#General & Development Help

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lyric spade
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so thats why i asked for specification

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but i never want to run anything i dont need to

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in case it fucks shit up

shadow helm
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Understandable. But that's the correct one ๐Ÿ‘

lyric spade
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already on it

shadow helm
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If that executes successfully, you should end up with 3 new run configurations:

lyric spade
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i sure hope those will be named correctly

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if not, i did something wrong

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A problem occurred evaluating root project 'Ars-Configurare-1.19.2'.
> Could not get unknown property 'gecko_version' for object of type org.gradle.api.internal.artifacts.dsl.dependencies.DefaultDependencyHandler.

* Try:
> Run with --stacktrace option to get the stack trace.
> Run with --info or --debug option to get more log output.
> Run with --scan to get full insights.
shadow helm
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runData does your data generation (like recipe & texture.json files), runClient & runServer should be self-explanatory.
I'd suggest doing a runData first to be sure and then a runClient to see if everything works.
Then you can go wild!

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Oh. The example addon might not have gotten the removal of geckolib.
I think you can check build.gradle and gradle.properties and wipe any mention of geckolib since ars bundles it's own after Bailey got fed up with breaking changes in patch versions (understandably so)

radiant depot
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you can simply delete the implementation geckolib line

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iirc nothing in the example use geckolib classes

lyric spade
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attempt number 2

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Caused by: org.gradle.internal.resolve.ModuleVersionNotFoundException: Could not find com.hollingsworth.ars_nouveau:ars_nouveau-1.19.2:3.6.0.

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this uh, looks like an ars nouveau version issue

radiant depot
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so 3.6.0.267

lyric spade
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attempt number 3

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on this episode of "Which Dependency Errors Next?" we watch as Riku slowly goes insane

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nvm it succeeded

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and its all named correctly i think

shadow helm
zealous zenith
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3 is rookie numbers for minecraft modding

lyric spade
shadow helm
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Or general java dev work, at least in a project older than 6 months

lyric spade
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so i can somewhat understand the syntax... at least

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though i can say getting my modpack to work in the first place

shadow helm
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I didn't want to add that sticker but it's surprisingly fitting oO

lyric spade
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was way, way, way harder

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slap over 100 mods together with the most major content mods you could find and figure out how to make them work together

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    at java.base/java.lang.module.Resolver.resolveFail(Resolver.java:901)
    at java.base/java.lang.module.Resolver.checkExportSuppliers(Resolver.java:719)
    at java.base/java.lang.module.Resolver.finish(Resolver.java:380)
    at java.base/java.lang.module.Configuration.<init>(Configuration.java:140)
    at java.base/java.lang.module.Configuration.resolveAndBind(Configuration.java:494)
    at MC-BOOTSTRAP/[email protected]/cpw.mods.modlauncher.ModuleLayerHandler.buildLayer(ModuleLayerHandler.java:75)
    at MC-BOOTSTRAP/[email protected]/cpw.mods.modlauncher.ModuleLayerHandler.buildLayer(ModuleLayerHandler.java:87)
    at MC-BOOTSTRAP/[email protected]/cpw.mods.modlauncher.TransformationServicesHandler.discoverServices(TransformationServicesHandler.java:130)
    at MC-BOOTSTRAP/[email protected]/cpw.mods.modlauncher.Launcher.run(Launcher.java:86)
    at MC-BOOTSTRAP/[email protected]/cpw.mods.modlauncher.Launcher.main(Launcher.java:77)
    at MC-BOOTSTRAP/[email protected]/cpw.mods.modlauncher.BootstrapLaunchConsumer.accept(BootstrapLaunchConsumer.java:26)
    at MC-BOOTSTRAP/[email protected]/cpw.mods.modlauncher.BootstrapLaunchConsumer.accept(BootstrapLaunchConsumer.java:23)
    at [email protected]/cpw.mods.bootstraplauncher.BootstrapLauncher.main(BootstrapLauncher.java:141)```
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result of running runData

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it returned with an exit code of 1

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question is, can i ignore it or not

radiant depot
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that happens when you don't run genIntelliJ runs after changing dependency stuff

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not sure why

lyric spade
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sigh

shadow helm
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voice in the distance, slowly fading away
Foooooooooooooorgeeeeeeeeeee graaaaaaadleeeeeeeeeee

lyric spade
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errrr

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i ran the intellij runs thing

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it did the same exact thing

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so something else is wrong

shadow helm
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shift + shift -> type invalidate caches & restart, do the thing, cross your fingers, try again

shadow helm
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double click with shift

lyric spade
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???????

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oh

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press shift 2 times fast

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nice shortcut

shadow helm
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like, press shift quickly twice in intellij

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aye

lyric spade
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anyways, "do the thing" as in

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run intellijruns?

shadow helm
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after typing in invalidate caches in the shift + shift console it should offer you the option to do just that, do the invalidate, then let gradle import again, then let genIntelliJ run again, all while crossing your fingers and hoping the best

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if you've got a devotional candle to the Omnissiah or whatever technological deity you prefer, now might be the time

lyric spade
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well

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i got a different error when running runData

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but thats better than getting the same error

radiant depot
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umh, maybe the mods.toml still have the geckolib required lines?

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Will need to update that thing, it has been 4 months

lyric spade
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i only know of gradle.properties and build.gradle

shadow helm
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src\main\resources\META-INF

radiant depot
lyric spade
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these shouldnt be "dependencies.an_addon" right?

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rather they should be "dependencies.myaddon"

radiant depot
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yes

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it's written in the main mod file too, the mod id must match the id in the mods.toml

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(assuming nobody deleted that comment, lmao)

shadow helm
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I'd suggest doing an overall CTRL+SHIFT+R for an_addon with myaddon

shadow helm
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Sorry, it's late and my brain's slipping. German for CTRL

lyric spade
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dont worry my brain... should be slipping by now?

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its 12:33 AM atm

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where i live

radiant depot
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it's only one hour difference

lyric spade
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yeah thats fair

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since im in Finland after all

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do i need to do the whole invalidate thing again

shadow helm
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Suddenly I've got a hundred questions about Finland in my head. Most importantly, if you know about Codefreeze and if you attended it or know someone who went there
(explanatory link: https://codefreeze.fi)

shadow helm
radiant depot
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It's usually needed only when you touch gradle stuff

shadow helm
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If it still doesn't work we're back to candles/sacrifices/etc

radiant depot
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and mods.toml is forge stuff

lyric spade
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however, from what i can tell, its something id probably like to attend if i ever got a chance to

shadow helm
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Same. Just seems like it requires a lot of preparation clothing-wise that I'll never use again.
And a reasonably big part of my vacation budget ๐Ÿ˜

lyric spade
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and how long youll be spending outside

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ohhhh

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its in lapland

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yeeeah

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thats rather cold

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heh...

