him become my apprentice, but it is times like these that I see his knack for the more arcane aspects of magic. Oh, I should probably write what he meant in English: by using this crystal, we could link our soul networks to the Master Ritual Stone in order to supply it with energy.
guide.BloodMagic.entry.ritual.activationCrystal.info.2=Thus we had ourselves a Weak Activation Crystal and a means in which to recreate its structure. The main ingredient for the crystal is another crystal that can be linked to my Soul Network: a Lava Crystal. Then, by quickly inscribing some instructions onto the crystal's surface the Blood Altar can do the rest of the work to transmute it into an activation crystal. Naturally, this crystal has to be bound to the user's soul network in order to function. When the ritual's stones are laid correctly around the MRS, the user should touch the activation crystal to the MRS and push out enough energy to jump start the ritual in question. If you have enough LP inside of your Soul Network the ritual will activate. If you do not, or if the stones are not laid out correctly, the ritual will simply not activate and no LP cost is incurred.
guide.BloodMagic.entry.ritual.diviner.info.1=After discerning the size and layout of many rituals I started to find it a little bothersome to continually consult my notes in order to build the rituals. That is why I worked to create a device that would allow anyone to simply place down the stones in the correct position through simple gestures and movements. I've placed this entry further up the list chronologically because it is best for people to learn of this item before starting with the actual construction of rituals. Otherwise they may find out that they don't have everything they need, or will summon a meteor from hell instead of a fresh bottle of spring water.
guide.BloodMagic.entry.ritual.diviner.info.2=The Ritual Diviner is essentially an encyclopaedia for rituals. By cycling through the diviner (shift-left click and shift-right click) you can select a different ritual from its store of knowledge. Gazing into the diviner will also tell you some simple information about the ritual. If you have Ritual Stones on your person and you touch the diviner onto the MRS (right click) you can place a stone for the ritual you want to construct. Doing this enough times will net you a completed ritual!
guide.BloodMagic.entry.ritual.fullSpring.info=A few years ago a travelling merchant stopped by the village near my house, peddling his wares to all who were willing to part with their coin. There was a drought at the time and the crops were dying, so the merchant brought forth a silver talisman with a blue gem set inside of it. "This, my friends," he said with great zeal, "will make sure that your rivers will not dry out! By using alchemy I can bring forth water from the very air!"\n\tUnfortunately for the village it seemed that the gem was a simple piece of sapphire, and before anyone realized that they were tricked he was already several miles away. I tend to not intervene in the affairs of the village because they tend not to like my magic, but in this case I made an exception. After I had a lovely chat with the "alchemist," I spent a few hours meditating near the irrigation channels. By condensing the water vapour in the air I managed to create enough water to keep the crops watered until the next downfall. This wasn't exactly an efficient method and I was drained for the next few days, using some of the water from the channel to rehydrate myself.\n\tRemembering this, I employed the same principles to create the Ritual of the Full Spring. By channeling a small amount of energy into the ritual, it condenses the moisture in the air around it to produce a source of water on top of the master ritual stone. The cost to activate the ritual is fairly insignificant, and the maintenance even more so. \n\tThe water's range can be expanded by using the ritual tinkerer and even placed in a different location, so one does not need to worry about where a ritual is placed if they are worrying about aesthetics. The miracles of magic!
