Added a lot more to the Ingame Docs
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@ -7,6 +7,7 @@ Version 2.0.3-51
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- Added the Mark of the Falling Tower ritual.
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- Changed the tooltip of the ritual diviner so that it gives information about the selected ritual.
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- Added more to the Sanguine Scientiem, including Hellfire Forge recipes and Altar recipes
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- Updated a lot of the text in the Sanguine Scientiem
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------------------------------------------------------
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Version 2.0.2-50
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@ -11,12 +11,15 @@ import net.minecraft.util.ResourceLocation;
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import WayofTime.bloodmagic.api.Constants;
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import WayofTime.bloodmagic.api.recipe.ShapedBloodOrbRecipe;
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import WayofTime.bloodmagic.api.recipe.ShapelessBloodOrbRecipe;
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import WayofTime.bloodmagic.api.recipe.TartaricForgeRecipe;
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import WayofTime.bloodmagic.api.registry.AltarRecipeRegistry.AltarRecipe;
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import WayofTime.bloodmagic.api.registry.OrbRegistry;
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import WayofTime.bloodmagic.compat.guideapi.entry.EntryText;
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import WayofTime.bloodmagic.compat.guideapi.page.PageAltarRecipe;
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import WayofTime.bloodmagic.compat.guideapi.page.PageTartaricForgeRecipe;
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import WayofTime.bloodmagic.compat.guideapi.page.recipeRenderer.ShapedBloodOrbRecipeRenderer;
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import WayofTime.bloodmagic.compat.guideapi.page.recipeRenderer.ShapelessBloodOrbRecipeRenderer;
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import WayofTime.bloodmagic.item.ItemComponent;
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import WayofTime.bloodmagic.registry.ModBlocks;
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import WayofTime.bloodmagic.registry.ModItems;
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import WayofTime.bloodmagic.util.helper.RecipeHelper;
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@ -115,6 +118,237 @@ public class CategoryArchitect
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runePages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "bloodrune" + ".info.1"), 270));
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entries.put(new ResourceLocation(keyBase + "bloodrune"), new EntryText(runePages, TextHelper.localize(keyBase + "bloodrune"), false));
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List<IPage> inspectPages = new ArrayList<IPage>();
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AltarRecipe inspectRecipe = RecipeHelper.getAltarRecipeForOutput(new ItemStack(ModItems.sanguineBook));
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if (inspectRecipe != null)
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{
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inspectPages.add(new PageAltarRecipe(inspectRecipe));
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}
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inspectPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "inspectoris" + ".info.1"), 270));
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entries.put(new ResourceLocation(keyBase + "inspectoris"), new EntryText(inspectPages, TextHelper.localize(keyBase + "inspectoris"), false));
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List<IPage> speedRunePages = new ArrayList<IPage>();
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IRecipe speedRecipe = RecipeHelper.getRecipeForOutput(new ItemStack(ModBlocks.bloodRune, 1, 1));
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if (speedRecipe != null)
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{
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speedRunePages.add(getPageForRecipe(speedRecipe));
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}
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speedRunePages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "runeSpeed" + ".info.1"), 270));
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entries.put(new ResourceLocation(keyBase + "runeSpeed"), new EntryText(speedRunePages, TextHelper.localize(keyBase + "runeSpeed"), false));
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List<IPage> waterPages = new ArrayList<IPage>();
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TartaricForgeRecipe waterRecipe = RecipeHelper.getForgeRecipeForOutput(ItemComponent.getStack(ItemComponent.REAGENT_WATER));
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if (waterRecipe != null)
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{
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waterPages.add(new PageTartaricForgeRecipe(waterRecipe));
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}
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waterPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "water" + ".info.1"), 270));
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entries.put(new ResourceLocation(keyBase + "water"), new EntryText(waterPages, TextHelper.localize(keyBase + "water"), false));
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List<IPage> lavaPages = new ArrayList<IPage>();
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TartaricForgeRecipe lavaRecipe = RecipeHelper.getForgeRecipeForOutput(ItemComponent.getStack(ItemComponent.REAGENT_LAVA));
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if (lavaRecipe != null)
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{
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lavaPages.add(new PageTartaricForgeRecipe(lavaRecipe));
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}
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lavaPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "lava" + ".info.1"), 270));
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entries.put(new ResourceLocation(keyBase + "lava"), new EntryText(lavaPages, TextHelper.localize(keyBase + "lava"), false));
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List<IPage> lavaCrystalPages = new ArrayList<IPage>();
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IRecipe lavaCrystalRecipe = RecipeHelper.getRecipeForOutput(new ItemStack(ModItems.lavaCrystal));
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if (lavaCrystalRecipe != null)
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{
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lavaCrystalPages.add(getPageForRecipe(lavaCrystalRecipe));
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}
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lavaCrystalPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "lavaCrystal" + ".info.1"), 270));
