#General & Development Help
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Reactive adds extra nbt when the craft finishes so that’s probably what you want
oh cool. I will look at that for reference
Yeah you need a custom recipe type
anyone knows if it's possible to get the current frame/tick an animation is at with player animator? tried asking on their server but it's been 2 days and I got exactly 0 replies
is there an offset or something I could define that the sword wont disapear in the table ^^?
That's probably tied to one of the prospectives
I don't remember which one is used in the table, probably either ground or fixed
Ok I will try thank you 😄
You can see the slider while you make the model in blockbench
And one of them is too different from the base offsets
I tried to add patchouli but now I get these errors
oh lol that is happening in IntelliJ only
invalidate and refresh caches
while working on this I realised that Starbuncles dont pass the rightclick mobInteraction
it doesn't call super
i don't remember if i fix that in shoulderRider
but i remember seeing that
cool
I will close the EnderIO issue as "not our issue". Will check if it has been fixed already in latest Ars Nouveau master else make an issue thread/look for fix from Ars Nouveau side
can confirm that i only fixed that with the shoulder riding demo
changing return dynamicBehavior.mobInteract(player, hand);
to InteractionResult ir = dynamicBehavior.mobInteract(player, hand);
//if nothing that consume the action happens on dynamicBehavior, pass to super
return ir == InteractionResult.PASS ? super.mobInteract(player, hand) : ir;
and also the other return Success with super call
okay I will get to the fix. Will do a quick check on other mobs as well
not sure what's the extent of this pr
it should probably attempt to work on familiars
i didn't try yet since i expect a bunch of shenanigans
as the entity gets temporarily removed while on shoulder
but both passive effects and mana reserve mechanics need to remain active
familiars are too delicate, i already saw a bunch of possible duplication issues
only starbuncle needs the fix
since you already have a PR up, I will not create a separate fix
Yep the logic is very weird. The checks for dispelling existing familiars broke often when I tried occultism familiars
You still can for 1.19 tho. The changes might not be directly cherry picked since there's much 1.20 only code in the pr
Will eventually redo the PR for 1.19 as backport later on
why was 1.20.1 switched over to neoforge?
everyone seems to still build against 47.1.3
Kind of a "statement" to say that the mod will continue on neoforge if the split happens
Lex had just started merging very weird stuff and everyone on FC was switching
Building against neo shouldn't be too different from building on forge pre-madness
And this way the gradle migration doesn't need to happen during the 1.21 porting
so the current builds should work on 47.1.3 just fine?
The server is on 47.1.3 as proof
oh awesome
There was something in the intro pages
But very little, it's probably just better ask @rugged urchin
Could this be a forge 1.20.1 issue?
Because this only happens on the newest forge version(47.2.1). 47.1.3 is working fine.
don't use forge past 47.1.3
ars nouveau and alot of new mods don't support forge after 47.1.3
they all have moved over to neoforge (mostly). A proper split will happen in 1.20.2
It's pretty open ended, but the base idea is that source is basically everywhere all around you in the world that can be tapped into.
The only thing I'd like to add to the canon once we rewrite the doucmentation is that source can be tapped into by creatures that are uniquely adapted to converting it into mana (players & magical creatures) or by machines designed for its extraction and direct use (sourcelinks, spell turrets, etc)
The rest of it is left to interpretation and however add-ons want to explain things.
(though an addon that directly contradicts the source theory and pushed their own forward would also be interesting lol)
I am going to do that to an extent lol
I have a pretty decent plan of introducing a "chaos mage" class that combines "source magic" (ars nouveau) with "void" (to be decided)
I still dont have a concrete plan of what I am going to do with it but understanding the basis of source can help me imagine and think about mechanics
It sounds very similar to D&Ds explanation of Magic, with the weave existing all around the world and being this resource that can be tapped into and materialised into various effects
And to add, there's also a concept of Void, which is the space between the planes of D&D, like if the overworld, the end and the nether were all different planes, what exists between them?
I have not played D&D before but tried a little bit of Divinity 2 (never got around chapter 2 lol) and it definitely inspired me :)
that fits very well with Ars Nouveau honestly
If you enjoyed Div2, try BG3
it was fun but getting the whole party to play that game was harder lmao
we started the run twice but never got past chapter 2 ( left as soon as we reached chapter 3)
Yeah, smaller parties are easier to handle, I did my Div2 playthrough with just one person
It is very much like the Weave lol. I think the original idea sort of came from Thaumcraft with how their magical elements came from breaking down the magic in the world around you via the alembic.