guide.BloodMagic.entry.ritual.lava.info=Lava, perhaps one of the most rudimentary power sources. I tend not to use it much in my own research because it can be a little difficult to work with - it's not like you can use a simple iron bucket to pick some up! \n\tOne of the local tinkerers came by my house one day asking me if there were any sources nearby since they recently acquired some new hardware that they needed to power. I said that there were a few but most of them were already owned, but I decided to come to his place to look at the contraption.\n\tIt was a smeltery at least 5 metres high and just as wide, hooked up to several tanks that stood empty and barren. Although I wasn't entirely sure on how it operated I could tell that the raw heat of lava would be perfect for it - electricity would work well if it was modified correctly, but I could tell this wasn't from Immersive Industries. \n\tAfter a small chat with the tinkerer money changed hands and I asked him to stand back as I prepared my ritual stones. To enact what I wished I took four fire stones and arranged them in a cross around the master ritual stone and then pushed hard with my activation crystal while imagining the process in my head. In theory, it should be simple: take some rocks from deep in the earth and compress them with some energy, causing them to melt under the intense pressure and turn molten. This lava could them be retrieved off of the ritual stone and the process can be repeated.\n\tWhile simple in theory, in practice it was a little difficult. For my simple network at the time, the activation cost was quite steep because of the initial pressure required, and the drain for each source of lava was not something I was prepared for. (20000 LP to activate, 500 LP per source block)\n\tI staggered out of the building with a grin on my face, however: the tanks were full of lava, enough to keep the tinkerer in business for a couple fortnights until he could procure a more permanent source of lava. I made sure to pick up my ritual stones after I finished, though. \n\t----------\n\tWith no modifications to the ritual, the ritual will attempt to place a source of lava on the block directly above itself at a cost of 500 LP every tick if there is room, displacing liquids if they are flowing. This placement range, by default, can be expanded to a maximum of 9 blocks at a maximum distance of 3 away from the ritual.\n\tBy augmenting the ritual with Raw Will, the LP cost will decrease in proportion to the Will that is in the Aura, consuming Will proportional to the amount of LP that is saved. Using this Will can also grant the ability to place lava directly into a block's internal tanks, at a rate comparable to normal ritual operations.\n\tCorrosive Will causes the ritual to invert the invincibility granted from fire immunity, causing all entities that are immune to fire within a set area to be damaged severely based on the amount of Will in the Aura. Those that are not immune to fire are unhurt by this effect.\n\tWhen Vengeful Will is applied to the ritual, a volatile gas is released and causes all non-player entities within its specified range to be affected by Fire Fuse. When the timer of the debuff goes to 0, the entity will explode, forcefully propelling them into the air with explosive force.\n\tDestructive Will increases the maximum range and volume that the ritual may influence. The more Will you have, the more lava blocks that can be placed by a single ritual. Thankfully, the ritual does not drain any Destructive Will, however if your Will drops and the ritual's maximum range is lower than what you set it at, the ritual will not work at all until fixed.\n\tFinally, Steadfast Will grants all players within its range a Fire Resistance buff, whose time applied and cost in Will is affected by the amount of Will in the Aura. Careful note should be taken, because if you are affected by Fire Resistance you can be damaged by the ritual's Corrosive effect.
guide.BloodMagic.entry.ritual.greenGrove.info=Last week I started to teach Tiberius his cross-disciplinary magic. Every apprentice that I have had has had to learn another form of magic while learning Blood Magic. It doesn't matter much which one they choose as long as it does not consume some form of finite resource - I used to employ a form of magic from the Ars clan from the far East, but since the world's source of Etherium was consumed into scarcity it died out long ago. \n\tTiberius decided to learn Thaumaturgy, which employs using the magic of the world to perform your magic. This is a good counterbalance to Blood Magic, which uses the magic of life. As such, these magics use different means to perform the same tasks. To demonstrate I decided to highlight the differences to Tiberius when it comes to crop growth.\n\t"Thaumaturgy uses a growth catalyst that is fueled by the essentia Herba," I state while pointing towards the Essentia Flowchart that was pinned to the classroom wall. Sure, Tiberius was sitting at the only desk there, but sometimes a guy has to have some fun. "A small trickle of Aura and this essentia stimulates the photosynthetic process of the plant, encouraging it to grow by giving it more solar energy. This process requires that the soil is well fertilized, or else the crop can simply wither and die."\n\tI then take four earth and water ritual stones and place them in a circle around a master ritual stone. "Conversely, Blood Magic uses a different process." While speaking, I activate the ritual and cover it with some simple dirt. "By using your life force or the energy of animals, you can fertilize the plants in such a way that they don't need as much fertilizer. In essence, it force-feeds the plants so that they always have a high concentration of nutrients."\n\tI throw a few seeds onto the dirt and cover them slightly, uncorking and emptying a vial of water from inside my robes. "This process doesn't need any extra sunlight, because it uses a different source of energy. Though it does work much better when there is some light - the plant isn't exactly used to these sorts of conditions!"