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entries.put(new ResourceLocation(keyBase + "lavaCrystal"), new EntryText(lavaCrystalPages, TextHelper.localize(keyBase + "lavaCrystal"), false));
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List<IPage> apprenticeorbPages = new ArrayList<IPage>();
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AltarRecipe apprenticeorbRecipe = RecipeHelper.getAltarRecipeForOutput(OrbRegistry.getOrbStack(ModItems.orbApprentice));
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if (apprenticeorbRecipe != null)
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{
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apprenticeorbPages.add(new PageAltarRecipe(apprenticeorbRecipe));
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}
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apprenticeorbPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "apprenticeorb" + ".info.1"), 270));
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entries.put(new ResourceLocation(keyBase + "apprenticeorb"), new EntryText(apprenticeorbPages, TextHelper.localize(keyBase + "apprenticeorb"), false));
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List<IPage> daggerPages = new ArrayList<IPage>();
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AltarRecipe daggerOfSacrificeRecipe = RecipeHelper.getAltarRecipeForOutput(new ItemStack(ModItems.daggerOfSacrifice));
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if (daggerOfSacrificeRecipe != null)
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{
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daggerPages.add(new PageAltarRecipe(daggerOfSacrificeRecipe));
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}
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daggerPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "dagger" + ".info.1"), 270));
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entries.put(new ResourceLocation(keyBase + "dagger"), new EntryText(daggerPages, TextHelper.localize(keyBase + "dagger"), false));
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List<IPage> runeSacrificePages = new ArrayList<IPage>();
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IRecipe runeSacrificeRecipe = RecipeHelper.getRecipeForOutput(new ItemStack(ModBlocks.bloodRune, 1, 3));
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if (runeSacrificeRecipe != null)
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{
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runeSacrificePages.add(getPageForRecipe(runeSacrificeRecipe));
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}
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runeSacrificePages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "runeSacrifice" + ".info.1"), 270));
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entries.put(new ResourceLocation(keyBase + "runeSacrifice"), new EntryText(runeSacrificePages, TextHelper.localize(keyBase + "runeSacrifice"), false));
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List<IPage> runeSelfSacrificePages = new ArrayList<IPage>();
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IRecipe runeSelfSacrificeRecipe = RecipeHelper.getRecipeForOutput(new ItemStack(ModBlocks.bloodRune, 1, 4));
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if (runeSelfSacrificeRecipe != null)
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{
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runeSelfSacrificePages.add(getPageForRecipe(runeSelfSacrificeRecipe));
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}
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runeSelfSacrificePages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "runeSelfSacrifice" + ".info.1"), 270));
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entries.put(new ResourceLocation(keyBase + "runeSelfSacrifice"), new EntryText(runeSelfSacrificePages, TextHelper.localize(keyBase + "runeSelfSacrifice"), false));
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List<IPage> holdingPages = new ArrayList<IPage>();
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TartaricForgeRecipe holdingRecipe = RecipeHelper.getForgeRecipeForOutput(ItemComponent.getStack(ItemComponent.REAGENT_HOLDING));
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if (holdingRecipe != null)
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{
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holdingPages.add(new PageTartaricForgeRecipe(holdingRecipe));
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}
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holdingPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "holding" + ".info.1"), 270));
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entries.put(new ResourceLocation(keyBase + "holding"), new EntryText(holdingPages, TextHelper.localize(keyBase + "holding"), false));
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List<IPage> airPages = new ArrayList<IPage>();
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TartaricForgeRecipe airRecipe = RecipeHelper.getForgeRecipeForOutput(ItemComponent.getStack(ItemComponent.REAGENT_AIR));
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if (airRecipe != null)
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{
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airPages.add(new PageTartaricForgeRecipe(airRecipe));
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}
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airPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "air" + ".info.1"), 270));
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entries.put(new ResourceLocation(keyBase + "air"), new EntryText(airPages, TextHelper.localize(keyBase + "air"), false));
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List<IPage> voidPages = new ArrayList<IPage>();
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TartaricForgeRecipe voidRecipe = RecipeHelper.getForgeRecipeForOutput(ItemComponent.getStack(ItemComponent.REAGENT_VOID));
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if (voidRecipe != null)
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{
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voidPages.add(new PageTartaricForgeRecipe(voidRecipe));
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}
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voidPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "void" + ".info.1"), 270));
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entries.put(new ResourceLocation(keyBase + "void"), new EntryText(voidPages, TextHelper.localize(keyBase + "void"), false));
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List<IPage> greenGrovePages = new ArrayList<IPage>();
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TartaricForgeRecipe greenGroveRecipe = RecipeHelper.getForgeRecipeForOutput(ItemComponent.getStack(ItemComponent.REAGENT_GROWTH));
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if (greenGroveRecipe != null)
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{
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greenGrovePages.add(new PageTartaricForgeRecipe(greenGroveRecipe));
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}