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ok yeah clearly it sorta kinda is outside

shadow helm
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Not watching northern lights for at least half an hour to an hour when that's half my reason for traveling would feel like a waste, I think.
Also, they may claim that the husky ride's expensive as hell and no one ever did it, but if I'm going to Lapland then I'll sure as hell want to meet a bunch of good boys and girls and want to have them pull me through an amazing snow scape

lyric spade
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though, i must warn you

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the northern lights are never truly predictable

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you may not see them regardless

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but its likely that you will

shadow helm
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Back to topic though: Is it working now?

lyric spade
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process finished with exit code 0

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success

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now to do runClient

shadow helm
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Better set up time than I had for my initial run so far, nice!

lyric spade
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oh thank god the music wasnt distorted nightmare fuel on the client run

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it was when i made an examplemod based on a tutorial

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it literally blasted me with the most eerie shit ever

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kay so

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a few issues in the mods list

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(the CR at the end)

shadow helm
# lyric spade

Is your version set in gradle.properties/build? Might also not be a thing in the actually build jar just during dev mode, not sure though

shadow helm
shadow helm
# lyric spade ???

The full explanation might take a while, but there's different styles for line ending encoding.
There's (if I remember correctly) the usual windows style with is CR LF (Carriage Return Line Feed) and there's the Linux way which is just LF (Line Feed).
If minecraft expects that line to end with just LF, it might render the CR like that

lyric spade
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so what do i add for it to be fixed

shadow helm
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Lower right corner of your IDE should show the style of line ending for that file and you should be able to configure line endings in file -> project settings

shadow helm
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Can just click it.
Sometimes I really want to high five a JetBrains Dev

lyric spade
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it feels almost wrong

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yup that fixed it

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guessing this is the part where i can start doing shit

shadow helm
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Is this the moment to shill the fact that they also make (according to rumors, I haven't done C, C++, C# in a long while) a decent C# IDE?

shadow helm
lyric spade
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pretty sure i almost used it, too

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or at least their intellisense or smth?

lyric spade
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how config do

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or should i even modify ars nouveau's configs or just have my own

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guessing i should have my own?

shadow helm
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Well, you obviously want values for things that aren't (yet) in Ars Nouveaus config files, so I'd probably say that having them in your own config file is probably better

lyric spade
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now the question is

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do i make separate glyph files like ars does (which i personally hate)

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or just... neatly format them into one file

shadow helm
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I haven't caught up to all previous discussion when I came home from meeting the family, depending on the config you want to do it might even be something that Bailey could be willing to take a PR on ๐Ÿคทโ€โ™‚๏ธ

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He. Not going to weigh in on a matter of taste and preference.
I've learned that lesson from discussing colors with actually competent artists ๐Ÿ˜‚

lyric spade
bright shore
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ouch

lyric spade
shadow helm
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That's why I asked about the previous discussion. If it's something Bailey doesn't want in the main mod, that's what addons are for ๐Ÿ˜

lyric spade
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basically, i encountered an issue while making a modpack

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that being that 10 glyph slots simply wasnt enough and invisible not working on all blocks is kind of a pain

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so i looked for config options to change that

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none were found

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invisible working on all blocks sounds reasonably possible since intangible already kinda does that

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even though it doesnt work on block entities (guh)

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and ofcourse i want to change the 10 glyph slots

shadow helm
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(may still lead to 3 addon devs talking at him to bloody consider the idea, him begrudingly allowing us to add it, only to then use it himself for his new armors and crafting the enchanters sword/bow/etc)
shakes fist at sky
That was a fun misunderstanding ๐Ÿ˜

lyric spade
shadow helm
lyric spade
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does it sound reasonable enough

lyric spade
bright shore
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I would absoluetly love the 10 glyph slots to be changed but that probably won't make it

lyric spade
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how hardcoded is it....?

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specifically, i want to change it via configs

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not the default amount of 10

zealous zenith
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the UI is pretty much why there is a limit

lyric spade
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10 simply isnt enough to compete with the other mods

zealous zenith
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10 fits neatly

shadow helm
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Not even hard coded, (although, that, too, especially UI wise, far as I can recall) but I think it's also one of the core things the mod's kind of balanced around?

bright shore
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there's no way to make it auto add more rows?
I mean that's a big ask but

lyric spade
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thats why i mentioned having to work with ui code

lyric spade
zealous zenith
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it would be really hard for an addon to change the book UI

bright shore
zealous zenith
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you would have to make your own spell expansion system

shadow helm
zealous zenith
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or rather id suggest that

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like tome of blood does

bright shore
zealous zenith
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you would have to mixin the UIs in a ton of places

shadow helm
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I think you would have to mix-in into the Open Book UI event to override it with your own Book UI instance? At least that'd be my first try

lyric spade
zealous zenith
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or just replace it yeah

lyric spade
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combined

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atm thats what its competing against

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well, non-completely-busted content mods

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but still powerful stuff

zealous zenith
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I mean, what is your goal?

shadow helm
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Big ask. You could help So-So with porting Omega to 1.19, that bumps the power ceiling of AN by quite a lot

zealous zenith
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the addons add some pretty busted things

bright shore
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LOL

lyric spade
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at the cost of massive amounts of mana

bright shore
shadow helm
bright shore
lyric spade
shadow helm
lyric spade
bright shore
lyric spade
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i, for example, tried to make it rain conjured mageblocks which then have lightning cast on them

bright shore
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I was planning that in omega but I chickened out like a boring person

lyric spade
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but there simply werent enough slots to make it happen

shadow helm
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It's not on 1.19, would be my guess which is why I suggested helping with the port ๐Ÿ˜„

lyric spade
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aoe conjure -> explosion -> delay -> lightning

zealous zenith
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we have talked about ways to make bigger spells, it is mostly an interface/systems issue

bright shore
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I'm still considering spell cloth that you can weave together ins ome kind of loom, that can take a spell each and chain them to be like a big spell

lyric spade
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sadly the delay just wasnt big enough

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and i couldnt amplify the lightning at all

zealous zenith
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players can do a lot with the 10 glyph limit, and this mod is really for them

lyric spade
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and the amount of conjured was too little for a meaningful effect

zealous zenith
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its not for the playerbase that power play psi and hex

lyric spade
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etc

bright shore
zealous zenith
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make a focus that chains two together

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ez

shadow helm
lyric spade
zealous zenith
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ya

lyric spade
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holy shit thats a decent idea

zealous zenith
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fill page 1, fill page 2

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focus appends them together

bright shore
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that sound very fun

lyric spade
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question is, on the main mod or on an addon

zealous zenith
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that is a much easier addon to create than changing the existing book

bright shore
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yea make that an addon item

shadow helm
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could also still get back to So-Sos idea for a loom, because apart from the headache that is Gecko-Animation, that sounds like an absolutely amazing, awesome idea

bright shore
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I... wasn't gonna animate mine

zealous zenith
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lol

bright shore
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I was also thinking through 3d spell related ideas with cursed contexts and stuff but so far it seems like a VERY overcomplicated and bad idea

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if I ever do any animations it'll be some cursed player stuff to animate using the staff
I have big plans for the staff

lyric spade
bright shore
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(read:pipe dream)

shadow helm
lyric spade
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this still wouldnt allow for big spells with the conjured blocks

