#Ars Omega
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is that easier?
I was gonna edit the nbt file
but that seems tough actually
since it won't let me use ctrl f in any nbt exploring tools I have
oh, that might work too
and it's not text ๐ฆ
intellij should let you
does it?
i did use a text replace with the starby shrine
nope
I'm not having any luck
I can edit it
but I'd need to search all 207 blocks in the pallete manually
๐ฆ
oof, then maybe doing the switcheroo is easier
with chain and maxed out bigger pierce/aoe
time to get nbt explorer and see if it is any good
do you not have a replace all function with the find? Oof
at that point a fill command would be easier lol
... it's one place to replace
the problem is finding it
because it's not a text file
so I can't search for the block that doesn't exist
I have to manually check each block numbe rin the pallete and see if it is it
OR find a different tool that lets me search
yaaay! nbtexplorer worked!
bruh I fixed the wrong ffile
๐คฆ ๐ฆ
still has a bunch of stuff missing but is better than before
It looks nice being open roof tbh
Did it have glass in the top floor?
It wouldn't be bad to have a bit in the new version, as windows, not on the roof
Well, you need to change something anyway
I'm not sure it will translate correctly if you only use a different sourcestone
The texture are kinda different
You don't need to change it much, but small and quick tweaks probably
and I'd much rather finish this 1.19 port quickly so I can go back to 1.18 and deal with petrification and achievments and re-merging the notebooks somehow
Then the tower shouldn't be a priority in the first place, but rather the demon realm first
Since the tower was only cosmetic
well, no, the loot in it is important
but yea the tower is not and I'm working on the demon realm now that the tower technically works
I also fixed the stats on the gear like the pendants!
demon realm sorta works, I'll call it good enough if I can fix the loot table with the staff and can make the necessary ores generate
not sure yet
but so far most stuff seems to work
hmm actually infinity crystal of all things is giving me trouble
not filling up
It doesn't output source?
doesn't generate it
Weird, isn't that just in the tick method?
yea
public class InfinityCrystalTile extends SourceJarTile {
public InfinityCrystalTile(BlockPos pos, BlockState state) {
super(RegistryHandler.InfinityCrystalType.get(),pos,state);
}
@Override
public void tick() {
if (!this.level.isClientSide) {
this.addSource(10);
}
super.tick();
}
}
IDK if something changed in ars or if I did something dumb or what
Try following what happens in addSource call with the debugger?
Oh, do the projectiles still work correctly with latest Ars? Since the split update might have changed a bit how they are fired
And obv they don't get the spread effect if you don't code it, it's just a change in the arrowheading
I'll have to fix that
that's just in 1.19 though, right?
Yep

Should be easy since it get rid of all the weird split code
And simply adds an offset to the yRot
If you make the offset too big I guess you can shoot 360, lol
fixed ores and the important loot table
mod should be playable now
even if sucky cause so much is missing
new version of the 1.19.2 port:
https://www.curseforge.com/minecraft/mc-mods/ars-omega/files/4358288
@brazen oyster @naive ore @visual canyon @dusk halo @bronze badge
appreciated
LESS GO
Curseforge was fast tonight
ill test it out on private pack, will still wait for semi-full release before i add it to the pack im working on w/ friends
yeah curse has been good lately <10 mins for 99% of approvals with the bot, and <2h for fresh stuff
the main issues have been the site literally dying today
well I waited to puing peeps until it was approved
Last week it took some hours
that is a little while
Probably a temporary downtime
Gonna be fun to play with
lets see how much we can improve [REDACTED] with this
I'm gonna add achievements next, anyone have any ideas?