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greenGrovePages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "greenGrove" + ".info.1"), 270));
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entries.put(new ResourceLocation(keyBase + "greenGrove"), new EntryText(greenGrovePages, TextHelper.localize(keyBase + "greenGrove"), false));
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List<IPage> fastMinerPages = new ArrayList<IPage>();
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TartaricForgeRecipe fastMinerRecipe = RecipeHelper.getForgeRecipeForOutput(ItemComponent.getStack(ItemComponent.REAGENT_FASTMINER));
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if (fastMinerRecipe != null)
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{
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fastMinerPages.add(new PageTartaricForgeRecipe(fastMinerRecipe));
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}
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fastMinerPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "fastMiner" + ".info.1"), 270));
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entries.put(new ResourceLocation(keyBase + "fastMiner"), new EntryText(fastMinerPages, TextHelper.localize(keyBase + "fastMiner"), false));
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List<IPage> seerPages = new ArrayList<IPage>();
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TartaricForgeRecipe seerRecipe = RecipeHelper.getForgeRecipeForOutput(ItemComponent.getStack(ItemComponent.REAGENT_SIGHT));
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if (seerRecipe != null)
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{
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seerPages.add(new PageTartaricForgeRecipe(seerRecipe));
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}
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seerPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "seer" + ".info.1"), 270));
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entries.put(new ResourceLocation(keyBase + "seer"), new EntryText(seerPages, TextHelper.localize(keyBase + "seer"), false));
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List<IPage> magicianOrbPages = new ArrayList<IPage>();
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AltarRecipe magicianOrbRecipe = RecipeHelper.getAltarRecipeForOutput(OrbRegistry.getOrbStack(ModItems.orbMagician));
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if (magicianOrbRecipe != null)
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{
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magicianOrbPages.add(new PageAltarRecipe(magicianOrbRecipe));
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}
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magicianOrbPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "magicianOrb" + ".info.1"), 270));
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entries.put(new ResourceLocation(keyBase + "magicianOrb"), new EntryText(magicianOrbPages, TextHelper.localize(keyBase + "magicianOrb"), false));
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List<IPage> capacityPages = new ArrayList<IPage>();
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IRecipe capacityRecipe = RecipeHelper.getRecipeForOutput(new ItemStack(ModBlocks.bloodRune, 1, 4));
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if (capacityRecipe != null)
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{
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capacityPages.add(getPageForRecipe(capacityRecipe));
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}
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capacityPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "capacity" + ".info.1"), 270));
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entries.put(new ResourceLocation(keyBase + "capacity"), new EntryText(capacityPages, TextHelper.localize(keyBase + "capacity"), false));
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List<IPage> displacementPages = new ArrayList<IPage>();
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IRecipe displacementRecipe = RecipeHelper.getRecipeForOutput(new ItemStack(ModBlocks.bloodRune, 1, 4));
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if (displacementRecipe != null)
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{
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displacementPages.add(getPageForRecipe(displacementRecipe));
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}
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displacementPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "displacement" + ".info.1"), 270));
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entries.put(new ResourceLocation(keyBase + "displacement"), new EntryText(displacementPages, TextHelper.localize(keyBase + "displacement"), false));
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List<IPage> affinityPages = new ArrayList<IPage>();
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TartaricForgeRecipe affinityRecipe = RecipeHelper.getForgeRecipeForOutput(ItemComponent.getStack(ItemComponent.REAGENT_AFFINITY));
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if (affinityRecipe != null)
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{
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affinityPages.add(new PageTartaricForgeRecipe(affinityRecipe));
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}
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affinityPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "affinity" + ".info.1"), 270));
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entries.put(new ResourceLocation(keyBase + "affinity"), new EntryText(affinityPages, TextHelper.localize(keyBase + "affinity"), false));
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List<IPage> lampPages = new ArrayList<IPage>();
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TartaricForgeRecipe lampRecipe = RecipeHelper.getForgeRecipeForOutput(ItemComponent.getStack(ItemComponent.REAGENT_BLOODLIGHT));
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if (lampRecipe != null)
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{
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lampPages.add(new PageTartaricForgeRecipe(lampRecipe));
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}
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lampPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "lamp" + ".info.1"), 270));
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entries.put(new ResourceLocation(keyBase + "lamp"), new EntryText(lampPages, TextHelper.localize(keyBase + "lamp"), false));
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List<IPage> magnetismPages = new ArrayList<IPage>();
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TartaricForgeRecipe magnetismRecipe = RecipeHelper.getForgeRecipeForOutput(ItemComponent.getStack(ItemComponent.REAGENT_MAGNETISM));
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if (magnetismRecipe != null)
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{
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magnetismPages.add(new PageTartaricForgeRecipe(magnetismRecipe));
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}