Not too related but Wheel of Time uses similar terms too
Calling the magic from which the wizards draw power Source
But it's a bit more like the concept of a river, a spring
So they also have terms like "stilled" for when their flow of magic can't connect to the Source anymore
my recipe isn't being read and I'm going crazy
So I'm generating recipes the exact same way as I was doing for the animal summoning ritual, but these recipes for some reason aren't being picked up by the getAllRecipesFor code:
return getWorld().getRecipeManager().getAllRecipesFor(RecipeRegistry.LOCATE_STRUCTURE_RITUAL_TYPE.get()).stream();
I may have just figured it out
thanks for being my rubber ducks
mistakes were made
Locate Structure ritual with a recipe datatype
{
"type": "ars_nouveau:locate_structure_ritual",
"augment": {
"item": "minecraft:mossy_cobblestone"
},
"structure": "minecraft:jungle_pyramid"
}
compass + mossycobble = bound compass
and now my compass is not saving an nbt tag 😭
ItemStack compass = new ItemStack(Items.COMPASS);
CompoundTag nbt = new CompoundTag();
compass.setTag(nbt);
nbt.put("LodestonePos", NbtUtils.writeBlockPos(pair.getFirst()));
Level.RESOURCE_KEY_CODEC.encodeStart(NbtOps.INSTANCE, serverLevel.dimension()).result().ifPresent(tag -> {
nbt.put("LodestoneDimension", tag);
});
nbt.putBoolean("LodestoneTracked", true);
and yet LodestonePos is missing
I just tried to make an equivalent of the shocked ramp up
with full earth build it ended up giving poison spores 50 damage/resolve
and i feel like i have no idea if it's too much or just average
the other thing i was thinking about was this, as another type of st earth spell
well, kinda st
i was experimenting with molang variables to adjust the render scaling based on aoe and pierce
which would obv also scale the hitbox
Are the spellbooks spells stored as NBT ?
oh cool
Alex can you add my addon to the addon-index? 
Okay pls help because I'm going insane:
ItemStack compass = new ItemStack(Items.COMPASS);
CompoundTag tag = compass.getOrCreateTag();
tag.put("LodestonePos", NbtUtils.writeBlockPos(pair.getFirst()));
Level.RESOURCE_KEY_CODEC.encodeStart(NbtOps.INSTANCE, serverLevel.dimension()).result().ifPresent(dimension -> {
tag.put("LodestoneDimension", dimension);
});
tag.putBoolean("LodestoneTracked", true);
serverLevel.addFreshEntity(new ItemEntity(serverLevel, pos.getX(), pos.getY(), pos.getZ(), compass));
creates entity with the correct data:
but then when I pick it up:
where does the LodestonePos go
give it back pls 😦
I wonder if it is the same issue as name with item entities being random
what do you mean?
I'm going to try now adding the item direct to the nearest players inventory
If you use name on an item entity, it gets applied to the entity but it's a bit random whether the name gets applied to the item itself once picked up
But in theory here you apply the tag directly on the itemstack, so there shouldn't be desyncs
Wild guess, try to make a break point on the item entity pickup and follow what happens ?
it's not entity related:
Player player = serverLevel.getNearestPlayer(pos.getX(), pos.getY(), pos.getZ(), 5, true);
if (player != null) {
player.addItem(compass);
}
Found it, there's some code that checks if the lodestone exists and if it doesn't it removes the lodestone pos tag
Oh, lol
Does anyone know how to get the bounding box of a Structure?
anyone knows whats happening here ?
it seems like a desync between client and server states but it only happens with spellbook
every other item works fine
does spellbook have a right click handler except from the item use method ?
okay I dont know what is causing this but it even more confusing
I enabled debugging and monitored level and player hand. When I use any other item except spell book I get 2 cycles, Client+Main Hand and Server+Main Hand
but for the book I get 3-4 -> Client+Main Hand, Server+Main Hand, Client+offhand(this is random) and Server+offhand
something about the book is triggering offhand
maybe there's something coded to give offhand priority
idk if you ever tried to hold the spellbook with a shield in hand
but it will cast once then start defending
I cant find anything related to offhand at all
@zealous zenith do you happen to know where and how the spellbook might be triggering the offhand ?
I may be late to the party, but I love the new(ish) glyph system!
the old is the glyph press
but i guess they also mean the new glyphs?
I didn't even see the new glyphs yet, just the way you make em. But yeah I started around August 2022
Why does Ars Nouveau use mixin accessors over ATs ?
Accessors are easier generally
I see
moving accessors to ATs wouldn't hurt anyone if combined with something else that triggers rebuild
but while developing, it's way faster to use a mixin that finding the srg name and waiting gradle
Is there a resource pack that makes the spellbooks 2d?