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since that requires the block focus

bright shore
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everything EXCEPT the book UI code already supports any size spell

lyric spade
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and you cant have 2 focuses at once, can you?

bright shore
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not the focus idea no

zealous zenith
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Not without telling curio to add a second slot

shadow helm
bright shore
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not unless you change that

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you can

zealous zenith
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You could make a custom book that chain casts

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EVEN easier

shadow helm
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that should be an already configurable value

bright shore
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that too

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or a necklace if you prefer
or a thread for armor if this is in 1.19

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there are a lot of options I imagine

lyric spade
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thread for armor seems... meh

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necklace seems good

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however botania and such has necklaces id like to have

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sooo

shadow helm
lyric spade
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huh

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fair enough

bright shore
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tier of thread could influence max glyphs it would copy from the other slot

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3,6,10 or something

shadow helm
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Like, we like threads because most choices are kinda valid and having one that feels required kinda goes against that. Which is fine, it's your addon, but at least sometimes I try my best to consider what Bailey and Goo were thinking when they did something

bright shore
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or not, just an idea

zealous zenith
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users are more likely to understand how to use it if it is its own item/book that they configure directly

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foci and threads require invisible shenanigans that are not obvious to the user

bright shore
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yea thread is probably a bad idea

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but aything ca be made work if you implement it well

lyric spade
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hmm

bright shore
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but honestly yea a different book fits best

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because think about it: the spells would end up being super different anyway

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so that just makes the most sense

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and it lets the other person see if someone has a 20 slot book lol

zealous zenith
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the work is already done for you for the book UI, maybe some tweaking so it only has 1 castable slot but 2/3 selectable pages on the UI

bright shore
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but the UI can be left untouched

lyric spade
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on that note, it could have unique balancing

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something more than just "haha more mana"

bright shore
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yea I recommend a book like was suggested before

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you could add an exponential cost to every extra amplify glyph lol
but that's a dumb idea

you could add discounts to random utility spells to encourage people to make complex things instead of just adding more aoes and delay harms and stuff

lyric spade
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i was thinking of adding casting times to spells depending on size

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or even a sacrifice to use the spells

shadow helm
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might require a bit of fancy logic, but making "damaging" delays cost extra while utility delays for block manipulations don't could be useful and interesting.

Time and Sacrifice are also cool ideas.

lyric spade
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perhaps merging the idea of for example allowing invis to affect all blocks could work with this

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as in, having very slightly augmented effects

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on certain glyphs

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though

bright shore
lyric spade
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wouldnt i have to recolor the back of the book

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while its being held

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similarly to the other books

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which add fancy new markings

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also i dont know why but i feel like calling the book "Epitome"

shadow helm
lyric spade
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ah isnt damage spam pretty much just poison

bright shore
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not necessarily, just a method to say if a glyph is damaging type, and as you go through the spell you count up the number of those, and add some number to the number fo damaging spells (rounded though bc ints)

lyric spade
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theres a whole load of damaging spells though

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lightning, cut, wind shear, break, harm... the list goes on

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and theres technical cases too

shadow helm
bright shore
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it was just a thought

lyric spade
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like launch + gravity

bright shore
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but I still think my idea is at least somewhat viable

shadow helm
bright shore
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make everythig floats until the end lol

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that's my favorite strat to calculate game blancing stuff

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more fractins

lyric spade
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anyways

shadow helm
bright shore
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yea no detecting delays seems bad, I only mentioned delay so you knew I wasn't dumb enough to forget them in an actual spell

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sorry

lyric spade
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so what should you sacrifice to disable all limits

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i want there to be something that allows you to use it unlimited

bright shore
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in fact I think delay and redstone and interact should all have discounts

and linger and break could have no change

and harm and wind shear and lightning and explosing and stuff could have exponentially increasing cost int he way I explained

lyric spade
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but question is, what.

bright shore
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nether star?

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new item from a boss you add?

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IDK

lyric spade
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nether star empowers the next 5 casts

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seems viable enough

shadow helm
lyric spade
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and as another option, increasing cast time trades off the discounts the higher you put it, with like 30s completely removing it

lyric spade
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though 30s is a lot

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mayhaps 15s or 20s as max

radiant depot
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Added recently, one of the breaking changes

lyric spade
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well, first

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i need to get to the point where i even have a damn book

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and a color scheme for that book

shadow helm
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Then a colorable color scheme for that book ๐Ÿ˜‰

lyric spade
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next up: how make book

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as in, how do i even get to the part where i can modify the book

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cant modify something that... doesnt exist as an item yet

bright shore
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what

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what do you mean

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modify how?

lyric spade
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i should go off the base book, no?

bright shore
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you'll want an item class that extends SpellBook and overrides the interaction stuff so you can make it cast the double spell

you'll register it like any other item

and I don't think you need to touch the Ars spellbooks themselves unless you mean to replace them which sounds lame

lyric spade
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right, time to go check how java classes work

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hold on

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specifically, inheritance

bright shore
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similar to C#, the hard part is how minecraft items and registering work

oh also EVERY method is virtual which is nice when modding lol

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well, almost every

lyric spade
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i can just go funny override?

bright shore
#
By default, all the instance methods in Java are considered as the Virtual function except final, static, and private methods as these methods can be used to achieve polymorphism.
radiant depot
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there is an example item in the addon

bright shore
radiant depot
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so the deferred item registry is already prepared

lyric spade
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ExampleCosmetic?

bright shore
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I have a bound wither entity that extends from the normal wither and overrides a bunch of targeting related logic to attack the owner's enemies isntead of just the nearest friendly

bright shore
lyric spade
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damnit i still havent fixed the "ExampleANAddon" file

bright shore
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... I've been working on trying to get my mod to complile in 1.19 and hours later I still have over 500 errors lol

shadow helm
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I think Forge put out a remapping script, did you find and run that?

radiant depot
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that one would surely help for the forge things

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another bit you need to do is a replace geckolib imports with the ars shadowed ones

bright shore
bright shore
radiant depot
bright shore
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I'll try that thanks

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now I'll merge the changes from that with my other changes and see if it's any better

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down to 446 errors it helped a bit

zealous zenith
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just make alex do it

bright shore
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alex has better things to do than port the worst addon

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sorry, second worst, forgot I started the new project

shadow helm
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There's a non-zero chance that Tea's going to come in any second and fight you for the worst addon spot with ToB ๐Ÿ˜‰

radiant depot
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I can help with directions if you say which kind of errors you have

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But do it now while i do the final checks for source gas

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then it's time to sleep

zealous zenith
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source gas!\

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alex is making the most cursed addon for sure

radiant depot
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Motoko Request

bright shore
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oooh cool

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I only have 1 thing I don't know how to do which is set up the geckolib dependency on the shaded ars one

zealous zenith
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delete packages and reimport

radiant depot
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replace in files