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magnetismPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "magnetism" + ".info.1"), 270));
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entries.put(new ResourceLocation(keyBase + "magnetism"), new EntryText(magnetismPages, TextHelper.localize(keyBase + "magnetism"), false));
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return entries;
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}
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@ -30,10 +30,32 @@ guide.BloodMagic.entry.architect.divination=Divination Sigil
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guide.BloodMagic.entry.architect.soulnetwork=Soul Network
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guide.BloodMagic.entry.architect.weakorb=Weak Blood Orb
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guide.BloodMagic.entry.architect.incense=Incense Altar
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guide.BloodMagic.entry.architect.bloodrune=Upgrading your Altar
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guide.BloodMagic.entry.architect.inspectoris=Inspectoris Scandalum (Block Reader)
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guide.BloodMagic.entry.architect.runeSpeed=Speed Rune
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guide.BloodMagic.entry.architect.water=Water Sigil
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guide.BloodMagic.entry.architect.lava=Lava Sigil
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guide.BloodMagic.entry.architect.lavaCrystal=Lava Crystal
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guide.BloodMagic.entry.architect.apprenticeorb=Apprentice Blood Orb
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guide.BloodMagic.entry.architect.dagger=Dagger of Sacrifice
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guide.BloodMagic.entry.architect.runeSacrifice=Rune of Sacrifice
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guide.BloodMagic.entry.architect.runeSelfSacrifice=Rune of Self Sacrifice
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guide.BloodMagic.entry.architect.holding=Sigil of Holding
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guide.BloodMagic.entry.architect.air=Air Sigil
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guide.BloodMagic.entry.architect.void=Void Sigil
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guide.BloodMagic.entry.architect.greenGrove=Sigil of the Green Grove
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guide.BloodMagic.entry.architect.fastMiner=Sigil of the Fast Miner
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guide.BloodMagic.entry.architect.seer=Seer's Sigil
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guide.BloodMagic.entry.architect.magicianOrb=Magician Blood Orb
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guide.BloodMagic.entry.architect.capacity=Rune of Capacity
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guide.BloodMagic.entry.architect.displacement=Displacement Rune
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guide.BloodMagic.entry.architect.affinity=Sigil of Elemental Affinity
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guide.BloodMagic.entry.architect.lamp=Sigil of the Blood Lamp
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guide.BloodMagic.entry.architect.magnetism=Sigil of Magnetism
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# Architect Entry Texts
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guide.BloodMagic.entry.architect.intro.info=Hello, everyone. My name is Tiberius. You can probably tell by this entry that the book is not exactly complete, and you would be right. Because of the 1.7.10 -> 1.8.9 and 1.9.4 (and above) updates, a lot of stuff has changed in the mod. As such, the books have had to be rewritten. Because the ultimate plan for these documents is to have each book in the form of a research journal / actual book, these documents will take a while to flesh out. As such, I am going to be updating this book periodically in order to fill in the necessary gaps. It will start as flavourless garbage to start with (Yeah… not the most appetizing of illustrations to go with for documents, but whatever!), but slowly it will be morphed into a story about a bunch of blood magi on a journey through discovery.\n\tBut enough about that, I need to get into character. *Cough cough*\n\tMy name is Tiberius, and I am a Blood Mage, and also otherwise known as The Architect. This book contains all of my research regarding the ethereal phenomenon called the "Soul Network," as well as the physical properties of some of the most central devices that any Blood Mage in training should be accustomed to. From the art of laying out the structure of a powerful Blood Altar, to the intricacies of sacrificing life force to increase a mage's power, and further to the powers gained through arcane glyphs and sigils, I have discovered, revised, and created new ways into train one's self to new heights.\n\tSo enter, Mage, for a new realm awaits you!\n\t…Yeah, Magus says that I can get a little grandiose, but what can you do?
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guide.BloodMagic.entry.architect.intro.info=Hello, everyone. My name is Tiberius. You can probably tell by this entry that the book is not exactly complete, and you would be right. Because of the 1.7.10 -> 1.8.9 and 1.9.4 (and above) updates, a lot of stuff has changed in the mod. As such, the books have had to be rewritten. Because the ultimate plan for these documents is to have each book in the form of a research journal / actual book, these documents will take a while to flesh out. As such, I am going to be updating this book periodically in order to fill in the necessary gaps. It will start as flavourless garbage to start with (Yeah... not the most appetizing of illustrations to go with for documents, but whatever!), but slowly it will be morphed into a story about a bunch of blood magi on a journey through discovery.\n\tBut enough about that, I need to get into character. *Cough cough*\n\tMy name is Tiberius, and I am a Blood Mage, and also otherwise known as The Architect. This book contains all of my research regarding the ethereal phenomenon called the "Soul Network," as well as the physical properties of some of the most central devices that any Blood Mage in training should be accustomed to. From the art of laying out the structure of a powerful Blood Altar, to the intricacies of sacrificing life force to increase a mage's power, and further to the powers gained through arcane glyphs and sigils, I have discovered, revised, and created new ways into train one's self to new heights.\n\tSo enter, Mage, for a new realm awaits you!\n\t...Yeah, Magus says that I can get a little grandiose, but what can you do?
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guide.BloodMagic.entry.architect.bloodaltar.info.1=The Blood Altar is one of the most central devices in the mod. There are two main uses for the altar: either for crafting certain items essential for progressing through the mod, or for filling up one's Blood Orb. Both of these actions require the player to fill up the basin with Life Essence, which can be extracted from two different sources: monsters and peaceful creatures, and the player's own health.