an achievement for casting a spell that crashes the game
no you misunderstand
how so
its to disappoint completionists because I dont think its possible
I mean on a good pc
the playerbase isn't wealthy enough to notice that the achivement was supposed to be impossible
probably
it will still disappoint completionists that play on servers with multiple people (=
no I want achivements for like getting cool items and stuff
achievement for getting best staff
achievement for defeating demon lord or whatever his name is
Umh, pretty sure you'll want one for demon realm
You can yoink how the vanilla "TheEnd? " is triggered
one for summoning and one for killing demon king
Then you might add one for the better magebloom
oh yea that
One advice I can give is, unlock all the base ars advancements
ah
Then look at the tree
Oh, lol
XD
๐
here's my thoughts
I'm turning the other book items into things that just unlock the chapters in the main worn notebook
and I'll use sub-categories to keep it less messy
hide advanced magical equipment and status effects in the magical equipment category
and spell sigils in the sigils category
and locking behind achievements will make them show up in the book with a lock, like in hexcasting
so people will know to hunt for them
Then you have to try and think how the progression goes first
yea
Then look at the tree to see if you can link another item to it
Maybe gorgon gems are another thing for adv
yea but IDK what to call it
oh you could do an achievement for every tier 4 glyph you unlock
well the tier 4 glyphs are really powerful and also more expensive mana-wise, kinda like master level spells in skyrim, so unlocking one is a kind of a big deal
your right about the quantity I suppose, but some achievement related to tier 4 glyphs sounds like a good idea
why not just for the book, like in ars?
thats an option
besides that my like second thought was an achievement for unlocking your first tier 4 glyph
or maybe achivements based on the school of the tier 4 glyph you unlock
slightly better, no?
Book + successfully bound a wither + get all?
yeah
that seems like a lot of stuff, do you mean as separate achivements?
(Not as a single adv, I mean three)
this plus the school idea sound great, for glyph related advancements I mean
ok
I'd say either one for school or just one when you get all the tier4
why not both?
the school ones can be something like "Master of ___" and the get all could be something like "Master of Magic" or something
this idea might be hard but would be funny:
I am become death: have your bound wither kill a player or boss mob
funny indeed
Feels redundant since you can't link the final one to the all the school ones
An adv can have many children, but only one parent
schools would be first glyph in each school was my idea though
Oh, so unrelated to tier4?
I meant first tier 4 of each school
but all the glyphs is a lot more than one of each school
though I guess it is reduntant to an extent
if you could have multiple parents than the get all tier 4 would make much more sense
Your choice anyway
Yeah, it would be a lot more like a questbook
Sadly you don't seem to be able to do it
I wanted to have that effect for "get all elemental foci"
hmm, IDK what to name the achievement for a tier 4 earth glyph
While the names themself need work its a decent start for naming them
Elemental mastery: obtain 1 of each essence type (base ars plus omega)
to have something like that
thats a way better use of the master thing
Thoughts? The air one feels too cheezy
(nature has no tier 4 glyphs yet lol)
Dark Magic: obtain a tier 4 demonic glyph
Call of the depths: obtain a tier 4 water glyph
Air yearns for freedom: obtain a tier 4 air glyph
Fire consumes all: obtain a tier 4 fire glyph
Center of the earth: obtain a tier 4 earth glyph
Skewed exchange: obtain a tier 4 alchemy glyph
Playing god: obtain a tier 4 life glyph
Your right about the air one, the dark magic one also seems a little boring, may not be the right word to be honest, compared to the rest
true
second ideas:
Unforgivable Darkness: obtain a tier 4 demonic glyph
The four great winds: obtain a tier 4 air glyph
Those sound much better especially the demonic advancement
this should be MORE than enough lol
(I blocked out only the biggest spoilers so it still kinda has some, oh well)
oh yea one for the bloom
hmm
oh wait for the I am become death, perhaps changing am to have would be better
"I have become death"
Is the one under Vidi called Vici?
I was wondering if those were like gods or something and looked it up cause I didnt know and I found the phrase lol
ah
lol
there are a lot, I'll need a new root
what should the trigger be? also the worn notebook like ars?
Sounds like a good idea to me
all the tier 4 stuff could be under a root of getting the tier 4 spellbook
more than 1 root seems very excessive
true
I probably organize a bit too much sometimes to be honest and it starts to become folders are the mess instead of just files
Iโd ask about the name and description but thanks to my messing around with modding I actually know why itโs like that XD, advantages of random experimenting
yea just means the lang entry isn't made
Lang entry seems like the most boring part of modding to me, for the most part it seems like a bunch of copy paste this, edit that, copy paste it again, repeat for every item and advancement and block, etc
I choose to ignore the complicated stuff lol
I do the same thing, I just have a higher threshold for complicated
case in point, I never added astral projection and I never fixed petrification
fair enough
I mean I have watched a guide on how to do blockstates for like a light block I just didnt experiment with it cause im lazy
can you, um, send the logs?
latest.log?
ye
server or mine's?
for some reason not all the advancement gating is working ๐ฆ
k got it figured out
perfection
I'll work more on it next weekend
merge in the other two books
imagine omega adds new bosses
it adds one, the demon king
An achievement for killing someone with a bound wither
So good that it was already though up lol
I hope I turned off mention there, itโs useless for most of the times I reply lol
I was thinking call it blood for the pact
Another cool achievement would be to destroy more than 100 blocks at one given time with any destructive spell
Unsure if it would be possible to track that but it does sound interesting
It looks like modern art. Take that as you will.