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bernie.geckolib3 to bernie.ars_nouveau.geckolib3

shadow helm
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if you don't have gecko in your dependencies anymore it should automatically only pick the new shaded ones

bright shore
#

oh

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that worked lol

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earlier when I tried I had a bonked build.gradle with the wrong ars and I never thought to try again after fixing it

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๐Ÿคฆ

radiant depot
#

for the gecko deprecation warnings, you can ignore them. Or check in Ars how they were changed

bright shore
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does intellij have a delete unused imports function? I have a ton that I've forgotten to clean up and it's a problem

radiant depot
#

it's just refractorings made before the geckolib4 as warnings

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yep

zealous zenith
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turn on the optimize imports on the fly option

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it auto cleans/imports for you

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but only the files you enter

bright shore
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I'll try that if I ever get this to compile lol

bright shore
#

um, how do object holders work in 1.19 and should I just go back to deferred registers?

zealous zenith
#

you should use deferred registers

bright shore
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ok

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they're better anyway

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hmm, did potion jars and/or potion mixers change a bit?

zealous zenith
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yes

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everything uses a potionData wrapper or something like that

bright shore
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I see

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I'll have to figure out the mixer and amplifier again then

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aaand now that I'm replacing eveything with deferred registers my registry handler has over 800 errors LOL

bright shore
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this feels like progress but I can't tell for sure until I get rid of them all and try to launch the game

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which will have to be tomorrow unfortunately

quiet roost
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Looking at SourceManager in the API. That is not working yet is it?

radiant depot
#

wdym

quiet roost
#

SourceManager does not appear to be in use yet

radiant depot
#

It's called thru SourceUtil

quiet roost
#

Yeah... But the Ars blocks aren't in the map it has. So I'm unsure why its there, if you have to call SourceUtil anyway...

radiant depot
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Umh, bouncing to @zealous zenith since i have no idea why it was made like that in the first place

zealous zenith
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You might be seeing some of the leftover code for backwards addon compat

quiet roost
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Just trying to move some source. Was trying to use the api code, but it appears I have to use SourceUtil instead

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which is fine I supposed. Just a bit confusing

zealous zenith
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Ye itโ€™s due for a refactor, it all changed when adding moveable source

bright shore
#

um, I just got this error, but I never made a tag for any of these...
any idea what might be wrong

[07Jan2023 12:44:00.435] [Worker-Main-3/ERROR] [net.minecraft.tags.TagLoader/]: Couldn't load tag [arsomega:potion_extender (from main), arsomega:potion_amplifier (from main), arsomega:potion_relay (from main), arsomega:potion_bottler (from main)] as it is missing following references: arsomega:potion_extender (from main), 
    arsomega:potion_amplifier (from main), 
    arsomega:potion_relay (from main), 
    arsomega:potion_bottler (from main)
zealous zenith
#

didnt make a tag for potion_extender?

#

did you delete the tag but are trying to load it in code?

bright shore
#

I don't remember ever having such a tag

#

ooooh wait it's likely ars code loading it

#

I might've put tag instead of item in a recipe

#

?

radiant depot
#

possible?

#

it would give a warning tho

#

not a crash

bright shore
#

well I have no ideas

#

it's not a crash

#

it's just an error in the log

zealous zenith
#

just ctrl + shift + F to pull up the text search and search the string

radiant depot
#

oh, then it's possible

bright shore
#

I was going through to see which of my recips needed fixing

radiant depot
#

you should try to use datagen for recipes

zealous zenith
#

breaking tags is really bad in 1.19

radiant depot
#

but maybe it's a bit late

zealous zenith
#

it cascades and breaks everything

#

now you can break the entire ability to mine blocks if you break the mineable tag yotefuckenhaw

bright shore
#

pppppj

radiant depot
#

someone did in FC, probably Soaryn

bright shore
#

*oooh

#

blocks/mineable has the item sin the tag

#

๐Ÿคฆ

zealous zenith
#

lol

#

yeah you would have broken the ability to mine blocks

#

its customary for all 1.19 ports now

bright shore
#

do I need to change something related to those tags again?

#

I also messed up all the resource locations of my rituals which is gonna take forever to fix cause I have so many ๐Ÿ˜ฆ

#

unless, does intellij let me find and replace in a certain folder?

#

that might help lol

radiant depot
#

kinda

#

replace in files

bright shore
#

how

radiant depot
#

you can set a scope

bright shore
#

nice

#

there's an open files option, do I do that or is there a better way of choosing them?

radiant depot
#

right click on a directory, you have the replace in files option from there

#

from the project tree

bright shore
#

that seems easier

#

I'll remember that next time

#

that was so much easier than when I did like 80 glyphs by hand ๐Ÿคฆ )

#

only like 50 glyphs but still

radiant depot
#

you can probably use it to update the glyph models for example

bright shore
#

... ?

#

I thought they didn't have any in 1.18 so I'd need to make them

radiant depot
#

since you just need to replace the same words in all the files

bright shore
#

oh yea that part

#

the item model

#

how does the model in the book work though?

#

does it just use the item model?

#

this is embarassing, I forgot to close the place with my function before doing the find and replace

#

so I caused a stack overflow

#

oops

radiant depot
#

yep, it's the item model

bright shore
#

oooh nice

#

that's not so bad then

radiant depot
#

so you can do layering and animated textures on glyphs

#

i mean, you could even in 1.18

bright shore
#

too bad I'm so bad at art then

radiant depot
#

but you needed to toggle a bool

bright shore
#

frick

#

I made the glyphs use ritual names

#

oops

radiant depot
#

anyway for advanced amplify this is what i use

#

public static void addAugments(){
for (AbstractSpellPart spell : ArsNouveauAPI.getInstance().getSpellpartMap().values().stream().filter(s -> s instanceof AbstractEffect).toList()) {
if (spell.compatibleAugments.contains(AugmentAmplify.INSTANCE)){
spell.compatibleAugments.add(AugmentAmplifyTwo.INSTANCE);
spell.compatibleAugments.add(AugmentAmplifyThree.INSTANCE);
}
}
}

bright shore
#

I have something like that but I have a follow up question

#

how on earth do I balance it limit wise

radiant depot
#

private void setup(final FMLCommonSetupEvent event) {
event.enqueueWork(() ->{
ArsNouveauRegistry.addAugments();
});
}

#

oh, sorry

bright shore
#

can't someone just put 2 amplfy, 2 amplfiy 2s, and 2 amplfiy 3s? and have 6 amplify glyphs

radiant depot
#

wrong one

#

i'm dumb

#

lol

bright shore
#

even if you do limit them based on the amp confic

#

whiich also IDK how to do

#

so right now my advanced amplify is uncapped lol

#

which is obv bad

radiant depot
#

i have to check if my fork of tmg actually limits

#

and if not, how to

bright shore
#

I'm hoping the amp limit can be total of any amp type

#

so like if you use an amp 3 you can only add 1 other amp regardless of strength

#

but IDK if ars is built that way

#

if not I'll request it that's sorta ncessary if me and TMG are to coexist on 1.19 ever

radiant depot
#

umh, no. i don't think you can do that

bright shore
#

what do you mean

radiant depot
#

with the current code

#

would need something like a tag check

#

the limits are an hash map

#

based on the glyph rl

bright shore
#

huh

#

wait how do limits work right now?