\n\tA few shoots have already poked their leaves out of the dirt while I was explaining, seemingly waving in response. I felt the mild strain on my body as each new leaf sprouted, minor each time but when accumulated it started to stack up. Once I finished the class I cleared up the dirt from the experiment and decided to have a nice stroll to the village: I had a bushel of wheat that needed selling. \n\t----------\n\tThe Ritual of the Green Grove, as the name may suggest, accelerates the rate of growth of plants that are nearby. By using the player's blood as a rich fertilizer, it will attempt to grow anything that it deems as a plant, such as wheat and carrots, growing anything within its range periodically. Through default operations, the ritual will look at the 3x3 area two blocks above itself and attempt to grow each block with a 30%% success rate every second. If manipulated with the Ritual Tinkerer, the ritual can handle a maximum of 81 crops at a time within a 5 block radius of the MRS. As another note\n\tWhen augmented with Demon Will, there are several effects that can be obtained. If Raw Will is used, the ritual will perform all operations at an accelerated rate, consuming 0.05 Will per successful growth and increasing its speed relative to how much Will is in the Aura.\n\tIf infused with Vengeful Will, the ritual will consume 0.05 Will per successful growth and will increase the chance that a given operational tick will be successful on the plant. By default without Will it is 30%%, but for instance if you have 100 Vengeful Will the rate will increase to 80%%.\n\tDestructive Will increases the effective maximum range of the ritual, meaning the more Will you have the more crops/plants a single ritual can handle. Thankfully, the ritual does not drain any Destructive Will, however if your Will drops and the ritual's maximum range is lower than what you set it at, the ritual will not work at all until fixed.\n\tSteadfast Will grants the ability to set an area around the ritual that will be automatically tilled and hydrated. Additionally, any seed that is within this range will be planted on a nearby block if possible. This costs a small amount of Steadfast Will, and its effects do not scale with Will in the Aura.\n\tWhen Corrosive Will is used in the ritual, the fundamental nature of the ritual may shift. When supplied and the new range is properly set, any mobs that enter in the ritual's area of influence will have the "Leech" effect applied. Every few ticks, the plants near the mobs will be damaged and the mob will be damaged proportionally. Fertilizing with mobs directly can prove beneficial! Every 10 seconds that the debuff is applied per mob, 0.2 Corrosive Will will be consumed.
guide.BloodMagic.entry.ritual.magnetism.info=The Ritual of Magnetism is the bread and butter of anyone who enjoys quarries. The ritual creates a revolving magnetic field, pulling up the rich ores from the ground underneath it and placing the contents in its area. This does not displace any rock, so no gaping holes will appear in the land - assuming that the land isn't made up entirely of ore. The ritual operates once every 40 ticks and costs 50LP per successful operation.\n\tThe default radius that this ritual operates is 3 blocks in each cardinal direction, giving an area of 7x7 blocks centered on the MRS. Because the ritual currently does not have any Will augments, you can only increase the radius of effect for the ritual by placing a valuable block directly underneath the MRS. If an iron block is used the radius becomes 7. If a gold block is used, the radius becomes 15. Finally, if a diamond block is used the radius expands to 31, meaning any ores below the ritual in a 63x63 area will be slowly pulled up into its 3x3x3 volume above the MRS.
guide.BloodMagic.entry.ritual.crusher.info=The Ritual of the Crusher's operation is rather simple. The ritual needs to have some form of inventory linked to it, which when unaltered simply sits on top of the MRS. While in operation, the ritual will look inside of its crushing range (by default the 3x3x3 area below the ritual) and break one block at a time at a rate of once every 2 seconds at the cost of 7 LP per successful operation. The broken blocks will then be transferred to the linked inventory - if there is no room for the items, they will instead be spewed on top of the chest.\n\tWhen fueled with Raw Will, the ritual will work at a faster rate based on the total amount of Will in the Aura. While sped up, it will consume 0.05 Raw Will per successful operation.\n\tDestructive Will causes blocks that are broken by the ritual to have Fortune applied to it. Currently the fortune level does not vary and is instead level 3 regardless of the Will amount. This will consume 0.2 Will per successful operation, regardless of whether it was useful.\n\tSteadfast Will will instead cause blocks to be broken with the Silk Touch effect. This costs 0.02 Will per operation, and will override the Destructive effect where possible.\n\tCorrosive Will makes it so that blocks that are broken by the ritual will be processed with some form of cutting fluid. This means that for instance if it is an iron block the result will be two pieces of iron sand. The current "cutting fluids" that the ritual uses are: Basic Cutting Fluid and Explosive Powder. The ritual consumes a different amount of Will based on what was used, and will only consume the Will if the effect applies. This overrides Silk Touch where applicable.\n\tVengeful Will causes it so that when a successful operation takes place the inventory has its contents compressed similar to the Sigil of Compression: if there is 65 redstone dust inside of the chest, one block of redstone will be crafted and 56 dust will remain. Will is only consumed when this is successful, and it costs 0.2 Will.
guide.BloodMagic.entry.ritual.highJump.info=This ritual uses a huge burst of air to propel all those who walk on top of it into the sky. What is more, if the user lands in the ritual's area of effect they will not suffer any fall damage. Players who sneak inside this ritual also are not affected.\n\tThe ritual costs 5LP per entity per tick of successful operation, so it won't cost anything if it doesn't fling people in the air.