I've been trying and its very difficult
Maybe not possible as it's coded to use a geckolib model
so it doesn't get to be overriden, at least for the hand
but not sure, maybe it does still follow the vanilla rules
I've tried to use vanilla methods and it doesnt like it
I don't think you can override gecko textures with vanilla once there's a gecko renderer defined for the item, can you?
If the vanilla model swap doesn't work, it doesn't
Model can be swapped, but only with another geo
Textures shouldn't have issues
Yes, ToB does that
wot
nvm I get it. Who tf made the MobEffect ctor protected lmao
the name also makes sense lol
It's fiiine, at least it isn't private!
Took me a while to get it
EffectBlink uses InventoryManager#highestPrefInventory to get access to warp scrolls
I am assuming this considers priority of offhand as well as hotbar before going into rest of the inventory
Is the warp scroll restricted to only the hotbar ?
iirc it can check the other slots of inventory too when on a rune
cool
Anyway, i suggest checking via debugger
this did not work for me.
it doesnt have access to offhand nor the main inventory. it only access hotbar
got any idea on how I can get a priority for offhand -> hotbar-> main inventory search for an item ?
Wasn't there an overloaded method with additional param
You might be using the wrong one perhaps
cant find the method. from what I can understand, it hardcodes it to hotbar ig
except Blink glyph is there any glyph that interacts with an item in the inventory ?
You were correct alex. It wasnt a overloaded function but I could just create my own inventory wrapper and pass it in
it doesnt work with offhand but it works in rest of the inventory so that works for me
hello there, is the Curios library included in the addon repo?
if not how can i add it there?
(i will often be asking dumb question as this is the first time im doing a mc mod)
All dependencies necessary for ars should be. Do note that it's only 1.19 as far as I saw (on mobile though so... i may have missed)
thank uou very much friend 👍
seems like my brain still hasn't grown enough
anyway
time to go to sleep
bye bye
Another one for the horde
in build.gradle, what does this do?
it sets the base name for the final jar
can anyone tell me why this is giving me an error?
pastebin:
https://pastebin.com/nXLMGgEw
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ok this was the dumbest fix ever
your filename starts with a capital letter while your class name doesnt
i found it out
Java things TM
another reason to hate java
its fine lol
why do you need so much mana lol
because
i have a spellbook and each spell is a part of a bigger spell
so when i put all the spell in order it does a lot of damage
ah
do send the spell afterwords :)
also I am gonna do self promotion and ask you to check out ToB if you wanna get rid of mana cap
im stuck on 1.19.2 ;-;
no ToB
i had ToB and it was great
(1.16
but it can only cast T3 spels
as of rn i barely have enough mana
weird. from what I see T3 Armor+trinkets+ good number of unlocked glyphs gets rid of mana for the most part
one spell consumes on average 3k mana, and a 'composite spell' is composed of like 6-8 smaller spells
so even if i have a metric ton of mana after i use the spell im litteraly a sitting duck waiting to be finished
also it would be cool to have almost unlimited mana
is development for Ars still primarily for 1.19 or have things more or less stabilised on 1.20.1 now?
At the moment development is kinda paused, so bugfixing and little features manage to get on both vers
And I don't know of any breaking change planned in short time, only the little art restyle
Epic socks
how can i have several item types in the EnchantingApparatusProvider.run() method?
as ingredients ?
oh ok
is this the display name or the item name?
no
that is the registry name for the item
you will have to create a lang entry for the item name
you need to create a file in assets/<modid>/lang/en_us.json
its already there
and add an entry in this format
if you are familiar with data generation, you can use that as well. if not, typing by hand is not much work either
If you use the replace in files tool (in intelliJ) you should manage to transform all example stuff into a base for you modid
But don't forget to rename folders too
i made sure th rename every sensitive things before coding
Always watch out for typos
tahnks for making me think of looking at the models
i copied and pasted a lot of things
and i didn't update the modid
Like an s or an underscore
btw where do i put the curios slots if i want an item to be a curio trinket?
fixed almost all of the texture errors
you will need to look into curio api
i think i fugured it out
All tag based now basically
its all working now
i just need to create recipies (its going to be VERY VERY VERY painful to get the last item)
are therea any ways to reduce the time required to 'build' an item with the enchanting apparatus?(not necessary anymore)
can anyone explain what this does?
i know that it crafts an item using the imbument chamber but i have trouble with understanding how the snipet works
what is the id in new ImbumentRecipe used for?
id is the id of the recipe it will create
you can set it to whatever you want. its the name of the json file that it will generate for the recipe
ah thanks
its working :^)
what's ToB?
my recipies aren't showing in JEI. What do i do?
btw how do i set the result of an apparatus recipe to a block included in ars nouveau?
what recipes are they ?
you will need to generate the patchouli pages for them
look into the patchouli Provider section for data generation
thanks !