I feel like achievements should be obtainable on single player as well but that might be just me.
simple fix
[kill a player, or a boss]
Oh nice, you got a version you are happy with for curseforge.
An achievement for ublocking every spell glyph (idk if you can make it auto register other addons, if not then just every spell glyph from regular ars and ars omega).
It's probably faster to just check all glyphs than restrict the ars omega + base ars ones, lol
Because in one case you need to check all the glyphs on the list, in the other you just compare the size of two lists
I was hoping for that, but I wasn't sure how the code works and if he can just check all or has to do it individually.
How do I use the enchant glyph to get the enchanted golden apple?
The book only supports 10 slots, two are spent on the form and effect and the missing 8 if I put them amplify 2 do not reach the 9 I need.
You need advanced amplify, maybe
Or and mostly the staffs from omega
Advanced amplify is only amplification 2, which is useless because as I said it does not fit in a spell book.
You need 9 advanced amplify to be able to enchant the apple, and no matter how you look at it it doesn't fit in the book at all.
Use.the.staffs.
They automatically add advanced amplifies and give you the form without a glyph slot
That's probably the solution, although with what it costs to source I wonder if it's worth it.
actually any enchanter's item should work because they automatically have a form so you can get rid of the form in the spell and have Enchant -> Advanced Amplify x9 and manage to get just enough
I thought about that solution, I was just looking to see if there was a cheaper solution.
The problem is that it costs a lot, it is simply more effective to use the healing glyph.
perhaps but if your trying to get an enchant golden apple thats how
Well, yea, otherwise there's not even a sense of balance lol
A link seeking glyph that if someone has scrying, copies the duration and selected block, and if augmented with sensitive shows where they attack stuff. And if elemental is installed shows life link locations too.
this happen to anyone else?
That's only on Omega glyphs
So I guess SoSo forgot to adjust the patchouli pages
If it happens to you, it probably does to anyone playing the 1.19.2 ver
But it's also the reason why it is just an alpha
yea I forgot lol.
To be honest when I saw that I assumed you were leaving it off for now since it is still in alpha
... no I just never fixed it
@deep sluice does the biome changer still work
We found another example anyway
Yay
Mmm I wish there was a way to slot spells into curious items... even if it was just an aoe or a fortune or an amplify.. it would make for a fun way to do a ring of spell amplification set-up...
I donโt think itโs exactly what you want but there is a casting crystal add on
I think Zarathustra is wanting curios that add the effect to every cast spell, similar to how the Caster tools add accelerate or amplify.
However, that's kinda OP, even by Omega's standards, and I can only imagine the coding nightmare for having the spellcasting mechanism of Ars have to check every curio slot for the effects for every cast spell.
lol that is ez
how do you think summoning focus works? and blockshapers? and alchemy focus?
Looking at Zarathustra's comment, and Lavacat's response, i might've been wrong about the intent. They might've wanted reactive curios.
I have no idea what they wanted
" a ring of spell amplification"? does sound a lot like augments tbh
"looks like a focus"
Me either. I'm just trying to spin it into ideas that'd be great in 1.18.2. lol
Casting Crystals is a 1.19.2 addon, iirc.
Almost sounds like thread effects from Ars 1.19.2 being put on Curios, tbh.
what do casting crystals do?
Curio slot items with a casting hotkey. Basically, Kinda like the curio slots got a hotkey for items with proactive enchant.