#

... where on earth is amplify added?

#

I don't see amplify in default augment limits

radiant depot
#

don't panic, it's still @Override
protected void addDefaultAugmentLimits(Map<ResourceLocation, Integer> defaults) {
defaults.put(AugmentAmplify.INSTANCE.getRegistryName(), 2);
}

bright shore
#

that's so much worse

radiant depot
#

each glyph have their own map

bright shore
#

wait no hold on

#

I can check the map and edit it afterwards then? if it doesn't get locked?

#

once they finish registering these values normally

#

I can add my amplify based on a copy of normal amplify if it's there

#

but after the config is read, like int he loading finished stage or something

radiant depot
#

yeah

bright shore
#

so I just dupe that

#

that sounds easy

radiant depot
#

for the "same default config" is easy

bright shore
#

as long as it's not immutable or anything

radiant depot
#

it's the "can't mix amps" that's weird

bright shore
#

ooooh yea

#

ok but I can just mixin the checker that reads this

#

and use my things there instead

#

the problem ofc being

#

then it will play bad with TMG

#

yea, definitely a map of tags instead of glyphs would help here

#

since if anyone limits AOE it should also limit my AOE types too, no?

#

also, quick question

#

where the heck does explode get the amplify limit from?

#

oh wait nevermind I see it

#

๐Ÿคฆ

#

dang the mixin looks hard

radiant depot
bright shore
#

doesn't matter I'm planning to mixin ActionAugmentationPolicyValidator

#

question

radiant depot
#

augment limits is not a map after init

#

i mean, not a public one

bright shore
#

can a mixin change the value of a parameter to a different object, and have the rest of the method use that parameter instead? if you inject at head?

radiant depot
#

maybe redirect?

bright shore
#

how does that work?

radiant depot
#

if you use mixinExtras, bundled with ars, you should be able to make them more compatible with others

bright shore
#

that sounds useful

#

what do you recommend I do?

radiant depot
#

needs
annotationProcessor("com.github.LlamaLad7:MixinExtras:0.1.1")

bright shore
#

ok

radiant depot
bright shore
#

um, I don't see how mixin extras affects what I'm trying to do

#

or a redirect for that matter

#

what are you suggesting I do exactly?

#

I need to change this to count custom things as part of normal ones, and also remain compatible with other addons messing with this for some reason:

@Override
    protected void validatePhrase(SpellPhrase phrase, List<SpellValidationError> errors) {
        // No validation of augments without the effect present
        AbstractSpellPart action = phrase.getAction();
        if (action != null) {
            phrase.getAugmentPositionMap().forEach((augmentTag, augments) -> {
                int limit = action.getAugmentLimit(augmentTag);
                if (augments.size() > limit) {
                    // Iterate, but skip until the limit, then mark the rest.
                    for (int i = limit; i < augments.size(); i++) {
                        errors.add(new ActionAugmentationPolicyValidationError(
                                augments.get(i).position,
                                augments.get(i).spellPart,
                                action,
                                limit
                        ));
                    }
                }
            });
        }
    }
#

there doesn't seem to be a good way to do this but my first thought is just make a fake phrase being passed in where all my augments have the key of base ars augments because the map is different

IDK if that'll be bad for performance actually, but... I don't see how else I can remain compatible with other things that wanna do the same thing

radiant depot
#

which line were you planning to change?

bright shore
#

... before the first one is my current idea which kinda sucks lol

#

the thing is, in the foreach all the logic is based on the key
so my thinking is leave that alone and just funk up the keys so my things use the keys of base ars augments instead, for only this method

#

is that a terrible idea?

radiant depot
#

i think you can mixin redirect on action.getAugmentLimit

bright shore
#

I could

#

wait no

#

I can't

#

cause they won't all be counted together

radiant depot
#

check the parameter, if it's your glyph then check the instance's augment limit for amplify and return that one

bright shore
#

I'd need to mixin the entire loop away too which is bad

bright shore
radiant depot
#

oh, still thinking to tmg?

bright shore
#

?

#

the foreach loop counts based on tag

#

so unless I modify either the loop or the tag in the augment position map, my amplifies will still use a separate counter

and I'm not mixin in the position map cause other validators might use that

so mixining to make an entire fake spell phrase with a map I can control seems best so far

#
forEach((augmentTag, augments) -> {
                int limit = action.getAugmentLimit(augmentTag);
                if (augments.size() > limit) {

see?

#

hmm

#

can't I use @warm nestdifyVariable to change the value of the argument when the function enters?

#

ooops why did that ping

#

sorry

#

is that even a thing on forge? I thought mixin worked the same in both loaders but I can only find examples on fabric lol

radiant depot
#

it should be

#

forge simply uses less mixins since there's the api

bright shore
#

alright, time to give this a try

#

... are you kidding me

#

the spell prhase constructor has private access

#

do you recall how to fix that? been a while since I had to work around private constuctors

shadow helm
#

something something access transformer? I think you need to grab the exact method name through the IntelliJ Minecraft modding plugin and paste that into your Access transformer config

bright shore
#

doesn't let me cause it's not a minecraft class

#

IDK if that just means I have to do it manually or if it can't be done

#

but the plugin can't copy the access transform stuff

radiant depot
#

I'd start to consider doing it later as a PR to Ars

bright shore
#

boring

#

does @ Nullable in a parameter change the method signature?

#

or how does that work

radiant depot
#

that should be just a compiler thing

bright shore
#

I'm trying to get the constructor via reflection but IDK what I'm doing lol

shadow helm
#

should just be a piece of syntactic sugar to tell you that it might be nullable

bright shore
#

oh god it has a list

#

um

#

wait can I just get all constructors and then find mine and call it a day?

#

since it only has the one

shadow helm
shadow helm
# bright shore since it only has the one

until someone else reflects a new constructor there. But yeah, might be fine for your use case since there probably won't be an addon-addon? Still, PRing in a protected or public is probably easier

bright shore
#

then I can just do a quick check if a few parameters match and pray nobody's that crazy

#

also make a PR

#

but I want to have somehting working quickly

#

and setting up a workspace for a PR is pain

#

so unless one of y'all do it I'm gonna procrastinate it for way too long

zealous zenith
#

alternatively delete advanced amplify and embrace limits and restrictions

bright shore
#

anyway this is me embracing the new limits and making advanced amplify play nicely with them

#

smh

#

ok test 1

#

there's a 90+% chance it blows up

#

it's a mess of reflection and mixins

#

... it's not compiling, gradle broke itself

#

bruh I didn't even touch it

#

oooh I messed up the access transforms somehow

#

no idea how but I did

radiant depot
#

My policy now is to never touch AT unless it's more than 3 things on different classes for something

#

Anyway my versions of TMG probably will skip amplify variants

bright shore
#

I mean I'm not gonna be too disappointed by that
but what does the original author think?

radiant depot
#

You would just need to fight Derr versions

#

Which is the official and released for 1.19.2

bright shore
#

ah

#

what do they do right now?