The recipes ain't showing, or the items aren't showing at all?
the items are here, but the recipies in JEI/REI aren't showing
i have a little question; where can i access the mana of the player and modify it if possible?
do you want it to adjust it a single time on demand or hook into the regen and max values?
i want the total mana capacity to stay the same, but it should drop before going back up naturally
liek when using a spell
so you just want to expend mana?
CapabilityRegistry.getMana( <player> ).ifPresent(mana -> mana.removeMana(totalCost));
thanks a lot
the mana function is storedMana() in 1.19.2
or the current AN template
thats just the param name, you can name that anything you want
so i just went down way too deep of a rabbithole
but what is the best way to have a persistent variable for a player?
should i create a new attribute or take the hashmap route?
both seem equally as TERRIBLE as the other to me
Depends on what s said variable
a hashmap used to store mana
like in ToB (the way its used to do things ingame)
well similar
i'll give it my own spin
Then maybe a capability? If it needs to persist and is not something you can simply slap in the persistent data
@neat mango more context on what you're doing in ToB?
he is most likely using the Blood Magic LP pool to turn it into mana
im preparing to do something similar
like you sacrifice 'essence' (an in mod ressource) and then you get some mana which you can store and use to fill your own mana bar
player capability
i will look into it
blood magic uses 'SavedData' which is a way of attaching data to the world/level
and which stores map with list of players and soul data
Ars Nouveau mana?
yes
yeah it will be
but not directly inside the mana bar
it would be like having a glass of water, a tap and a bottle
the bottle stores water (mana)
but you can only drink from the cup
however with the bottle you can fill the cup faster than going to the tap
but when the bottle runs out you need to fill it or go to the tap
I don't understand that exactly but yeah player cap is meant for this
saved data will be slower because it is attached to the world and it is not that big of a deal either
btw ToB doesn't convert LP into mana. it expends LP directly to compensate for mana
oh interesting
can anyone explain what the CapabilityManager.get method does? I can't find it and it may have been changed
https://www.phind.com/search?cache=n95o90d8axmqfo8a6if0jr9n
seems to be mostly on point, without having a Minecraft Dev instance handy I can't say more
Get instant answers, explanations, and examples for all of your technical questions.
so i found the problem
tabnine did a thing and decided to place a new before the capabilitymanager#get could do its things
The issues with AI auto-complete
https://pastebin.com/0gU1rx91 so i have a problem with #copyFrom. Doe sanyone know of any way to prevent this from happening?
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
not this one
its a method i added
used for my mana holding crystal ball
ill push to my git
whats the exact error you are getting ?
also dont know if its intentions but both vars are the same
i found the error
thanks chonkey
so i created the recipes in the arsprovider.java file
but i tried to create the items and it didn't work
do any of the addons add custom recipe type of enchanting apparatus ?
ArsNouveauAPI.getInstance().getEnchantingRecipeTypes().add(RecipeRegistry.ENCHANTMENT_UPAGRADE.type().get());
is this enough to register a new RecipeType ?
Ars Artifice does I think
It's either Enchanting or Imbuement
Elemental also does one
nice! I will look at their code
did you make any progress in your quest chonkey?
Yeah
oh?
😮
can i know how you made the recpie?
i added one in the ars provider
but then its not in game
very frustrating
how so?
do you want to add a custom recipe ?
thats pretty straightforward. after you add the recipe in provider, switch your run type to runData and launch
run type?
switch to runData and launch. That will run your game in data generation mode. It will generate all files you want it to
it will automatically do it for you :)
the way it is configured is that generates the files and puts it in the correct folder
shit, I deleted your message by mistake
I was supposed to reply to it lol
what I was going to say was, datagen is super convenient. I use it to generate lang files, basic item and block models, recipes, etc
pain
read the whole log
it should show up in the intellij console itself
or you can just scroll up in the console
because when it was summer i wasn't seeing shit with dark mod
and white mod kinda stayed with me afterwards
regen runs and see if that helps
so i think that there is some level of progress?
Isn't that just the success error?
it is the success error?????
Depends on what the actual log says
But runData gets killed once it has done its work
So it shows up as an error there
how can i get the Hotbar slot an item was used from?
btw i know when the click is triggered
i just need to get the current hadn slot
preferably its number
I think usually you check the slots and try to match
As there are no other information about that
you get all slots while knowing which item triggered the code you're executing right now.
