Blood Magic guide for Project Infinity 0.1 0.0.49.0 to 0.0.50.2-hotfix
Blood Magic guide for Project Infinity 0.1
Last verified for Project Infinity 0.1 v0.0.50.2-hotfix on Oct 17, 2026 · text last changed Oct 7, 2026
A newer release (0.0.51.4-hotfix-2) is out Guide for the current version
- Sections
- 1
None of these sections are written for this pack; 1 is shared from another pack's guide.
Every recipe and number here was checked against Project Infinity 0.1 0.0.50.2-hotfix's own files.
Which Blood Magic config options matter?
5 parts
Same as in the Project Infinity 0.1 0.0.51.4-hotfix-2 guide
Blood Magic keeps its settings in two files in this pack: a common file that covers LP costs, sacrifice values and rituals, and a client file for display and hotbar behaviour. Here are the options you are most likely to touch.[1][2]
Sacrifice and LP gain
- defaultSacrificeValue is 25. It is the LP gained per HP sacrificed for any entity without its own entry. The file lists 25 as the default too, so the pack leaves it alone.[1]
- sacrificialDaggerConversion is 100. It is the LP the Sacrificial Dagger gives for each damage dealt, and the file lists 100 as the default as well.[1]
- sacrificialValues sets per-entity values in the form entity;value. In this pack villager, cow, chicken, horse, sheep, wolf, ocelot, pig and rabbit are all 100, slime is 15 and enderman is 10. The target dummy from the dummmmmmy mod is set to 0, and a value of 0 blacklists that entity.[1]
- wellOfSuffering also lists dummmmmmy:target_dummy, which stops it from being used in the Well of Suffering.[1]
Living armour
default_upgrade_points is 100 and evolved_upgrade_points is 300. These are the upgrade points your living armour has by default and once evolved. The file shows both match the mod defaults.[1]
Sigil costs
These sigils charge LP each time you use them:[1]
- sigil_cost.air: 50[1]
- sigil_cost.blood_light: 10[1]
- sigil_cost.lava: 1,000[1]
- sigil_cost.teleposition: 1,000[1]
- sigil_cost.void: 50[1]
- sigil_cost.water: 100[1]
These ones are toggles with an upkeep, drained every 5 seconds while active:[1]
- sigil_cost.fast_miner: 100[1]
- sigil_cost.frost: 100[1]
- sigil_cost.green_grove: 150[1]
- sigil_cost.magnetism: 50[1]
- sigil_cost.suppression: 400[1]
Rituals
makeDungeonRitualCreativeOnly is false in this pack. If you run a server and don't trust your players, turning it on means the dungeon spawning ritual can only be activated with a Creative Activation Crystal, which protects other people's bases.[1]
The Geode Ritual has its own block of options. [[config:config/bloodmagic-common.toml#Geode Ritual.activation_cost]] is 50,000 and [[config:config/bloodmagic-common.toml#Geode Ritual.max_budding_blocks]] is 7 (allowed range 1 to 15). Each of the five will minimums is 50: [[config:config/bloodmagic-common.toml#Geode Ritual.min_raw_will]], [[config:config/bloodmagic-common.toml#Geode Ritual.min_steadfast_will]], [[config:config/bloodmagic-common.toml#Geode Ritual.min_corrosive_will]], [[config:config/bloodmagic-common.toml#Geode Ritual.min_destructive_will]] and [[config:config/bloodmagic-common.toml#Geode Ritual.min_vengeful_will]].[1]
Client options
- client.sigilHoldingSkipsEmptySlots is false. The Sigil of Holding therefore behaves like the default hotbar when you cycle, instead of skipping empty slots. Set it to true if you want it to jump to the next occupied slot.[2]
- client.alwaysRenderRoutingLines is false in this pack.[2]
Sources
- Project Infinity 0.1 0.0.51.4-hotfix-2 config: config/bloodmagic-common.toml · pack file
- Project Infinity 0.1 0.0.51.4-hotfix-2 config: config/bloodmagic-client.toml · pack file
Where this guide comes from
Written from what Project Infinity 0.1 itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.
Guide last verified Oct 17, 2026.
Guides for other versions: 0.0.51.2 to 0.0.51.4-hotfix-2 · 0.0.48.2