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guide.BloodMagic.entry.architect.bloodaltar.info.2=To add your own Life Essence into the basin, you need to craft yourself a Sacrificial Knife and right click it while next to the altar. This will take a heart of health and add a total of 200LP to the unupgraded altar. "LP" is Life Points, which is a measure of how much life force is used in a task - no, it is not like YuGi-Oh. The Blood Altar has a capacity of 10,000LP. If you then right-click on the altar, you can place an item into the basin, and if it is a valid item the altar will start the crafting process.\n\tThe altar crafts an item by consuming the LP in the basin if the altar is a high enough tier. If there is enough LP, the altar will drain a bit of LP from the basin each tick and increase the progress of the crafting, emitting red particles. If there is no longer any LP in the basin, the altar will emit gray particles and the crafting will start to lose progress, which is not good at all! Finally, if the altar is filling up a Blood Orb, the altar will emit purple particles to indicate it is syphoning LP from the basin.\n\tThere are actually a total of three tanks in the Blood Altar: the main tank, which has a default capacity of 10 kLP as previously indicated, as well as an input tank and an output tank which both have 10%% of the total capacity of the main tank. Every 20 ticks by default, the LP in the input tank will transfer to the main tank at 20LP/s, and the LP in the main tank will transfer to the output tank at 20LP/s. As the names suggest, the input tank accepts the LP that is pumped into the altar acting as a buffer to limit the speed of transferring from outside sources, and the output tank can be pulled from using pipes out of the altar.
|
||||
guide.BloodMagic.entry.architect.ash.info=Although not strictly part of the overall theme of this book, Arcane Ash is necessary in order to progress through the mod and get some of the more powerful devices available. This ash is crafted using the Hellfire Forge and Demon Will, so if you are new to this concept please consult the "Demon Kin." In essence, this is a way to craft items out of two separate items: a reagent of some sort to act as a catalyst, and a secondary item. \n\tThe ash has a total of twenty uses before you need to craft another. When you right click on the ground (or a wall, though it will only render one direction), you will inscribe a simple circle out of ash. If you click on the ash again with an item, it will be "placed inside of the ash" - assuming that this item is a valid catalyst, the circle will change shape to represent that it is ready for the next item. If it doesn't change shape, then you did something wrong.\n\tOnce it has changed shape, you can then place in the secondary item. If this item matches with the first item, the circle will start rotating and performing different actions depending on the recipe it is working on. After a while, if properly executed, an item will pop out.\n\tAll of the recipes for the Arcane Ash crafting (I call it Alchemy Array Crafting) can be found in JEI by checking the uses for Arcane Ash - the first item shown is the catalyst, and the second item is the secondary item.
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||||
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@ -43,6 +65,30 @@ guide.BloodMagic.entry.architect.weakorb.info.1=What good is any mage without a
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guide.BloodMagic.entry.architect.weakorb.info.2=The Weak Blood Orb is the first such orb that you can make. By infusing a diamond inside of a Blood Altar with 2 kLP, you can create this orb. When bound and placed inside of an altar with some LP in it, the orb will syphon from the basin and transfer that LP directly into the network. Each orb has a maximum capacity that can only be extended by advanced runes on the altar. For the Weak Blood Orb, this maximum capacity is 5 kLP.\n\tBlood Orbs can also be filled directly from the player by simply right-clicking with them - this will transfer a heart of health into the orb and give you 200LP. This cannot increase past the orb's maximum capacity.\n\tA Blood Orb can only be filled by its tier of altar or higher; this means that if you have a T3 orb, it has to be filled in an altar that is greater than T3. A simple T1 altar would not do in this situation.
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||||
guide.BloodMagic.entry.architect.incense.info.1=One will quickly find that the speed of LP generation can become increasingly burdensome. Sure, by adding special runes to the Blood Altar you are able to increase the yield of self-sacrificing, but this can be a slow process all the same. If only there was a way to further increase how much LP you can get from yourself?\n\tEnter the Incense Altar. The Incense Altar acts as a central point for a tranquil area, calming the soul itself with the gentle wafts that emanate from the basin. Where this scent comes from you aren't entirely sure, but what could possibly go wrong?\n\tThe goal of this block is to create an area of tranquility to increase how much LP you get from a heart of health. When you are near the block (about five blocks) fire particles will be emitted to show that it is working - when you are affected by this tranquility, your Sacrificial Dagger will transform to indicate that you have an increased yield at the Blood Altar. This process takes about 5 seconds, and you will know you are finished when the fire particles stop appearing. At this point, if you use your Sacrificial Dagger at the Blood Altar you will sacrifice 90%% of your maximum health all at once and pump LP into the altar proportional to the amount of health sacrificed multiplied by a bonus based on how tranquil the surrounding area is: this bonus is +20%% by default.\n\tAs a side note, the Divination Sigil can be used on the Incense Altar to determine the amount of Tranquility as well as how much of a bonus the current altar gives.