Then you iterate over the slots until you find the matching item
what if i made the item a 'food' since its going to be a consumable
time ti use a roundabout way to do stuff
like this?
found the correct method
Huh. Nice to know that exists!
Lul
how do you get the ARMOR_MODIFIER_UUID_PER_TYPE into the armor class? I want to add more base max mana to the highest armor tier I am working on
or is it done via accesstranformer?
allthemodium x ars nouveau
ok I will look into the ars elemental code
I think you changed it there too right?
the max mana
Repository for the Ars Nouveau minecraft mod. https://www.curseforge.com/minecraft/mc-mods/ars-nouveau - baileyholl/Ars-Nouveau
public net.minecraft.world.item.ArmorItem f_265987_
you gotta AT this then
ok thank you
There are _ between the f and 2 and after the 7
But discord treats them as italic
Sad for my hook being removed tho, I don't know why I didn't PR that back
double backticks to skip formatting
Const doubleBackticks = ``won't be _formatted_``
I think those don't appear on my phone keyboard
Oh, they work for this
Just not for the code block
Fixed then
Typewise 
Worth the lifetime license price, just for the special characters board
All the braces and characters you ever need for mobile dev support
is there a way to use the path of the different colored armor textures in the .json ?
which addon did you make
its not public yet (no compiled version publicly added)
still a wip
guess i'll take my time to do it
aint no way ars omega is getting a celestial school 😻
yeah link the curseforge page once you have it and we'll slap the role on ya
I need something to be the opposite of demonic
I'm gonna move divine smite and have a new upgraded lightning for school of air
No
cool
how should i go about creating a beam like water glyph? particle or something more convinient?
You can check how TMG does it for
?
not that beam
i know kust need to create a water beam
like the hydro pump attack from pokemon
oh wait
figured it out
what if i create a ´ray’ of particles from the sender to the target
that would work
if the glyph doesn’t hit anything then no need for particles polliting servers
So, what TMG does for ray?
I thought it was a beam if the purple spell particles that fade quickly
#1166172194871705721
thanks
i managed to get semi decetn results
so i'm having troubles dealing damage with my spell resolver
i wanted to do this.attemptDamage(args) but i can't find the method
I think there's an interface now for glyphs that do damage, and that's a default method there
oh wait, resolver?
um
yes
... why with a resolver?
oh that method
because
it kinda works
so im fine with it
(i just need to figure out how to do the stupid damage
no no this is the correct way of making glyphs
like I said, I think there's an interface now
are you on 1.20? or 1.19.2? or something else?
look for IDamageEffect
it has a default method that does exactly what you want
default boolean attemptDamage(Level world, @NotNull LivingEntity shooter, SpellStats stats, SpellContext spellContext, SpellResolver resolver, Entity entity, DamageSource source, float baseDamage)
1.19.2 ftw
This post gives an overview of the changes made to the capability system of NeoForge 20.3.
data attachments look pretty cool. it would make the ars mana system very concise
its working, thanks for the help Dkmk ^o^
does the DamageSource#...#bypassInvul makes it so that IFrames are ignored?
or does it work against things like fire invincibility, fall invincibility, etc
it makes it ignore iframes, creative mode, etc
whole nine yards
IIRC
ok thanks
time for the water school to get some new shit
also wind
i love java 😠
Hey, Java's fine, Minecraft development realities are just 15 years behind the conveniences of actual Java dev work
java is just weird at times
found out why intellij was cursing at me
turns out it got deprecated
anyway
i just wanted to know, but if i create a fifth tier of glyph, will I need to create a 5th tier spellbook?
would this set the glyph's base damage (spaghetti code i know)
yes
yes but that's the recommended way
use the config system instead
it lets users/modpacks change values if they need
just follow what HarmEffect does
im not smart enough
so imma just do the recommended way forst
first
then ill implement all config stuff later o,
well we are not doing a T5 glyphs
wait building a config is not that bad
doesn't matter. for any damage spell you should use configs
just a method overload
Pretty much yeah
you should look at omega code for how to make the upper tier
But it's totally possible
Might be enough also to look at the SpellTier class
thanks
👍
anyways
im currently doing 'util' glyphs
as the game critically needs some
so i tried testing my things
turns out the game is not liking them at all
what does this bit of code does?
Calls the onResolve method of the class you inherit from
is it necessary to use it?