guide.BloodMagic.entry.ritual.speed.info=As the name may suggest, the Ritual of Speed is used for transportation of various sorts. The ritual may be placed in the direction of any of the cardinal directions and any entities within its range will be launched in the direction that the ritual is pointing. When looking at a ritual, this direction is where the dusk ritual stone is. By default, the ritual has a radius of 2 blocks from the MRS, though this can be expanded or contracted when using a ritual tinkerer. This will apply a speed of 3 blocks/tick in the direction of the ritual and 1.2 blocks/tick vertically.\n\tIf the ritual is fueled with Raw Will, the speed of the ritual is increased substantially based on the Will that is in the Aura. For instance, the speed will be doubled if there is 100 Will inside of the Aura. For each successful operation, 0.1 Will is consumed.\n\tVengeful Will prevents the ritual from moving adult mobs, and Destructive Will prevents the ritual from moving child mobs. If either one of these are used, players are also prevented from using the ritual. If both of them are used, however, the effect is that only players may use the ritual and mobs cannot. These augmentations can be used effectively for sorting animal farms or even getting rid of those pesky child zombies in your sacrificial pen. The ritual will consume 0.05 Will for each type that is in effect on successful operation, so if a child enters the ritual space when you use Destructive Will it will not cost Will or LP.
guide.BloodMagic.entry.ritual.wellOfSuffering.info=For those of you who prefer to use mobs instead of your own health, the Well of Suffering damages all living non-player entities in a 10 block radius and places the health in a connected altar. The ritual will look for a blood altar within its range, checking 5 blocks horizontally and 10 blocks vertically unaltered. When it finds an altar, it will store its location internally - if there isn't an altar nearby, the ritual will not work. The ritual will deal 1 HP per entity and place 25 LP into the altar (100 for peaceful animals), which can be augmented with Sacrifice runes.
guide.BloodMagic.entry.ritual.featheredKnife.info=The Ritual of the Feathered Knife taps into the user's body, draining away their life force in order to fill a blood altar nearby. The ritual will look for a blood altar within its range, checking 5 blocks horizontally and 10 blocks vertically unaltered. When it finds an altar, it will store its location internally - if there isn't an altar nearby, the ritual will not work. When a player then enters within the ritual's damage range, which by default is a radius of 15 blocks horizontally and 20 blocks vertically, the ritual will damage the player for 1HP and then place that health into the connected altar directly (respecting blood runes). There are some safety mechanisms on the ritual, which cause it to not work on a player with less than 30%% of their max health. Unaugmented, the ritual does this once every second.\n\tThere are a few useful augmentations that you can use if you use Demon Will. If Raw Will is consumed by the ritual, the ritual will attempt to damage players within its range at a faster rate, operating twice per second. The ritual will consume 0.05 Raw Will per successful operation.\n\tIf you have more than 10 Steadfast Will in the Aura, the ritual will increase its safety threshold and instead will not work on players with less than 70%% health. This function currently does not consume Will.\n\tIf you have more than 10 Vengeful Will in the Aura, the ritual will remove some of its safety limitations, causing it to work on players until they only have 10%% of their maximum health left. If the ritual also has Steadfast Will augmented onto it the threshold will still be 70%% for the owner of the ritual only. This function currently does not consume Will.\n\tWhen Destructive Will is applied to the ritual, the ritual becomes a lot more efficient with its HP to LP conversion. The amount of LP that is added to the altar per health point increases based on the Will in the Aura, up to a maximum of +20%% for 100 Destructive Will. This effect stacks multiplicatively with runes, Living Armour Upgrades, and Incense. This consumes 0.05 Destructive Will per HP sacrificed.\n\tSpeaking of incense, if Corrosive Will is used in the ritual the ritual will respect the effects of incense on you. If you do not have the Soul Fray debuff on and you are empowered by an Incense Altar, the ritual will consume all of your HP up to the set threshold and pump all of the resultant LP into the altar. It will also remove the incense that you incurred and apply Soul Fray onto you. This effect stacks with the Destructive Will buff.