Except the effect only works for casting crystals themselves
I'm still not on 1.19.2, so I'm comparing the description of the mod with mechanics I know of in 1.18.2. lol
It's a bit like quickcasting from book
but the spell doesn't depend from you holding the book, so it can be used in any circumstance
That could be fun
I would like to talk about changing the entity model in the Ars Nouveau addon called Ars Omega. So, there's a mobs called "Demon" and they're divided into categories. I would like to change their model, but I can't get to the model itself, I don't understand where it is. Exploring java resources on github didn't give me anything...
This is not a suggestion to add my model, rather "unofficial changes", and more of a "game" with models for general understanding, soon I want to become a modmaker as well
I think I straight up use the biped model
so there's not really a model to find there lol
they should have renderers you can find on the github though
yea, Omega is a bad reference to learn modding from
I'm not that good at it either
sorry
I think I'm beginning to understand. Is it some kind of model-less entity that only uses textures?
...no
the model exists
just not in my coded
it's in mojang's code
it's a java model
the biped one
I think zombie model inherits from it or something
I don't remember lol
sheass
nope, i love this addon
But the models suck, sorry)
they aren't right for the context
but saying the model sucks entirely would be dissing mojang
since again, not my model lol
I did make this that you can see:
https://github.com/dkmk100/ArsOmega/blob/1.18.2-main/src/main/java/com/dkmk100/arsomega/client/renderer/GenericBipedRenderer.java
It's just that I'm working on my modpack and we play in such a local collective, so I'd like to change them somehow, so it wouldn't be so bad
You can try to make one and submit it to SoSo, maybe it can be replaced ๐
unfortunately I think you'd either need a mod to override the renderer, or to be happy only changing the texture
and yes if you make a better model I'll fully be willing (and want to) add it to the mod
to make mob models, you will need blockbench + geckolib plugin
Yep, i have some knowledge
or at least, i guess it's better to use the geckolib format since the custom java models are a pita to add
that would be great, then we'll implement the models as a team of two people
I would also work on the book of the 4th range, since it is not any different from book 3 (I would add some demonic traits due to the presence of them in the craft)
And...
12 frame animation at 7 fps... In the game it looks like I have something glitchy.
lol I was gonna try and do a book model "someday"
AKA never bc I'm always busy somehow
ah, on 1.19? it looks all weird and black? ye it's not being set as transparent I have to fix that
if you're on 1;18 then IDK that seems weird
If I try to make quality models and make changes to the appearance of some blocks and textures, could we have a discussion about their quality and if so, would you add them to the mod? 0_0?
in 1.18.2 it LOOKS weird) sorry
ah
probably, can't be worse than anything I've made
the least bad things in the mod are the demon raptor and demon ray
and I didn't even make them, a friend did
huh
So, if I do make visual fixes, would you be able to put them in the mod on the, um. 1.18.2 I think?
yea, that's the main version for now
though in a couple months I'll abandon in for good and be only on 1.19
1.16 is pretty much abandoned
Of course, with their quality implementation
I would like to see a finished quality product 1.18.2, many authors are now abandoning this version and go to 1.19, and not finishing the work. I do not know why this happens, in modding I am not strong
For example, the author Tetra implemented an excellent, in my opinion, system with abandoned dungeons, where you had to charge an ancient "anvil" and forge advanced equipment. Items in 1.18 remained, even the scanner of these structures, but the structures themselves, much to my regret, disappeared ๐ฆ
because working on 2 versions at once sucks
so authors only work on 1 version at once
once they move it's pretty much permanent
and nobody wants to make their mod for an old version forever, that's lame and boring
New versions come out all the time, and their stability at the dawn of their release is not exactly good. I think older versions have their place too.
and yet, their stability usually increases because people take the time to move to them
Yep, that's right
Thanks for the dialogue, I really want to work on the quality of the mod in terms of visuals, I hope you have the strength and time to add models and textures, which I will provide. It will be insanely nice to say as a fan of all things "demonic" )
will that break anything?
No, those two are bugfix and internal changes (which broke Omega)
awesome, thanks!
From my point of view, the updates are evil!
Nah I'll try and push a fix tonight looks easy
ok, working on the new fix
so far fixes the crash and tooltip issues with newer ars versions, and the infinity crystal rendering
(not the animation though)
If 3.8.4 breaks Omega again I'm gonna cry lol
I only just fixed the issues from the last two:
https://www.curseforge.com/minecraft/mc-mods/ars-omega/files/4363794
The cycle of modding lol
Mmm I was thinking more something like an effective configurable extra slot for your spells
So I'm on 1.18.2. The enchanter's wool armour says glyphs can be added to it. Does anyone know how that directly works?