🤷♂️
Can't give a blanket answer to that
IT WORKEd
YAY
now i just need to link the textures
and the names
found the error
you shouldn't def call onResolve inside onResolveEntity/Block cause otherwise you end in a loop
since onResolve calls one of the two based on what's been hit
so my code is mostly working
but i can't seem to be able to get my attacks to ignore the IFrames
Why would you want to ignore them?
because my vision of a glyph im working on is that it will create a spear of water which will do TONS of small damage hits
This is 1.19 right?
It's like a timer
I'm finally trying to update to 1.20.1, any idea why all my textures broke? 😦
idk
atlas change
would be first guess
the second guess is that iirc Bailey finally fixed the block folder being called blocks and item items
Folder plural?
so you simply need to rename that s
it works, bailey sabotaged my mod
Just got to register my items in the Ars tab and then I'm good to release 1.20.1 I think
https://media.essential.gg/6abf075b-72ae-417f-1a82-46e361e51e00i think i was too generous with the multipliers
her
so i did a lot of tweaking
and now it does decent amounts of mana
however with enough preparation and sourjars, it can deal 200k+ damage
woah
Hard to tell what's happening with all these particles
how can i make it so that a player has got more mana (temporary) than his max limit?
like eating a food grants bonus mana
easy way is having a potion effect
mimic how source rolls give mana regen, but with max mana instead
as i said, look into how the source roll is made
and how mana regen potion effect is made
then you simply need to change the attribute it boosts
is that meant to be a gilgamesh moment?
idk
i just thought it looked cool
base is a burst sensitive with propagate missile
is there a way to use both block shaping focus and focus of earth
ok
I kind of miss the can be used on method in effects
So I might add it to my glyphs and have a class to manage custom ones for base ars plus any addon compats
does ars provide any helper for JEI stuff or should I create my own plugin for it ?
I need to register a new recipe type
you have to make your own if you arent using the AN recipes
okay
Is there a way to update the glyph tooltip based on the spell crafted?
or just using runtime config values?
Ah, I can use getBookDescLang
What's the 0 above the mana bar?
Supposed to be the mana reserved by familiar
what does that mean?
When you summon a familiar, (or with the future summon rework when you summon anything) it takes a bit out of your max mana
The debug, which is also enabled by instrumentum thing
ah
But that number should probably remain hidden
I added that info there while reworking the bar
But it can be confusing
should i add more 'ice and snow' glyphs and effects?
atm the school feels really fucking lame
water as a whole
air is cool with wind shears
and lightning
but like
water is just
lame
alright time for more water based school
Earth has a hard time with undead and flying mobs, only got crush and harm for those really, all the poison stuff don't work 😦 and bosses bc they can't get effects.
Also for some reason homing doesn't really work for me at all
Wont home, and it goes straight but doesn't hit anything
Even if it did hit something, effect doesn't trigger
Where do sirens spawn
#1019900714044100699
also you are probably going to get faster and better responses in #general-and-help. This channel is mostly used for development
by doing pixel art
(or bad changes of already existing textures, looking at you, runic stone of storage)
Or by annoying my girlfriend to make them for me which is why the Armarium looks decent, compared to the rest of the stuff. Mixels it may be, but I like it
fortunatly i got a friend to do the textures
how do i add his name to the list of contributors?
of your mod? Both need a curseforge account. for the curseforge contribution credits
Github, once they commit there they'll be listed automatically
oh ok
then i guess i will make them contributor once i submit toe mod to the forge team
what's the maximum nomber of pedestal an enchanting apparatus can support?
chonkey is it possible to get the square particle texture pack?
it looks really cool ngl
just finished 0.5 version of my mod
ill try to get 4 more versions in before making it public
https://medal.tv/games/minecraft/clips/1JkIUvH4iyRaB8/d1337KPq7fPm?invite=cr-MSxZQ24sMTgxODk1MDc4LA
yeah this is getting nerfed 💀
Watch Untitled and millions of other Minecraft videos on Medal, the largest Game Clip Platform.
copied
How hard is it to make my addon compatible with ars elemental? To have elemental armor sets.
you could try to have an embedded ars elemental library
or just get the source code and place it in your java folder
here
hrtr
already done
👍
I would say it again, unless you add something special to the sets, you would end up reducing the value of original elemental set
Ik that sounds hypocritical given Heretic Armor is basically a rip off at the moment but if I could change it, I would have already done so ( PRs to blood magic havent been merged and I cant change much right now)
how does mana shield work?
with 26k mana and 2k mana regen, i could barely sustain it
hey guys, i have question. I want to use ae2 api in the project. Is doesnt show that dependency in "External Libraries".