guide.BloodMagic.entry.ritual.regen.info=The Ritual of the Feathered Knife taps into the user's body, draining away their life force in order to fill a blood altar nearby. The ritual will look for a blood altar within its range, checking 5 blocks horizontally and 10 blocks vertically unaltered. When it finds an altar, it will store its location internally - if there isn't an altar nearby, the ritual will not work. When a player then enters within the ritual's damage range, which by default is a radius of 15 blocks horizontally and 20 blocks vertically, the ritual will damage the player for 1HP and then place that health into the connected altar directly (respecting blood runes). There are some safety mechanisms on the ritual, which cause it to not work on a player with less than 30%% of their max health. Unaugmented, the ritual does this once every second.\n\tThere are a few useful augmentations that you can use if you use Demon Will. If Raw Will is consumed by the ritual, the ritual will attempt to damage players within its range at a faster rate, operating twice per second. The ritual will consume 0.05 Raw Will per successful operation.\n\tIf you have more than 10 Steadfast Will in the Aura, the ritual will increase its safety threshold and instead will not work on players with less than 70%% health. This function currently does not consume Will.\n\tIf you have more than 10 Vengeful Will in the Aura, the ritual will remove some of its safety limitations, causing it to work on players until they only have 10%% of their maximum health left. If the ritual also has Steadfast Will augmented onto it the threshold will still be 70%% for the owner of the ritual only. This function currently does not consume Will.\n\tWhen Destructive Will is applied to the ritual, the ritual becomes a lot more efficient with its HP to LP conversion. The amount of LP that is added to the altar per health point increases based on the Will in the Aura, up to a maximum of +20%% for 100 Destructive Will. This effect stacks multiplicatively with runes, Living Armour Upgrades, and Incense. This consumes 0.05 Destructive Will per HP sacrificed.\n\tSpeaking of incense, if Corrosive Will is used in the ritual the ritual will respect the effects of incense on you. If you do not have the Soul Fray debuff on and you are empowered by an Incense Altar, the ritual will consume all of your HP up to the set threshold and pump all of the resultant LP into the altar. It will also remove the incense that you incurred and apply Soul Fray onto you. This effect stacks with the Destructive Will buff.
guide.BloodMagic.entry.ritual.harvest.info=This ritual will seek any harvestable plant block within its range (default is the 9x9x5 high area above the MRS) and try to harvest it, replanting any seeds if the plant can drop seeds. All of the drops from the plant will appear where the plant was harvested. The ritual will attempt to harvest plants once every 5 ticks and will cost 20LP per successful operation.\n\tPlants that can be harvested include, but are not limited to: pumpkins, wheat, carrots, potatos, nether wart, cactus, reeds. Keep in mind that the ritual makes no assumptions about the thing it is harvesting - it can only harvest mod-added crops if the mod in question registers a harvesting handler with the mod.
guide.BloodMagic.entry.ritual.interdiction.info=Based on an archaic alchemical device of legend, the Ritual of Interdiction attempts to forcibly push all non-player mobs away from the center of the ritual. By default, all mobs that are within two blocks of the MRS are pushed away from the MRS by setting their velocity. It should be noted that mobs within this range are not affected by fall damage, though that safety net wares off as soon as they are pushed away.
guide.BloodMagic.entry.ritual.containment.info=The opposite of Interdiction, the Ritual of Containment attempts to pull mobs within its area of effect towards the space above the MRS, suspending them in the air where they cannot move. The default range of the ritual is a 3 block horizontal radius from the bottom of the master stone to the top of the top-most runes, though this range can of course be altered.\n\tThis ritual costs 1LP per mob pulled every tick.
guide.BloodMagic.entry.ritual.suppression.info=The Dome of Suppression "suppresses" all liquids in a set radius, able to temporarily replace fluids in a hemisphere with a 10 block radius with air. If the ritual is turned off, this fluid will return in the same state it was before. This costs 2LP per operational tick.
guide.BloodMagic.entry.ritual.expulsion.info=If you play on a server you can face a situation where you have unwanted player visitors. Sometimes force fields and giant bloody rotors are not enough of a deterrent and they still manage to get into your base. This ritual attempts to alleviate this through the use of teleportation magic!\n\tIf a player that is not the owner enters the range of the ritual (default 12 block radius) the ritual will teleport the player randomly within a radius of 100 blocks away. However, if there is a chest on top of the MRS with a bound item from a player that player will be exempted from the teleportation, acting effectively like a whitelist.\n\tThe ritual costs 2000LP per successful teleportation.
guide.BloodMagic.entry.ritual.zephyr.info=Modelled after an ancient sword of proverb, the Call of the Zephyr uses the power of wind to collect the items that are around it and place them inside of the linked chest (default is right above the MRS). This is done instantly, meaning that the items are teleported directly into the inventory - no need to worry about weird suction effects!\n\tThe default item radius is 5 blocks away from the MRS.