Like what glyphs, how they activate, so-on
I couldn't find any descriptions in the book
where does it say that?
that's not something you can do
Ah I think I've misunderstood something then
I'm dyslexic as shit and misread "It is infused with various protective spells" as "it can be infused with various protective spells" lmao
Ah
An achievement for getting a villager from bedrock to build limit with a single spell cast @deep sluice
what... how... why...
Not actually sure it's possible but it sounds fun
but, like, why would I make that an achievement
I wanted achievements to commemorate progression, or to show incredible displays of power
not just raw chaos
ok that could be funny though
That's a pretty incredible display of power tbh
looks at other achievments in mod doesn't fit the tone, but would be very funny
If I can figure out the code I'll probably do it
Laughing a mob hundreds of blocks straight up in a single cast
but IDK how to do custom achievements yet
oh wait I'll have to learn how anyway bc of the one wither achievement
ye I'll add your idea
seems amusing
anyway the mod could use more old fashioned lighthearted slapstick chaos

so we shouldnt use 3.8.4?
oh alr
I gotta fix propagates to use clone
neato! I got a custom advancement trigger to work!
there are 12 achievements in the mod now
and I consolidated everything back into the worn notebook in the WIP new 1.18.2 version
some secret stuff is unlocked by achievements, so a few sections of the book get gradually filled in
it's gonna be cool
I'm moving the sections on gorgon gems and the infinity crystal to resources
and I'm moving the section on crafting the arcane compendium to getting started
that should help a bit
also, now that it's all back in one book
you can see all the locked sections and know you need to do something
instead of just not knowing about features
which is gonna be awesome
Ars Omega hit 100k downloads! ๐
Well deserved!
Ars has always been a huge part of my modpacks, so I was super excited that you made it to 1.19!
you mean omega?
also, so-so, you only get that flesh from the demon realm, ok, but how the hell do we get there without making the ritual?
If I recall correctly is there not a ritual to summon some demons or something like that
I would have to check documentation to be sure though
Ritual of demonic summoning yea
Lol
so so, did u flip the spell book model?
try asking bailey's help
I might later
alr
I wanna do some more 1.18 fixes before I touch 1.19 again
i c
i feel bad for those ppl that r perfectionists
having to live with this flipped model must be painful
is the dimension's id demon_realm?
I don't recall, probably
you can autocomplete it when doing /execute in
yea, I'll deal with it when I can
sneak peek at the dumb idea I had and might add
Spacing is an issue ๐
How do you remove the effects of the cursed pendant?
Extremely well deserved. Goos job!
You can just remove the pendant I think
Yes, it was the first thing I thought and the first thing I said to my friend.
But the retard thought I was referring to his normal inventory and not the curios inventory, even though I told him to look at the curios.
How did he manage to put it on then lol
I swear I saw someone suggest this but I can't find the message anymore lol
normal block vs what happens if you demonically curse it
WIP new effect for demonic light! top is normal magelight and bottom is demonic light
needs tweaks but great start
much better I like this effect
left is base ars, right is demonic light
most colors look better in base ars
but some darker colors look cool as demonic light
white and yellow are pretty ugly though
but I like the plain red, blue, and black on my new demonic light
also, default purple looks blue you need to like double the red to get a good purle
but if you do (furthest right) it isn't altogether bad either
doesn't look as much like a light, but, it's fun
it's like mageblock but as a light I guess
yep, exactly that. this is the default purple mageblock
I'll also half the mana cost to 5x magelight instead of the 10x it was
oh also the other difference is it starts at light level 10, not 14
so 5 amplifies are needed for the max light level
might change that though, it's a bit annoying honestly
I can't wait to use that wonderful red color in my cult worship area basement
lol that does sound fun
It surely have a more demonic vibe than happy magical
That black will also have some uses since you cant get that with the normal magelight
areas meant to have a dark theme that still need visible light sources for example
this one is so cool
it'd be really cool if we could slow down the animation too
it's not an animation though
I'm sure it would be possible to make what you're thinking of
but it's too complicated to deal with right now
I'll add it to the long, long list of ideas
I hope you have an important section on that list if its so long, something like:
Top 10 to complete:
- 1
- etc
I'm cleaning up the 1.18.2 version of the mod to use deffered registers
hopefully it doesn't take too long
but it looks like it'll be awhile
Make the lifetime longer, spawn less particles per tick
are you kidding me
sigh
the source jar doesn't have a constructor without the registry name
(โฏยฐโกยฐ)โฏ๏ธต โปโโป
the heck do I do here?