```(build.gradle in dependencies)
did you do a gradle sync ?
I don't know. When I launched the client, the console said that applied energistics was installed, but I don't see it in the loaded mods.
i want to use api from that mod in my own mod but it doesnt installing at all
just the api wont show up in loaded mods
but also i dont see in it libraries
you need to add the whole mod for runtime for it to show up
sync gradle
how can i do that
top right of screen, open gradle menu and click on the reload menu (assuming you are on intellij)
yes
how do i change this?
the project name and all has already been changed
found it
i am big dumb
mod needs to be installed in mods folder or configured somehow in build.gradle?
when I added the mod to the "mods" folder, an error appeared:
I can't install mods on runClient?
Configured in the build.gradle
where can i modify the AN server config on startup?
i need to edit the max mana limit
There isn’t a hard limit, you want to modify the starter limit?
runtimeOnly?
Runtime if you don’t want the code to be accessible in your mod yes
Are you referring to the attribute?
yes
and i need to add same "link" as i idded in implementation?
Yep
okay thanks
so does anyone know how i could modify the max mana attribute limit ?
still i dont see the mod in loaded mods. idk what im doing wrong
I dont think you can change the max values on attributes after they are made
did you reimport gradle?
ok
just place it in the run folder
it will add it if you rerun the gradle sync
run>mod>ae2
thats the API jar, that isnt what you want
that is the API just for integrating with AE2, it isnt the full mod
ah so i need to delete api from this?
I dont know how their maven is setup, there should be a few links
do you have the maven repository listed that AE2 uses?
you should already have a repositories declared if you have patchouli and curios
that looks like its under your buildscript?
put it where the theillusivec4.top maven is listed
build.gradle
ae2 dont needs patchouli and curios i think, i installing that mod without this mods
please just post the build.gradle file lol
i used that lines you sent and also implementation
gradle.properties
build.gradle
this isnt for an ars addon?
no
i added that 2 lines you send
it consumes like 350 mana per hit iirc
need to cut down that multiply
otherwise having the water gear can become harmful instead of useful
having more amps allows to reduce more damage
but also leads to higher mana usage
and higher chance to pop the bubble
i'd need either to drain it on hit or adjust the damage -> mana cost ratio
in case 1) it would only change a thing for water gear users
in case 2) it would be a reduction for everyone using it
I got many suggestions to make it compatible thats why I am asking they like the style of the armor. If Alex doesnt have any problems with it. Or someone have ideas how I can make it more unique without reducing the value would be helpful
i'd have to know what the compat actually is
if it's like, an upgrade with a different model
or a thread that mimic the bonus
cause i'm fine with the former, i'm in a bit of a mess rn and i can't work on the next step (aka armor restyle), since some interaction with the addon would still be required
latter is a bit of a stretch as many would just skip that, and i'm not even sure you could have the effects without duplicating the code as ElementalArmors are identified by interface
alex can i add ars elemental as a dependency to my mod? If yes how can i integrate it?
if you check a curseforge file, there is a CurseMavenSnippet option. copy paste that in your build.gradle then refresh
it will add the mod to your dev-env
and allow to use its code there
unless you want to make it an hard dependency, you will need to be careful with loading AE code when the addon is not loaded tho
with ModList.get().isLoaded(modid)
Yeah I looked into it and tried some things. It looks like I have to copy the code. Maybe I can try to find another way.
I could add the thread that would be a nice idea. because I added an thread for the noble knight to get more armor
I think this would be easier
is there a way to make specific threads not compatible with ohter threads ? so they cant use a fire and water elemental thread at the same time?
Otherwise I will make my own check for it
alex your code is actually soo helpful
does anyone have any plans of making a meteorite/asteroide?
im planning to make one
idk if yall know this but it sounds very very useful when making focus and glyphs in general.
(please ignore the noodle code)
um is it just me or is that a screenshot from Omega's code?
funny enough that's one of the few overpowered cliche spells that I don't have plans for.
making an ars omega addon
lmao
yoink i guess
lol what
any particular reason why?