|
||||
guide.BloodMagic.entry.architect.incense.info.2=Of course just an additional 20%% is all well and good, but it can be further expanded by expanding the range of influence of the Incense Altar. If you place a row of three Wooden Path blocks two blocks away from the incense altar in each of the cardinal directions (making sure that all path blocks are on the same y-level, up to five blocks up or down from the incense altar) you can define an area. Any block placed within this area (a block that is the same distance horizontally away from the Incense Altar as the path blocks are horizontally, and on the same level or up to two blocks higher vertically from the path blocks) can add to the Tranquility of the Incense Altar. Another row of path blocks can be added past this initial row following the same rule: the new row must all be on the same y-level as each other, and the entire row has to be within 5 blocks vertically from the previous row of path blocks. This means that layouts such as pyramids, inverted pyramids, or more advanced staircase structures are possible.\n\tAll path blocks have a maximum distance that they can be from the Incense Altar in order to take effect. The Wooden Path blocks are able to work up to a total of three rows from the Incense Altar. Stone paths work up to five, worn stone paths seven and obsidian paths to nine. So at a certain point you have to use better path blocks to extend your tranquility area, however you can use higher tiered path blocks in place of lower tiered path blocks, just not the other way around.\n\tBack to Tranquility. Only certain blocks are able to affect the Tranquility of an area, and there are different types of Tranquility blocks. If you place a crop such as potatoes in the area, you add a bit of Tranquility (using the Crops category). However, if you add another crop like potatoes again or even carrots, you will get less tranquility. Adding something from a different Tranquility category, you get the full effect. But adding more stuff using the same category has diminishing returns. Therefore in order to get the most Tranquility out of a certain area, it is most optimal to mix and match using as many different types of Tranquility as possible.\n\tSome things that add Tranquility are: Crops, logs, leaves, lava, netherrack, farmland, water, Life Essence, and other assorted things.
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||||
guide.BloodMagic.entry.architect.bloodrune.info.1=As you go through the mod you'll slowly learn that the humble blood altar before you is not powerful enough for you to fulfil your true ambitions. By placing special blocks known as Blood Runes around the altar you are able to expand the altar's strength significantly, unlocking higher tiers of recipes as well as allowing you to augment the abilities of the altar itself.\n\tTo upgrade the altar to its second tier, you need to place 8 blood runes around the altar and one level lower. If you are confused about the precise configuration, the item "Inspectoris Scandalum" can tell you the precise placement for the blocks required for the next tier.\n\tAlthough a blank rune is fine for simply getting your altar upgrade and running to a higher tier, it is advantageous to use upgrade runes for your altar. Each of the runes in a blood altar may be swapped out for any upgrade rune (the only exception to this is that at Tier 2 you cannot use the corner runes as upgrade runes - T3 onwards you can use these). There are runes that affect the speed of crafting, the capacity of the altar, as well as the efficiency of sacrificing at the altar. These runes can be found in their respective entries.
|
||||
guide.BloodMagic.entry.architect.inspectoris.info.1=Literally "Block Reader" in Latin, this item's purpose is to give you more information about the more complex blocks in the mod when the blocks are in the world. Currently the only implementation for this item is the Blood Altar, and by simply shift-right clicking on a Blood Altar in the world it will tell you what blocks are required in the world for the next altar tier.\n\tIf this method doesn't suit you, you may shift-right click the item in the air to cycle through the tiers. If you then shift-right click on the altar, the altar will display ghost blocks in the world, showing exactly where the blood runes and the pillars are required in order to achieve that tier. If you set the displayed tier to 1, it will remove the hologram.
|
||||
guide.BloodMagic.entry.architect.runeSpeed.info.1=The speed rune applies a pressure to the altar's basin, forcing the transmutation process so that crafting is a lot quicker. Each speed rune increases the consumption of the altar by +20%% per rune, effectively increasing the speed of the altar. This also affects the speed at which the blood orbs are filled by the altar at the same rate per rune.
|
||||
guide.BloodMagic.entry.architect.water.info.1=The Water Sigil, as the name suggests, is able to gather moisture from the air to create a source of water at the point of contact on the ground. What is more, by clicking on a machine that accepts a fluid, you can insert up to 1000mB of water into the machine for the same cost as if you put it on the ground. For all intents and purposes, it acts as an infinite bucket of water - it won't work if you place it inside of a machine, however. 50LP per use.
|
||||
guide.BloodMagic.entry.architect.lava.info.1=The Yang to the Water Sigil's Yin, this sigil heats up the rock in the local area and gathers it in one place, forming a source of lava where the sigil makes contact. A similar process occurs when you interact on a fluid-accepting machine, generating up to 1000mB of lava inside of the machine for the same cost. For some reason your hand is not burnt when you use it, however it doesn't mean that it is a wise choice to take a bath in it! 1000LP per use.
|
||||
guide.BloodMagic.entry.architect.lavaCrystal.info.1=The lava crystal is a stone that has a piece of lava encased in the center of it that does not lose its heat. When placed as a fuel source inside of a furnace, it will "burn" for an amount that is enough to cook a single item in a standard furnace at the cost of 50LP from the owner's network. If the network does not have enough power in it (or if there is no owner) the crystal will simply not burn and will inflict nausea on the owner due to the strain.\n\tThis crystal will work for any solid fuel burning machine that accepts any fuel.
|
||||
guide.BloodMagic.entry.architect.apprenticeorb.info.1=While out using the various devices, you will quickly realise that your 5kLP maximum capacity in your Soul Network will quickly run out. This is where you will start looking for a more powerful orb for your network.\n\tThe Apprentice Blood Orb requires a Tier 2 altar, and has a maximum capacity of 25kLP. It also allows you to create more powerful items and runes.