guide.BloodMagic.entry.ritual.laying.info=As many are aware, being able to place blocks can be important in various automation tasks. This ritual takes the items/blocks from the connected chest (defaults to on top of the MRS) and places the blocks within the ritual, which is a radius of 2 on the same level as the MRS. This can be useful if you are trying to lay out saplings for a tree farm or if there are other blocks that must be placed. The ritual takes 50LP per successful operation.
guide.BloodMagic.entry.ritual.timberman.info=Got wood? This ritual has you covered. The Crash of the Timberman tethers a spectral entity using the LP of the owner to harvest the leaves and logs of all trees within its range and places the results inside of the connected chest. It will try to find all "trees" in a 10 block horizontal radius and up to 30 blocks above the MRS (by default) and use 10LP per felled block.
guide.BloodMagic.entry.ritual.meteor.info=For all intents and purposes, this is one of the most powerful rituals currently in the game. It costs one million LP to activate and can only be used once before needing to be reactivated. The ritual, once specific sacrifices are made, pulls a meteor from outer space and causes it to plummet towards the ground, causing a large explosion once it hits something solid. Because these meteors are not from the Overworld, they can hold a rich ore density never seen anywhere else.\n\tSacrifices can include: an iron block, a gold block, a diamond. This is configurable by the mudpack or user.
# Architect Entries
guide.BloodMagic.entry.architect.intro=Foreword
guide.BloodMagic.entry.architect.bloodaltar=The Blood Altar
@ -162,7 +219,7 @@ guide.BloodMagic.entry.demon.lesser.info.2=I took a block of lapis, block of red
guide.BloodMagic.entry.demon.reactions.info=I woke up in a hospital bed today, aching something fierce. I opened my eyes and saw the dull magenta that made up the ceiling of the "Intense Curse" wing of the hospital in Veteres, which is the closest major city to our village. I wasn't exactly worried by this information: it more so puzzled me that I somehow ended up here while seemingly only covered in scrapes and bruises, plus a simple cast on my left leg. Someone must have cast an "Ossa Fracta" curse on me or something, since all it could be was a simple broken bone! \n\tWhen Magus came in with one of the nurses with a solemn face, I knew it was something more drastic. Apparently, one of my experiments with the new Lesser Tartaric gem rebounded and created a small but forceful explosion. That much I could understand easily enough, but that wasn't it: the mixture of obsidian, iron and diamond that I used coated my lower left leg, forming into a rigid shell that couldn't be removed. The cast that I had on my leg wasn't actually a cast, but some form of runic matrix covering the light-blue shell. \n\tCalmly, I asked what Magus thought, even though I was pretty sure what had occurred. "I think," he said, giving a side-long glance towards the nurse that was listening intently before looking back at me, "that it is simply some sort of residue that is diamond-based, which is the main reason we can't remove it. It is also laced with a bit of... otherworldly energy, which is the main reason that you are here instead of a bed at the local clinic - the Conglomerate is rather stringent about unknown energy directly contacting people, ever since the Eldritch Incident, so we had to make sure that there wasn't any issues."\n\t"I see..." Normally Magus doesn't bother much with formalities such as making sure that the Conglomerate is informed about unknown energies - I've been experimenting with Demon Will for quite a while, and it isn't like the Conglomerate came knocking on our door to have this magic registered. I won't go into much detail here, since I am not well versed in politics, but I know that Magus partakes in it only sparingly. This meant that the power from this Will concerned Magus a lot, perhaps through some of his past dealings...?\n\t"Ah well, enough about that for now," Magus said, rolling up the sleeves of his robes. "I tried to break the shell when I first saw it, obviously after checking what it was. It didn't have an effect last time, but now..."\n\tThere was a searing heat on my left leg, accompanied by a blinding red light as Magus cupped his hands on top of the blue shell. After what felt like an eternity, but what must have been only a couple of seconds, the shell started to crack and fracture, falling apart. Honestly, it was kind of anticlimactic. \n\tI tried to get up, but Magus pushed me back into the bed with a small shove. "Bella, you need to stay and rest. You can work with your research on the gems later." I was initially annoyed, but that soon passed as I had a lot of time to think. The only reason that Magus wasn't able to do the exact same thing earlier was probably because I still had my Tartaric gem on my person after the explosion. So whatever happened to my leg had to be directly tied to the demon Will, and as soon as my gem was taken the shell was able to be removed. It got me thinking...