to make my infinity crystal?
no, this is 1.18.2
and SourceBlock here has the same problem
bc Ars doesn't use deferred registers
oof
I don't suppose there's a way to undo .setRegistryName lol
can I add a new constructor with mixins somehow? and grab it with reflection?
or should I just use old fashioned registration for this in particular?
yea in 1.19 I did fully switch
I'm just backporting the full switch
figured it would be fast
since I did the majority of the work in 1.19
but no bc now I gotta figure this out
nice I got it to work
yea
I also remember you said something about fixing a spell, i just dont rememeber which
hmm, no idea which one either lol
Cheer your day with this rainbow wither skeleton horse
lol what
It's the jelly
yes
the one I was gonna borrow inspiration from for petrification
The thing i sent you time ago about the petrification ritual
if I ever get that far
Sounds interesting and the mechanics canโt be too hard to implement, at least I hope so anyway.
You could do a mystery augment too
Where it can make the spell completely random
One cast could be a fireball, next could be summon wolves, next could be heal, then it could be explosion
That'd be funny
it might be funny
but IDK how I'd reign in the issue of mana cost and spell tier to keep it balanced
a spell colour randomiser would also be fun
a color randomizer would be fun and also not that bad
the problem is
it wouldn't take effect until after it got hit, so the form would still have the old color
so no rainbow projectiles
yeah i meant lets use
magelight example
each cast is different colour determined before the projectile launcgh
rainbow is unfortunate but random colours still good
yea but I mean
you could change the magelight color, but not the projectile color
still will be fun though
you can change the spell (and by consequence the projectile) color
hook with the event
yea, but... on cast? would I make it an augment on all forms then?
like, the one fired before the spell is casted
or what
so like, a randomize form color augment for forms, and a different switch to random color effect?
sounds best I guess
more color stuff would be fun but I ain't dealing with custom projectile particles yet
unfortunately, demonic and rainbow projectiles are not in the cards in the near future
ok so 2.7.3 plans so far:
-random glyphs for each tier. Add sensitive ot make it exclusive to that tier, otherwise it does all previous plus current. IDK about cost, could also incur an additional cost on trying to cast anything more expensive than itself.
-randomize color augment, can go on any form and takes effect as soon as spell casts
-switch to random color effect, changes color for everything after that
-random chance glyph(s): random chance to cancel spell.
-look into more sigils, maybe secondary ones after the elements. So far thinking power, construction, and knowledge but IDK for sure what I'll do.
-nerf advanced mana gear, and add a greater variant.
-more achievements
-fix bugs related to item names
-fix a bug related to bound wither boss bar
adding items to an in-world demonic light to make it change gameplay behaviors sounds fun
Also an augment to make it visually float up and down sounds fun though IDK how hard that would be...
some kind of mesmerising glow and ways to attrack different mobs or disarm them. Sort of like fairy lights in creepy swamps
hmm, some kind of spell container in a minecart that activates on the activator rail could be fun
IDK where it would get source though
yo random color augment looks so cool!
there's both the above augment for forms, and an effect version so you can do stuff like this
this looks fun
hello
Ok so So-So just gave me this insane idea with this, a new spell form called Ring, it'd be something like orbit and have orbit's properties, but it'd be a ring that changes colors
once again me here partacing in my own product
how's that gameplay wise different from orbit?