Ars Omega is already so niche lol
@gleaming fox are you willing to share more about what you're planning to add?
just because i didnt want to re create tier 4 and the school focis
btw sorty for not anwsering i was sleeping
glyphs and some curios
Makes sense
I meant, are you ok with comparing notes on what glyphs we each have planned? So we don't start working on the same thing? That way I can cancel plans for anything you really wanna make and let you know what's already gonna be added
sure
-sacrifice exp/health and mana for damage
-meteorite shower
-water wave, deals drown damage and knocks entity back
-ice spikes, creates an ice spike. If the spell is used with water before, it will freeze the target in place, locking them
-earth shield, scales with max health and max mana
-solar flare, like hellfire flare but for the celestial school
-shadow veil, gives darkness to the hit entity
-'net', will execute glyphs in a spidernet-like form (much larger than linger, but has got holes in it)
-blood thunder, like lightning but on steroid and it will deal armor piercing damage at the cost of health. Demonic school
all the thing i have planned
I was planning to add something similar to your net idea to Omega
oh?
anyway it sounds like a pain to code so do as you wish
does anyone know how make a beam of particle from one point to another
it'd be really helpful
depending on what you're looking for, you still might want to check out how TMG implements 
There is also the particles from relay linking iirc
it worked
what is this doing here 💀
"god have mercy on our protected souls"
who sufferd this much that he had to pull out a bible while coding
(least painful mod development)
idk what im saying
all i know is that exam seasons is over
that means i can go back to coding
yay
Sounds like Bailey, probably cursing because he had to re-implement (parts of) PotionEffects since Mojank makes such fun API decisions
lmao
just found out i have to drop my blood thunder idea
mojang updated the lightningbolt class
and i cant bother to adapt (steal) someone else's code
Something inside MobEffect is protected or private, idr. So he used a subclass to make that thing public
sounds like a pain
Or something like that, unsure if ATs would have had the same effect if that was the reason
yes
everyone questions it until they realiize the mojank before them
minecraft truly was coded with someone's ass
does anyone know how the Perks.SpellDamage attribute work?
is it flat added damage or percentage added damage
Flat
clement is your addon planned for 1.20 or 1.19
yea makes sense
In that case sorry again for the lack of news there
its fine
im still very much enjoying 1.19.2
does anyone have a 'leveling' system in mind?
I think Bailey doesn't like such systems which is why ars nouveau progression system doesn't block anything
i was thinking about a leveling system which will grant perks like faster mana regen, more spell damage, etc
stats, not glyphs or powers
what is astral perk?
astral sorcery's perk system
one of the possible compats for scalaes was planned to be jobs+
but at the time the mod was too hardwired to do that
👍
what i want to add, updated
GLYPHS:
-sacrifice exp/health and mana for damage Implemented both
-meteorite shower Indev
-water wave, deals drown damage and knocks entity back
-ice spikes, creates an ice spike. If the spell is used with water before, it will freeze the target in place, locking them
-earth shield, scales with max health and max mana
-solar flare, like hellfire flare but for the celestial school
-shadow veil, gives darkness to the hit entity Indev
-'net', will execute glyphs in a spidernet-like form (much larger than linger, but has got holes in it) dkmk wants to create it
-blood thunder, like lightning but on steroid and it will deal armor piercing damage at the cost of health. Demonic school Dropped
-permanant rune
MECHANICS:
-leveling perk system
-eating essence will grant a mana bonus
-artefacts sets.
@radiant depot do you share any code between any of your mods ? If yes, how do you do it ?
No, I probably would jarjar a little library if there was too much shared code
For now there are too little interactions
Like having a mod or library inside your mod
It will load as its own, so forge will only pick the highest ver if more mods ship the same thing
For example, Ars jarjar geckolib
ooooh
that's good
anyway
i created a sonic boom attack
how cool is that????
and the particle method is also nice
(i stole it)
I tried once to look how the warden attack is made
That thing is just cheating
The particles for it are cool tho, used them for 
its a lesser version
also if we convert its cost to emc its like 500m
Warden doesn't fire a projectile, it's more like a ray with a delay on when to hit
yeah
what i do is that when the spell hits en entity, it will create a 'ray' of particle from the player to the entity
then it will gets all entities in a sphere around the hit entity
with ray it can be instant hit
that's the main reason i wanted to do something like that
should i make the sonic boom glyph hit like a truck or bypass armor?
One of the experiments included in neg, it's a projectile that applies the spell few times on its path
Called trail
that's cool ngl
why are my dependencies not showing up?
you need to set those when you upload a jar (bottom of the page)
or you can set some permanent ones for your project settings
btw im just oging to say that the mod (when it will be released) is extremely easy to get into at first, but the ressources requirements increase exponentially for each tier
basically: i needed to add ars omega otherwise getting enough ressources with just good ol' ars would've been impossible
Q: is it possible to get the HP of an entity contained in a containment jar?
you have access to the mob directly so you can do whatever with it
Link or it didn't happen 😛
congrats on you first mod!
your license on CF doesnt match source license
uh
oh also why is the repo a template. Did you fork it instead of using the template lol ?

in offhand