guide.BloodMagic.entry.demon.sentientGem.info.1=After a few days of some "well needed bed rest," prescribed and enforced by Magus, I decided to do a bit of research primarily on the sentient equipment that I have made so far. There is just so much that I do not know about the sentient sword as well as Demon Will in general. Sure, we know some of the theory, but considering that Magus and I were the ones that developed the theory in the first place it is hard to tell how accurate it is.\n\tFor this, I needed to get creative. Magus told me that whenever he takes an apprentice, he insists that they must learn another form of magic alongside the research that he is doing. Tiberius offered for me to learn Botany, but I scoffed at the idea - a bunch of flowers weren't going to help me much when fighting demons!
guide.BloodMagic.entry.demon.sentientGem.info.2=The Sentient Armour Gem is a toggleable item that is used to equip and unequip your Sentient Armour. When you right-click with the gem while you have a minimum of 16 Demon Will in your inventory, your armour will be replaced with a set of Sentient Armour that copies all of the enchants from the armour that you replaced - when you activate the gem again, your original armour is returned to you. This also works when you have no armour on at all to begin with.\n\tThe Sentient Armour initially acts as a simple set of iron armour, yielding no additional abilities besides protection. Similarly to other sentient tools, however, the armour provides more protection when you have more Demon Will in your possession. This makes the protection provided really powerful when you have a large quantity of Demon Will accumulated. The downside to this is that every hit you take will syphon a small bit of Demon Will from your Tartaric gems, and if you get too low your armour will revert back to its original form. Could be bad!
guide.BloodMagic.entry.demon.routing.info=Item transport in Blood Magic comes from linking strands of Demonic Will between routing nodes, which act as conduits in order to transfer items from one inventory to another. To start off with, let us explain how each individual item works.\n\tEvery single routing system needs a Master Routing node, which acts as the brains of the system. An Input Routing node inputs items into your system, and an Output Routing node outputs items from your system, and a regular routing node doesn't have any special function.\n\tTo form a network, you need to shift-click a node with your Node Router and then shift click another node that you want to connect. This links the two nodes together. As long as a node can trace some form of route to another node (and if it is connected to a Master Routing node) they can "talk" to each other.\n\tAs a rule of thumb, items are pulled from an inventory next to an input node and are pushed into an inventory next to an output node. In order to set what goes where, a filter should be used. By clicking on one of the buttons in the node's interface you can select what goes into the inventory in the given direction (N indicates North, etc). If you place an Item Filter into the left-most slot of the node you can specify the quantities and types of items that the node may interact with based on the filter. If you set a filter on an input filter, you can only pull those types of items from the inventory (keeping at least the given amount if you specify a quantity). If you set a filter on an output filter, you can only push those types of items into the inventory, up to a max of the quantity specified.\n\tThere are four types of filters: \n\tPrecise - The item needs to be matched exactly, including NBT and metadata\n\tMod Item - The item matches if it is from one of the filered mods.\n\tIgnore NBT - The item filter does not take into account any NBT\n\tOre Dictionary - Any item that matches one of the ore dictionary references of the filters are allowed.\n\tThere are two numbers that you will be able to see when you insert the filter into the routing node: the quantity and the priority. When you click on one of the items in the filter, the name of the item you have selected will appear and right below that is the quantity of items. By setting this number you can tell the filter how many of this type of item it will keep in stock in the connected inventory (either filling to that amount if it is an output node or making sure it keeps that amount left in the inventory if it is an input node). If you decrease the filters amount to 0, you can set so that the filter allows "Everything," as in any amount, for that particular filter. Input nodes will pull as much as it can from the inventory, and output nodes will push as much as possible.\n\tThe second number is the priority of the node, altered by the arrow buttons next to it. This number is different for each side of the node. The node that has the LOWER NUMBER in the network will be used first.