It changes colors B)
I'm not taking the time to make a whole orbit knockof for changing colors
if I wanted to do that
I'd do it for projectile too and make it another augment
already thought of that too, see here
I honestly can't say what I wish for it to do, so I'll let you brainstorm some ideas that this Ring form could do
one of them was expand when about to disappear
yeah homing orbit sounds actually cool
those are my form ideas right now
but wait
homing orbit would be devastating
anything gets too close and bam it starts chasing it
whats the dif between homing projectile and missile?
one sensitive to be able to hit players, two to only hit players
missile explodes in the air in an AOE, while Ars Elemental's homing is probably what you were thinking of
homing missile would chase like homing but activate and hit them from further away, and with splash
hmmm... that's a questionable idea
lets say we use homing missile, you can expand the aoe with
and your Greater Aoe, but your enemy can use blink, obv that's easy to use for escaping and running
But if they use leap and amps, they can still outrun the explosion
so I'm not sure making it explode further away would be a good idea
wha texplosion?
I'd say explode on target
it immediately affects all thigns in large range
from itself
including target
bam
yeah that makes sense
that but with homing
seriously try out missile it's a work of art I'm very proud of it
I'll try it rn brb
impromptu fireworks
I need to stop liking all my new features this much this is why the mod never has new stuff
any showcases on omega? would like to learn more ๐
I doubt it
oh my! I found one video with the mod lol
Its Fireball, with a +, and my first look at Omega
My goal here at the SMA is to bring you the answers you want, as quickly as possible. I hope I am able to do that as efficiently as I can, so you can continue the rest of your day with a smile.
Discord: https://discord.gg/VCGTknX32C
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gotta fix the description of flesh to clue in peeps about the ritual of demonic summoning
Is the demonic light just the classic render type with no blend function btw?
... well, default blend function, so I guess?
why do you ask?
More like because i'm curious if i got it on first guess, lol
I'm also thinking to if i can use a darker particle for something anima related
since most i can do with default one is gray
I imagine the classic render type works
this is a custom one which I'm unsure whether it's reduntant
once I got something to work I was too scared to touch it
well, classic
not going to attempt if for a while due to other stuff on the line anyway
ok
what sort of stuff are you working on now?
ooh also, I'm planning to add some elemental compat, but I'm unsure what to do as far as elemental foci are concerned
do I add foci for all my schools? what do I do with the alchemy focus?
Oh, i still need to look into the shaper focus. There's some kind of wrapping of the focus in the spellcontext now
I never adjusted it, i'm still with my custom methods
huh
there is?
oh, it's basically just checking the curio slot, lol
one thing I legit don't get
why the heck is casting item not saved?
in the spell context
the mirror makes NO sense right now
i think it's tied to the spell resolver now
I don't see it
or maybe to the caster
and last time I tested, which was pretty recently, it just uses the mirror for stats when held
which is silly
and annoying
umh, can't find what i saw
still just has stats
๐ฆ
... the discount was probably moved
duration wasn't though
right now you can hold a mirror in your offhand and be kinda OP lol
only way is changing how ISpellModifierItem work
I think that would make sense
there should be some kind of spell modifier that only affects the spells it casts, and the current/default that affects all spells.
that would make a lot of sense to me
Thanks for the information
lol you just casually lurking in like an actual cat
oh im always watching
half the images in mine and Chaos's discord are of your messages
the only things that use the interface are curios and the mirror
so if the check only happen on the curio slots you shouldn't have side effects
... that might be better
unsure on how you keep the actual mirror effect tho
... make it only apply to spells it casts by modifying casting item logic?
to check the stats of the item there?
then just remove the hands from where stats are checked in general
that way foci and stuff can work right
since rn held curious also have an effect which is funky
@bronze cape
for (ItemStack i : entity.getAllSlots()) {
spellStats.modifierItems.add(i);
}

the hell
is it taking the entire inventory?
what the
no
I don't think it is
I don't think getAllSlots gets the inventory, isn't that separate from entity slots I think?
I thought that's armor, main hand and off hand
and curios changes it to include those too
same things most stats use
I think
could be wrong though
oh I found it
lol nvm you already sent the link
comment strongly implies the same thing I said about hands and armor
which are the things other entities like zombies have
so... pretty sure that's what that method is
too bad I'm not at my PC right now I could just check
more stuff to do:
-clarify how to get demonic flesh for crafting banishment ritual
-clarify where gorgon caves are, and give the gems a tooltip
-remove gorgon gem requirement from Arcane Compendium that's way too expensive
-fix ritual of tribute
bruh AE2 also causes the bug where you can't remove it from your world
glad I'm not the only one hit by it
(I still don't know if it's fixed in 1.19 but I'm boring and on 1.18)
is all the new buildings in the demon realm
No, there are two in the overworld
... add back in armors on 1.18.2, managed to mess them up which is very bad
Oh no. What happened to make you catastrophically bad?