|
||||
guide.BloodMagic.entry.architect.dagger.info.1=After a while of strengthening yourself through the use of self-sacrifice, you may be keen to attempt to try sacrificing the blood of mobs. The Dagger of Sacrifice, when used on a non-boss, non-player entity next to a Blood Altar, will kill the entity in one hit and pump all of the blood into the altar, converting it into life essence depending on the quality of the mob. Normally, hostile mobs will tend to give much more LP than peaceful mobs.
|
||||
guide.BloodMagic.entry.architect.runeSacrifice.info.1=The Rune of Sacrifice, as the name may imply, increases the yield of all activities that sacrifice the health of mobs in return for LP. Each rune provides a +10%% increase in yield, additively.
|
||||
guide.BloodMagic.entry.architect.runeSelfSacrifice.info.1=Similar to the Rune of Sacrifice, the Rune of Self Sacrifice increases the yield of LP provided from the player. Each rune provides a +10%% increase in yield, additively.
|
||||
guide.BloodMagic.entry.architect.holding.info.1=As you will start to realize, there are a lot of useful sigils that are available - some toggleable, others active use. Because of this your inventory will quickly become clogged up. This need is filled by the Sigil of Holding.\n\tThis sigil can hold up to five other sigils (no, it cannot hold other Sigils of Holding) in its internal inventory. By pressing the "Holding" key, default ‘H', you can open up the sigil's GUI to rearrange the sigils that are held. If you shift and use the scroll-wheel while it is equipped, you will cycle through the contained sigils. Once you land on the sigil that you want to use, you can use the sigil as if it was the one selected! \n\tNaturally, you can have multiple Sigils of Holding, each with their own inventory.
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||||
guide.BloodMagic.entry.architect.air.info.1=The Air Sigil uses a rudimentary form of fission to generate a steady stream of air behind the user by the traces of water vapour in the air, propelling them forward. In essence, by using this sigil you can be launched forward a considerable distance. It should be noted that the sigil will only cancel the user's fall distance when used, so if you want to stick the landing you have to use it close to the ground!
|
||||
guide.BloodMagic.entry.architect.void.info.1=As the name suggests, the Void Sigil will create a vacuum at the point of contact which will suck up the liquid source that it is used on, completely destroying the source. This is probably best used in conjunction with the Water Sigil or the Lava Sigil.
|
||||
guide.BloodMagic.entry.architect.greenGrove.info.1=By using your blood as a simple growth catalyst of sorts, the Sigil of the Green Grove will increase the growth speed of any plants in a nearby area while activated. To activate the sigil, shift-right click it to toggle between activated and deactivated (easily seen by the tooltip or by the glowing symbols on the sigil). Keep in mind that every few seconds the sigil will syphon a bit of LP from the user to fuel the accelerated growth.\n\tIf used directly on a plant, the sigil will apply a bone-meal effect. This can be used to grow tall grass or other crops, just the same as bone-meal.
|
||||
guide.BloodMagic.entry.architect.fastMiner.info.1=As any good Blood Mage should be aware of, blood has a high amount of iron within it. If skilled enough, one can manipulate blood while it is still within the body - it should be noted, however, that only the most advanced Blood Mages can twist the blood of those that are unwilling.\n\tOne of the principle uses is to accelerate the functions of one's own body. By magnetising the iron in the user's blood, the Sigil of the Fast Miner increases the speed of mining dramatically, applying Haste II while activated. This magnetism is too weak to affect things outside of one's own body, however it is sufficient enough to mine obsidian and a considerable speed.
|
||||
guide.BloodMagic.entry.architect.seer.info.1=When tinkering around with the Blood Altar, you can sometimes get lost in the hidden intricacies of its operation that the Divination Sigil seems to be unable to divine. This is where the Seer's Sigil comes into play. Essentially an upgrade to the Divination Sigil, this sigil provides additional information about different stats of the altar. These range from the speed of the altar, the current LP, as well as the current progress of the crafted item. It also gives info about the player's soul network.
|
||||
guide.BloodMagic.entry.architect.magicianOrb.info.1=Another tier, another Blood Orb. This time, in order to progress further in the mod you will have to craft yourself the Magician Blood Orb. In the default recipe you can see that it takes 25kLP in order to craft, however the maximum capacity of the Blood Altar is 10kLP. This means that for a successful craft to occur you will need to add LP into the Altar while it is in the process of crafting the orb. Be prepared, since it can be a difficult task if you do not have everything you need!
|
||||
guide.BloodMagic.entry.architect.capacity.info.1=You are not exactly sure how it works the way it does, but the Rune of Capacity increases the capacity of the Blood Altar by 2kLP additively. Perhaps there is some sort of resonance effect that decreases the volume of the LP, therefore allowing you to pack more into the static basin? It does give you an idea on how to improve it further, though...\n\tIt should be reiterated that the size of the input and output buffers are 10%% of the maximum capacity of the main tank, so these runes will increase the buffer capacities as well.