#

I'm curious

radiant depot
#

Ignore the problem of amp limits from what I can see

bright shore
#

...what

#

oops index out of bounds exception, I used the wrong get constructors

bright shore
radiant depot
#

Unbound

#

Can't even remember if it was intended or @desert horizon simply stopped there and forgot

bright shore
#

lol

desert horizon
bright shore
#

aaand crash, forgot to set accessible and it's private

bright shore
desert horizon
#

Wdym?

bright shore
#

alex said they don't respect the amplify cap

#

I'm making advanced amplify share the cap of amplifies

#

that makes the most sense to me

#

erm

#

drat

#

so, well, it broke the way the book display stuff

#

๐Ÿ˜ฆ

desert horizon
#

Intended to do that with 2 but didn't get there yet. 3 is supposed to disregard limits.

bright shore
#

huh

#

that seems ridiculous

#

and then you judge me for omega being OP

desert horizon
#

Well, maybe I need to stratify more.

bright shore
#

the logic works though

#

it just doesn't stop you placing more

#

in the book

#

sigh

#

so close

desert horizon
#

Conceptually I have tiers 4 and 5 to work with. Tier 4 is intended to be power on a level with say Apotheosis, Mekanism, etc. Tier 5 is world breaking power.

bright shore
#

what

#

since when

#

that's new I thougth amplify 2 was tier 2 and amplify 3 was tier 3

desert horizon
#

Not actually tiers, just conceptual groups

radiant depot
#

The real op mod was tmg, every one was fooled

bright shore
#

I kept saying

desert horizon
#

Muwahahahaha

bright shore
#

mine adds op in the form of cool new spells and options and combos

TMG just spams power everywhere

#

I was planning even more sophisticated things like a spread out form of linger

#

so that large explosions could both be more TPS friendly, AND hit a wider area

#

many less explosions spread out in a better way

desert horizon
#

I intend it to be possible, but expensive, to snipe single targets for one hit massive damage without an elaborate combo.

#

Much more expensive than the intended combo methods.

#

Polar Ray, my main combat spell on the AN server, is too costly to spam.

#

Miss shots really suck.

bright shore
#

conceptually I feel like TMG and Omega will never play nicely together lol

radiant depot
#

Well, if you add too much mana the limits Derr though of becomes a lot less limiting

#

Even without counting omega damage spells

#

The focus of mana gives 3000 mana

desert horizon
#

What about regen rate?

bright shore
#

lowers it, I recommend the regne focus actually

#

adds tons of regen

desert horizon
#

Even if you have 3000 mana, that just means a bigger magazine with slower reload.

bright shore
#

genocide in a bottle

radiant depot
#

Mana regen potion amplified

bright shore
#

oh god potions

#

I added the potion amplifier

#

that sounds FUN

radiant depot
#

Will surely help a lot

bright shore
#

ah shoot I put the error at the beginning instead of the end somehow

#

... IDK how though

#

๐Ÿ˜ฆ

#

I'm considering adding some filters and similar myself and just marking TMG as incompatible

but that's too scummy I wouldn't actually do that

so plan B is to add a config option to rebalance TMG and have it enabled by default
and make the changes I want if TMG is loaded

#

or is that also a bad idea?
I feel like Omega is big enough to justify that, it's almost an overhaul of ars at this point

desert horizon
#

Maybe we need to refactor.

bright shore
#

what do you mean

desert horizon
#

We have a few areas of overlap, either already present or in the pipe.

bright shore
#

quite a few

desert horizon
#

Filter interface is part of core Ars API now, so not a lot to worry about there.

bright shore
#

only in 1.19 which makes me a little sad

#

oh my god I DID IT!!!!
I'm so happy right now

radiant depot
#

What is the check?

bright shore
#

same one

#

I just had to fix the index

radiant depot
#

I was thinking that you can check the RL string for "amplify"

bright shore
#

it needs to be

phrase.getFirstPosition() + i + 1
radiant depot
#

So it will take all 4 the amplifies

bright shore
#

I wasn't gonna do that that seems weird

desert horizon
#

A thought on amplify limits: is it glyph count or maximum amplify stat?

bright shore
#

I just check for my specific amplifies and make them use the amplify limit

desert horizon
#

Do amplify arrows break the limit?

radiant depot
#

It should

bright shore
#

no idea never tried

radiant depot
#

It's on glyph count

#

Otherwise my focus and armor wouldn't be able to work

desert horizon
#

๐Ÿ˜•

#

Playing on the server, I think I almost nailed the balance for amp2 perfectly, maybe it needs just slightly higher cost.

radiant depot
#

Anyway, when Bailey merges the splits PR remember to update the ars source.

desert horizon
#

It's almost unusable when you're fresh into tier 2, and remains a little awkward to use until you have good gear. Amp 3 is awkward to use with endgame gear.

bright shore
#

the amplfiies in TMG are gonna drive me mad
I have no idea how to make them work with omega

radiant depot
#

So you can check how to adjust the splitting, shouldn't break anything existing

radiant depot
desert horizon
#

How do your amplifies work exactly?

bright shore
#

what changed then

desert horizon
#

Rather, what's the point of contention?

bright shore
#

ah

#

just that I focused on making better glyphs

radiant depot
#

Spread like multishot now all start from same spot, instead of spawning them at different offsets that go forward

bright shore
#

and also that I have an advanced amplify with a cost much higher than the amp 2 cost was last I checked

#

(whcih was a while ago)

#

so mixing amp 3 with my glyphs is insanity

desert horizon
#

The amp2 cost is 4x base amp cost, maybe I should bump it to 5.

radiant depot
#

It should be pretty crazy with your burst form that doubles the splits

bright shore
#

advanced amplify is 9x cost...

desert horizon
#

Amp3 is 16x base amp cost for +4 amplify.

bright shore
#

see the problem?

desert horizon
#

Yeah, there's a scaling difference.

bright shore
#

huge one

desert horizon
#

Classic modpack hell, like trying to balance Mekanism with other FE mods ...

bright shore
#

ye but as devs we have some extra control here

desert horizon
#

Hmm.

bright shore
#

I'd need to modify amp2 to be 9x (replace advanced amplify), amp3 to be 40x, and make advanced amplify a tier four +6 amplify for 70x the cost

#

how does that sound?

