Closed nightmare2018 closed 9 years ago
Do you have the daylight cycle off?
I'm using a custom mod pack and I am having the same problem. No altars will go past tier 2 and though I have turned the day/night cycle off from time to time, it is defiantly not disabled right now.
In the pack I DO have Forbidden Magic and Sanguimancy installed which both have interactions with Blood Magic
Tested Without Forbidden Magic or Sanguimancy, didn't fix it.
Maybe, check to see if you have the correct blocks and placement? And make sure to give it a few moments to check and register it.
no, daylight cycle is on, its either sangumancy or galacticraft, but I am not sure.
i'm going to bet GC I tried removing sangumancy already, I'll try removing GC from my test version! ponder I wonder if its PlayerAPI (galacticraft) thats causing it
what pack are you using
a custom pack I put together
oh I just needed to cross reference what could be the issue. Do you have a mod list
mcp{9.05} [Minecraft Coder Pack] FML{7.10.99.99} [Forge Mod Loader] Forge{10.13.4.1451} [Minecraft Forge] appliedenergistics2-core{rv2-stable-8} [AppliedEnergistics2 Core] CodeChickenCore{1.0.6.43} [CodeChicken Core] Micdoodlecore{} [Micdoodle8 Core] MobiusCore{1.2.5} [MobiusCore] NotEnoughItems{1.0.4.107} [Not Enough Items] ThaumicTinkerer-preloader{0.1} [Thaumic Tinkerer Core] VeinMiner_coremod{0.27.1_build.unknown} [Core mod] OpenModsCore{0.7.3} [OpenModsCore]
while I am here, have you have issues with stone bricks being uncraftable.
the things that stand out the most are Project Red and Galacticraft, namely because of issues we have had in the past.
But I think It may be Project Red.
The BEST thing we can have is a picture of the blood altar. A mod list won't help, frankly.
sure hold on
But the issue is server wide, which is why I came here.
I STILL need the pics, because I don't have the issue.
Are you using a non-vanilla glowstone?
My glowstone SAYS its vanilla so if a mod has changed it in some way it doesn't show
Note 2 things, first off the tier 5 stuff is hidden, and second the pillar wasn't always glowstone.
The issue seems to be a combined issue, I believe, which is why I have the mod list
no its vanilla glowstone
Best way to find the issue is to make a backup world with all of the mods and then take out half of the mods, then see if it starts working. If it doesn't, take another half, then another, until it functions again. Once you do that, you'll then need to add mods one by one until it stops again.
Sure, it's slow and a painful process, but that'd be the only way to find out if that is the case.
probably right, I will tinker about till I find the issue.
Thanks, let us know when you find the issue! Or at least the problem mod.
yeah, i've been working on that, tried removing GC (PlayerAPI), Sanguimancy, Forbidden Magic. Now its time for the more serious method of mass removal of mods
try removing Project red and glacticraft first
Removing Project Red fixed it, testing with galacticraft back in now
so it was project red then
I'm trying to dig through Project Red right now to see what could cause that issue. It's either the glowstone or the blocks... Did you try any other blocks, like diamond for giggles?
no, but on an unrelated thing, we had an issue where project red had deleted the stone bricks recipe so maybe something to do with that
Stone bricks aren't needed, just needs to be a block that is not air. As long as the block itself remains...
I know I am just saying that this is a related issue to project red, That we are experiencing.
Ok with GC back in, its still a Tier 5 altar so its ProjectRed that's causing it, hm, maybe i'll do some commit digging too
What I am saying is if they remove stone bricks completely (set to null) then some of my checks would fail - my code is rather old.
Update.....or would it break even more?
oh, so if they remove stone brick (set to null) then replace it with their own altered brick, then yeah, it would break it.
wait are you saying if stone bricks are set to null then there is no way for it to work?
If they set the Blocks.stonebrick to SOMETHING, it'd be fine, but if they outright remove it and use their own (say, ModBlocks.stone_brick) it would break.
Edit: my altar code has stone bricks as a placeholder.
Anything not instanceof Block?
Arc, ???
What I am saying is they would be idiots to remove stonebricks completely.
Looks like for the OTHER issues relating to stone bricks, fixing (temporarily) is a matter of disabling spreading moss. I'm trying that with the altar.
Oh
yeah I agree, but still this issue remains, I am testing it now
Way, why don't you just use a block that no one uses/overrides such as, uh...Demon Chests!
Although I COULD do that, I should not need to at all.
Yeah...an instanceof would be fine...
No, since air is instanceof Block. I'm going to wait for nightmare's testing. Keep in mind, this isn't IRC and my phone has been ringing non-stop due to the comments.
But don't you already have a check for non-air blocks? (Sorry or draining batts)
I downloaded the Blood magic version 1.3.3.2 and I have been having an issue where the altar will not register past tier 2. Although I do believe its an issue with the pack I am using, Knoxpack, is there anyone else with this issue.