|
||||
guide.BloodMagic.entry.architect.displacement.info.1=By default, the transfer of LP between the buffer and main tanks is limited to 20LP/s. For systems that want to remove and re-add LP to the altar this speed is a sluggish crawl. That is where this rune comes into play.\n\tThe Displacement Rune increases the amount of LP transferred per operation. Each rune multiplies the transfer rate by 1.2x, stacking multiplicatively. So one rune would be 24LP per operation, two runes would be 28.8LP per operation, and three runes 34.56LP. If you have 20 runes on an altar, this jumps all the way up to 767LP per operation - that would clear a full altar in only 13 seconds.
|
||||
guide.BloodMagic.entry.architect.affinity.info.1=At first glance, the Sigil of Elemental Affinity simply grants immunity to fire, drowning, and damage from heights while activated. Its operation is a lot more nuanced, however. This sigil creates a thin barrier of air around the user by using the sweat (and when required, blood) from the user, keeping the body away from the harsh elements. \n\tThis air barrier acts as a buffer between the skin and the fire or lava, circulating when required to prevent overheating. It also fills the lungs while under water to equalize the pressure of the body and the surrounding water. Finally, when falling from a large height, the air will shift to below the person's feet, acting as a cushion to dampen the fall.
|
||||
guide.BloodMagic.entry.architect.lamp.info.1=There are quite a few "impurities" within the body and a person's blood. By harvesting some noble gases and encasing them with a source of heat, you can generate a ball of light that can be flung a large distance, sticking to the surface that it impacts with.\n\tThe Sigil of the Blood Lamp has two uses: you can either directly click a block and place a light source or fire a projectile that will generate a source of light at the point of contact. These light sources can be broken just like torches in one hit.
|
||||
guide.BloodMagic.entry.architect.magnetism.info.1=This sigil magnetizes the iron in the blood stream of the user to attract small objects towards the sigil, allowing a quick and painless pickup. In essence this acts as an item magnet, but instead of actually "vacuuming" up items towards the player, it causes the player to pick up the item from a distance, so items don't need to fly around the place. Thankfully the magnetism is tuned so that it does not attract living objects, so you won't find creepers suddenly wanting to hug you at Mach 3.
|
||||
|
||||
|
||||
|
||||
# Demon Kin Entries
|
||||
guide.BloodMagic.entry.demon.intro=Bella Highborn
|
||||
|
@ -68,6 +114,6 @@ guide.BloodMagic.entry.demon.sword.info.2=I infused the demon will-holding capab
|
|||
guide.BloodMagic.entry.demon.lesser.info.1=I was chatting with Tiberius today, discussing some of the projects that he is working on. I must say, when we start talking about his research it seems that he just keeps going on and on and on! Anyway, one of the recent inventions he wanted to talk about was his sigils: so far he managed to create a Water Sigil and a Lava Sigil, using the Hellfire Forge I finally constructed for him as a means to create them. I wasn't entirely sure how he actually made them - I knew he experimented by taking some ingredients and combining them inside of the forge using the tartaric gem as a catalyst, but I haven't actually seen him actively experimenting yet. Well, I got some insight finally as to what he uses that blasted ash for.\n\tLet's see if I can mimic what he said properly. Ahem. "By using the Demon Will contained inside of these gems to transmute the ingredients, a reaction occurs between things that normally don't do anything when combined. By harnessing this forced synergy, I am able to inscribe several arcane symbols in patterns that will direct the energy that I add myself to perform the desired task." Although it doesn't show well in writing, picture me saying this while pushing glasses up the bridge of my nose. I'm not sure if he's normally like this, but I swear he gets all... science-y when he explains things to me.\n\tAt any rate, he showed me how he created a Water Sigil by demonstrating it to me. After the, admittedly flashy, demonstration, he then got to the meat of the discussion. "When I try to replicate this process with some more advanced materials, it seems that the reagents tend to... explode when added to the alchemy array. They seem very unstable. My thinking is that the ingredients aren't getting properly fused together - perhaps there is not enough energy in the forge to fuse them properly."\n\tAfter thinking about this for a few minutes, I got to work - as I mentioned in a previous entry, I figured that a more powerful Tartaric gem would be required, but I still haven't figured out exactly how I could do this in an elegant way. So, I decided that a brute-force approach would be sufficient for this!
|
||||
guide.BloodMagic.entry.demon.lesser.info.2=I took a block of lapis, block of redstone, and a diamond as well as an empty petty Tartaric gem that I had lying around - part of a past experiment that... didn't exactly go very well. All I can say about it is that I am surprised Magus can make holes in a solid concrete wall simply disappear. I then combined these four items in the Hellfire forge with a filled petty Tartaric gem to act as a power source - a minimum of 60 Will seems to be needed. After a bit of effort trying to find an optimal arrangement, I then set them together and watched as the empty Tartaric gem started to grow inside of the forge.\n\tJust as a side note, I tried using a block of gold instead of a diamond to grow the gem, but it seems that having another crystal structure was more beneficial.\n\tThis new, "Lesser Tartaric gem" seems to have a much larger capacity, able to hold a total of 256 raw Will. Hopefully this is enough to sate Tiberius's need for large amounts of Will for a while. But alas it seems that I will need to fill up this gem. Another long night is ahead of me!
|
||||
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.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 right-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\tIf 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.
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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 right-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\tIf 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.
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