#

except I was gonn ahave a tier 4 +3 amp glyph in my mod and now IDK where that would go here

desert horizon
#

Amp3 is a +4 amp glyph -.-

bright shore
#

I know

#

hence 40x the cost, so 10x the cost per amp

desert horizon
#

I was using a quadratic scale, so if amp2 was 9x then amp3 would be 81x

bright shore
bright shore
#

anyway that grows way too fast

#

I honesty think this fits best

#

or at least with only small tweaks

desert horizon
#

well, I was considering things like turret spells with mana values in the 18000 range

bright shore
#

good god

#

I guess that might happen

#

but I'm not balancing omega around that

#

and remember my proposal moves my things after amp3 as an amp4 and amp5 instead of bieng the amp2 and amp2.5 equivalents they will be in base omega

#

so it can't grow as fast regardless

desert horizon
#

hmm...

radiant depot
#

Amplify ^ โ™พ๏ธ when?

desert horizon
#

parametric glyphs when?

bright shore
#

I just had either the best or worst idea for an augment

desert horizon
#

legacy glyphs are another category I'm looking at...

bright shore
desert horizon
#

augment? I'd make it an effect

bright shore
bright shore
#

LOL

radiant depot
#

It's as easy to make as easy to break balance, lol

desert horizon
#

either an instant effect that resets the target's iframe timer or a 'potion' that does so for a time

radiant depot
#

Realistically it only lift the delay requirement

bright shore
#

Oh an effect to reset the I frame timer sounds interesting

radiant depot
#

But if used as an effect it makes dots deadly

bright shore
radiant depot
#

I removed the iframes on a chimera and used a few linger harm

#

You could see the bar dropping steadly

desert horizon
#

with the changes that have happened though I seriously have looked at using discount rings + "projectileharm go BRRRR" as a bossfight strategy ๐Ÿ˜›

bright shore
#

Doesnโ€™t work because I frames lol

#

An augment to half or even quarter damage but ignore iframes seems semi-balanced to me

desert horizon
#

I don't expect it to work in that sense, but extra hits still deal knockback if possible, and I don't expect them all to hit

bright shore
#

Maybe a glyph could also reset the iframe timer but that would be pretty OP so would need some other limit

radiant depot
#

My hellfire resets the iframe

#

But requires the target to heal

#

It's a strategy a lot of people doesn't seem to know

#

I added a caster tome for it, at most it deals 40 damage iirc

desert horizon
#

Another coexistence idea: what if only your stronger effects refuse to validate against my amplify augments?

#

That also doesn't address the (admittedly minor) problem of wanting to add some more general utility glyphs like flatten, furrow, strip, etc.

#

The trouble with utility stuff is the 10 entry book limit ๐Ÿ˜›

#

but the idea with projectileharm go brrr is not that you're dealing high damage, it's that you're keeping up constant pressure

radiant depot
#

Strip?

#

If you mean axe strip, it's now a cut feature

#

idk what furrow is

desert horizon
#

axeshear, not to be confused with a hamdrill

#

furrow is what you do with a hoe on dirt

bright shore
bright shore
#

LOL

#

so hellfire heal harm can be spammed for tons of damage?

radiant depot
#

ignite+focus then alternate spam

#

it's what i call Crazy Diamond

#

"It's not unfair if i heal you everytime"

desert horizon
#

as an aside, is anyone else having issues with Enigmatica 6 dying with a native exception during load?

#

or is it just my hardware is still busted?

bright shore
#

how do break tools work in 1.19.2?

desert horizon
#

you mean for break itself?

bright shore
#

no I mean in minecraft

#

how do I mark a block as being broken by pickaxe?

#

do I use the same tag as 1.18 or did it change again?

radiant depot
#

same

bright shore
#

ok

radiant depot
#

void addPickMineable(int level, Block... blocks) {
for (Block block : blocks) {
tag(BlockTags.MINEABLE_WITH_PICKAXE).add(block);
switch (level) {
case (1) -> tag(BlockTags.NEEDS_STONE_TOOL).add(block);
case (2) -> tag(BlockTags.NEEDS_IRON_TOOL).add(block);
case (3) -> tag(BlockTags.NEEDS_DIAMOND_TOOL).add(block);
case (4) -> tag(Tags.Blocks.NEEDS_NETHERITE_TOOL).add(block);
}
}

    } for a datagen for example
bright shore
#

makes sense

desert horizon
#

tags replaced mining level?

radiant depot
#

yep, since 1.18

bright shore
#

yep it makes me sad

#

๐Ÿ˜ฆ

desert horizon
#

hmm, wonder what that's done to Tetra

radiant depot
#

probably a mixin on higher level and a tag to int converter?

desert horizon
#

those blocks that need silk + hammer 6 though

radiant depot
#

you mean the ruins?

desert horizon
#

yeah

radiant depot
#

those were reworked i heard

#

haven't played with tetra since 1.16 tho, no idea how

desert horizon
#

I still haven't got my head out of 1.16 mode tbh

#

kinda one of those golden age releases

#

ok... what dependency versions should I build against for 1.19.2?

#

currently targeting 3.2.10.193

radiant depot
#

at least 3.6.0.267

#

i would say the latest, but github is offline

#

and maven doesn't respond either

desert horizon
#

oh btw, you like my stateless build number trick?

bright shore
desert horizon
#

๐Ÿ‡ด๐Ÿ‡ด๐Ÿ‡ซ!

radiant depot
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Anyway, if in your servers GitHub work, check Ars Nouveau readme for the latest version

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It will contain any push to the repo, even unreleased stuff

desert horizon
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it seems to be working for me

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base Ars doesn't have the glyph templates for all colors?

radiant depot
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Just for the three it adds

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Method, Effects, Augments

desert horizon
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I only saw the one for augments as glyph_template.png

radiant depot
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Maybe they only are in the example mod repo?

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That template is probably the one used for the press back in the days

desert horizon
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That was yet another different template, without a border color.

radiant depot
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Pretty sure they are in the example repo at least

desert horizon
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They are. I kinda meant your additional two colors.

radiant depot
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Oh, the red one is in the tmg fork

desert horizon
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Just thinking out loud, but at a sort of meta level to standardize things maybe the templates should be in core Ars and glyphs in general converted to layers?

radiant depot
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It's an extra layer of work to make the models but is possible

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Oh, actually

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You could simply layer the color mask

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Instead of the icon on the template

desert horizon
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๐Ÿคจ

radiant depot
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Umh, no. It wouldn't work well cause tint color is applied with code

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So back at the first idea

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You would make only the icon part right?

desert horizon
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Is there any more complexity to simple layering than just adding more layer entries to the model JSON?

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I was also going to layer the include/exclude and tier markings.

radiant depot
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The glyphs in my fork of tmg are made with layers

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Template + icon + allow/deny icon

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Not sure if I did it with elemental filters foo

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The issue with them is that's a bit more annoying to make the JSON and the texture

desert horizon
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I'm basically redoing the work myself rather than accepting a pull... maybe I'm just pigheaded about it but ยฏ_(ใƒ„)_/ยฏ

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that way I also learn the ropes

radiant depot
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I need to remember and remake the propagate template. I had one but screwed the file when I tried different colors

desert horizon
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propagate? ... oh, continuation-form?

radiant depot
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Trend started with Omega, yeah

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Recast the spell as a different form

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I add the ones for the forms I add

desert horizon
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from the top or the continuation?

radiant depot
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While omega have the vanilla ones

desert horizon
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I assume the continuation

radiant depot
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The continuation, yeah

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Just like rune, linger and chain. It's the subform family

desert horizon
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oh btw... I'm wondering if we should do something to the default public constructor for SpellContext specifically to deliberately break code that creates a new SpellContext and copies known properties instead of cloning

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TMG is not the only mod that needs to play a little bit of catch up there

bright shore
bright shore
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um why do my rituals show up this way? that seems wrong

bright shore
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how do glyph recipes work in 1.19.2?

desert horizon
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scribing table recipes?