guide.BloodMagic.entry.demon.routing.info=Item transport in Blood Magic comes from linking strands of Demonic Will between routing nodes, which act as conduits in order to transfer items from one inventory to another. To start off with, let us explain how each individual item works.\n\tEvery single routing system needs a Master Routing node, which acts as the brains of the system. An Input Routing node inputs items into your system, and an Output Routing node outputs items from your system, and a regular routing node doesn't have any special function.\n\tTo form a network, you need to shift-click a node with your Node Router and then shift click another node that you want to connect. This links the two nodes together. As long as a node can trace some form of route to another node (and if it is connected to a Master Routing node) they can "talk" to each other.\n\tAs a rule of thumb, items are pulled from an inventory next to an input node and are pushed into an inventory next to an output node. In order to set what goes where, a filter should be used. By clicking on one of the buttons in the node's interface you can select what goes into the inventory in the given direction (N indicates North, etc). If you place an Item Filter into the left-most slot of the node you can specify the quantities and types of items that the node may interact with based on the filter. If you set a filter on an input filter, you can only pull those types of items from the inventory (keeping at least the given amount if you specify a quantity). If you set a filter on an output filter, you can only push those types of items into the inventory, up to a max of the quantity specified.\n\tThere are four types of filters: \n\tPrecise - The item needs to be matched exactly, including NBT and metadata\n\tMod Item - The item matches if it is from one of the filered mods.\n\tIgnore NBT - The item filter does not take into account any NBT\n\tOre Dictionary - Any item that matches one of the ore dictionary references of the filters are allowed.\n\tThere are two numbers that you will be able to see when you insert the filter into the routing node: the quantity and the priority. When you click on one of the items in the filter, the name of the item you have selected will appear and right below that is the quantity of items. By setting this number you can tell the filter how many of this type of item it will keep in stock in the connected inventory (either filling to that amount if it is an output node or making sure it keeps that amount left in the inventory if it is an input node). If you decrease the filter's amount to 0, you can set so that the filter allows "Everything," as in any amount, for that particular filter. Input nodes will pull as much as it can from the inventory, and output nodes will push as much as possible.\n\tThe second number is the priority of the node, altered by the arrow buttons next to it. This number is different for each side of the node. The node that has the LOWER NUMBER in the network will be used first.
guide.BloodMagic.entry.demon.aura.info=When an entity is killed normally, it evaporates over time and returns to the creator. When captured in a snare, it is pulled into this plane from the ethereal and is sort of stuck. We have, for all intents and purposes, broken its programming and it has frozen all action. When we burn it, it returns to an ethereal state and is able to resume normal operations. If this Will is injected into the air, we can then harness it in a variety of ways. Some of them are mundane in nature, whereas others are quite powerful.\n\tDemon Will when injected into the air stays within the chunk that it was put in without migrating. Each chunk has their own stored Will, with each type of Will stored individually (more on that in a different section). This Will can be accessed and manipulated by other blocks and items.
guide.BloodMagic.entry.demon.types.info=So far, the only type of Demon Will that we have discussed is raw Will. As the name suggests, it is the most raw and unadulterated form of Will there is, but this does not mean that it is pure. In fact, Demon Will takes on many different forms: Raw is the type we deal with normally, but there is also Corrosive, Destructive, Vengeful, and Steadfast. Raw Will is composed of a mixture of all four of these types, and perhaps mixed with other as of yet undiscovered types, but once split into these different Will types it seems impossible to recombine them.\n\tIt is not clear yet whether these different types of Will come from different sources, however we do know the process of generating these different types of Will. When Will of the same type bump into each other in the Aura it tends to congregate similar to how impurities in an otherwise homogeneous liquid clump together. If a device is able to latch onto these clumps within the Raw Will in the Aura, chunks of pure Will of a particular type can be gathered. One such device is the Demon Crystallizer, whose entry can be found further down.\n\tEach of these four types of Will represent different aspects of one's desire. There may be more types of Will, however they are either not pure enough or simply cannot be created in this form.\n\tCorrosive represents the desire to break down all things around oneself, either with acid or by crushing force. One who can master this Will can wield debilitating status effects and are immune to horrible poisons.\n\tVengeful can be viewed as the desire to seek a target without tiring. Usually, this can be seen either as an increased speed of the body to seek their pray or to make sure that a target is not able to get away as you continually attack them.\n\tDestructive, as you can probably tell, is pure force. Attack strength and overall physical prowess can be gained if this Will is properly harnessed. It can also be used to crush and smash things when used in other applications.\n\tSteadfast is seen as the desire to prevent damage to oneself. In most cases, masters of this Will are the defensive bulwark of the party, able to withstand powerful attacks and not even feel it. If you need to stay alive, through your armour or by rituals, this is one choice that should be considered.
guide.BloodMagic.entry.demon.crucible.info=The Demon Crucible is a device that is able to burn the Demon Will inside of a Tartaric Gem and other items in order to inject it into the Aura of the chunk that it is in. There are a few different ways to use the crucible: one of the simplest ways is to place a Tartaric Gem inside of the crucible by right clicking on it with a gem in your hand. The crucible will then in that case drain the Will from the gem until either the Aura is saturated with that type of Will (a max of 100 by default) or until the gem is empty.\n\tAnother mode is to use the contained Tartaric Gem to drain the Will from the Aura - this is done by applying a strong redstone signal to the crucible and then the contained gem will attempt to drain as much Will as possible.\n\tFinally, a discrete piece of Will can be burned in the crucible if there is enough room in the Aura of that type. One example of this is a Demon Will Crystal, which has a value of 50.