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they take a collection of items and an xp cost

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in datagen it looks like

        recipes.add(get(EffectChaining.INSTANCE).withItem(ItemsRegistry.MANIPULATION_ESSENCE).withItem(Items.CHAIN, 3).withItem(Items.LAPIS_BLOCK, 1).withItem(Items.REDSTONE_BLOCK, 1).withItem(BlockRegistry.SOURCE_GEM_BLOCK, 1));
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the resulting JSON unrolls the counted items

bright shore
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um, I've been doing them manually

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I just mean, like, where do I put it?

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does location still matter? did in 1.18.2

desert horizon
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I think it's flexible? mine are under data/toomanyglyphs/recipes/

desert horizon
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Did I hear something about glyph tags?

radiant depot
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Useless protip for easing the 1.19.3+ port in the future, if you have a lot of items that start as "new Item.Properties().tab().etc" convert that common code to a method. 1.19.3 removed the tab part so having a common source will be faster to fix.

bright shore
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Ok

bright shore
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possibly a few new augments: stasis, stagger, and spread

radiant depot
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Only thing is that it will require a dummy item when elemental is not loaded.
Not sure how I could abstract it to not require to register an item

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Unless I do the registration, like Ars currently do

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In that case avoiding classloading is easier

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@bright shore for example for a missile lens

zealous zenith
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didnt realize you added datagen examples to the example mod alex

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very based

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rip I dont have the vazkii emotes anmyore

radiant depot
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yeah, it's a very basic datagen. Especially for the Ars providers, i don't remember if i added the vanilla ones too

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but the gradle is set to auto-merge the files, so no need of copy pasting from generated to src

zealous zenith
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it regenerates the AN ones tho

radiant depot
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and it will also remove the files not needed

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uh, if it does then maybe there's a call to super

zealous zenith
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oh nvm it doesnt call super

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rip the crush recipe list is protected

radiant depot
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time for a temporary reflection

zealous zenith
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just made them public, now to wait for build + gradle

radiant depot
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nice, so i will be able to access my elemental dev world again

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lmao

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that damn wall spell

zealous zenith
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that was pushed last night

radiant depot
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wasn't built to maven tho

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idk why

zealous zenith
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oh weird

zealous zenith
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this copy task runs at runtiome?

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do not like

radiant depot
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well, it doesn't really copy in src

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simply adds the generated folder as sources afaik

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the issue is when the same file is in both paths

scenic oak
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I did find that, I can't find where canCast is used

shadow helm
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You can check for that in GitHub by clicking onCast and then references:

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Although it's far easier if you have the sources locally and use an actual IDE

scenic oak
scenic oak
radiant depot
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Mana expense code is different between 1.18 and 1.19

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A bit, not too much, but remember to check you are in the right branch

radiant depot
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The path should be something like spellbook item use -> call ICaster use -> validate spell -> call onCastOnXXX -> check for mana

shadow helm
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I think the validate spell also happens in onCast, at least in 1.19. Might be different for 1.18, would have to recheck and can't currently

radiant depot
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Ah, possible, yeah

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The main difference is that the checks for Mana usage are a bit different and the order too, since in 1.18 you hear the cast sound even when you have no mana

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So that's either a desync or validation happening way before Mana check

scenic oak
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Oh I found it, it's done in common so yeah, it's done on server and client (I'm pretty sure)

shadow helm
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opens IDE
sees all the red gradle failures
"Maybe I don't want to mod today and would rather do some monster hunting!"

bright shore
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um, if glow particles always have an alpha of 1, why are they almost invisible when they have r,g, and b values of 1? Shouldn't they be black?
I don't understand what's happening there

radiant depot
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Additive color

bright shore
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are all minecraft particles additive color?

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or how does that get set?

radiant depot
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Start from transparent, get to 255 white

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Umh, no idea on how particles actually work tbh

bright shore
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ok but

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I tried tracing where the color stuff goes

radiant depot
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There are ways to make them not additive anyway

bright shore
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and it just... sets the color of the particle without ever converting out from additive color

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I wanted to make a non additive particle similar to the magelight glow

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and now I have no idea how

zealous zenith
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you would need a custom rendertype/shader

radiant depot
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You kinda need to start by the rendertype

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So back to what might be still called embers render type

bright shore
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oh

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I gotta make a knockoff of this:

static final ParticleRenderType EMBER_RENDER = new ParticleRenderType() {
        public void begin(BufferBuilder buffer, TextureManager textureManager) {
            Minecraft.getInstance().gameRenderer.lightTexture().turnOnLightLayer();
            RenderSystem.enableBlend();
            RenderSystem.enableCull();
            RenderSystem.setShaderTexture(0, TextureAtlas.LOCATION_PARTICLES);
            RenderSystem.enableDepthTest();
            RenderSystem.depthMask(false);
            RenderSystem.blendFunc(SourceFactor.SRC_ALPHA.value, DestFactor.ONE.value);
            buffer.begin(Mode.QUADS, DefaultVertexFormat.PARTICLE);
        }

        public void end(Tesselator tessellator) {
            tessellator.end();
        }

        public String toString() {
            return "ars_nouveau:em_rend";
        }
    };

with different properties?

radiant depot
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It might be tied to the blend part

bright shore
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I can't tell all this rendering stuff seems like a huge rabbit hole

bright shore
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I wonder if defaultBlendFunc would be enough to work lol

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if I implement all the other stuff the same I can test

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if that helps

bright shore
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I've managed to 4 times in a row mess up the tile entity and not even get the renderer to load lol

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awesome! that worked! just gotta reduce the randomness a lot lol

radiant depot
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Welp

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How should the right one look in your mind?

bright shore
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still pretty white

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instead of a random number from 0 to 255 it should pick from like 200 to 255 since it's so jarring rn

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this is hilarious though

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looks a bit like that right now

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which is too much

zealous zenith
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thats no blend?

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looks very upsetting

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lol

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the black particle is nice

bright shore
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yea I did all this bc I wanted black magelights for the demonic light glyph

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if you add black magelights next updade I will be a little sad lol

zealous zenith
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I wont

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doesnt really fit AN theme

bright shore
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I figured not, it's very... unusual

radiant depot
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The problem with black particles is that you can spot the pixels more easily

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It kinda works for that orb cause the actual particle is small

bright shore
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I guess? IDK I like the black magelight honestly

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an augment to make projectiles render like that would be hilarious but sounds like too much work to do ATM

radiant depot
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Def something hard to hack in