I think I kinda sorta deleted items on a 1.18.2 build I put on curseforge
I archived it as a preventative measure
seems to be that I messed up and missed a couple things on converting to deferred registers
I suspect
yep, I straight up deleted the item registration for both armor sets!
easy to fix, but, could be sucky since someone updating might lose an armor set
what application is the swap target used in?
like if there is another player does it swap us places or does it swap our effects? what exactly is it swapping. it say swaps the roles of caster and target but to what etent
extent
the target of the spell become the caster of the remaining spell
i don't remember what kind of weird combo they found with it tho
Mostly weird niche things lol
You can kill yourself with damage from them? Lol
there should be a glyph to "remix" color which would be randomized within bounds of current color instead of white. And an augment to do that for the selected spell color when casting as an alternative to the current random color one.
what do the demonic light and cursed bind glyphs do
demonic light is basically just light
1.16 doesnt have descriptions for them
oh
yea on 1.16 demonic ligth doesn't do anything special
cursed bind lets you summon a wither you control, but does nothing to literally any other glyph
okay see now im confused
cause cursed bind exist
but i also have a glyph called summon wither
oooooooo
summon wither is an effect
aight nvm
the book jsut says use curse to control it so i thought it meant the glyph literally named curse
summon wither even says in the description
does it?
oh naa u right nvm im clownish
recipe ideas for the new glyphs
Those bottom 3 interest me based on the glyph design lol
Mainly because I can finally have easy access to different colored wool, and that third one I havenโt read back far enough to see what it does
... bottom 3?
oh
it's randomize color
it's a tier 1 glyph with only visual applications
it is fun though
Lol imagine you go to someoneโs house and just go and change the color of their sheep
Ah
unless you have a "dye" glyph it's useless
(I would make a dye glyph if I had some clever idea to make the math for it)
(so I might at some point in the future. It would fit with some other ideas I have)
top ones are random chance
random 25% chance to resolve, random 50% chance to resolve, and random 75% chance to resolve
otherwise they cancel the spell
example
Russian Ars Roulette
this, but with exchange instead of conjure mageblock? maybe for decoration?
Would be incredibly useful for texturing blocks with the randomization
Sure it does, just uh not in combat
... what use case is there?
Minigames
random would be no good for challenge runs or anything
you should just use the cursed totem lol
ah, I can see that being useful
Oh a spell turret could use it for something like random attacks that you try to dodge, training reflexes basically
like this?
but that one sucks
also, how would you have to dodge?
ahhh you mean more like this
that one is pretty cool actually
Iโm gonna be honest I barely thought out the dodge one, but given a moment of though, timer turret with form -> chance glyph (exact chance to be decided) -> redstone pulse
yea but there is no exact chance lol
Those will point at spell turrets that have a blink glyph and a warp scroll in a nearby inventory to a room for when you fail
you can... sorta bs it
Meh if it sorta works it sorta works
like 2 25% is pretty low
I will probably have like a 25% and a 75% or something idk
To make it rather common but still unpredictable
I could use other mods to set up configurations for specific turrets to go off and instead of aiming at the spell turrets the timer could aim at those specific combinations, I could add a delay with repeaters to allow for it to be checked so no more than once happens at a time
As for the roulette one, you actually have some pretty good spells there but I was more thinking of using spells turrets for a group version or self in the spell for a solo version, probably wouldnโt be too expensive seeing as I can just blink myself to a room to signify death instead of actually dying. For the group version it would be like people around a table in specific spots and spell turrets aimed at them and when a lever is activated one at a time those spell turrets go of until someone gets blinked and it gets turned off after
Pressure plates below the blink spot could automatically turn it off
My dumb-butt just registered this, I meant wether I use 25, 50, or 75%. Or a mix of those
This would be a funny idea
For the random colour to actually randomise dyable entities
that's something planned for the 
Good to know, thanks
Trying to use the ritual of tribute, but no luck getting it to work. I've tossed stacks and stacks of gold ingot on that thing and nothing comes out
And is the ritual supposed to be a one time thing? It activates and goes out, spitting nothing out
did it receive source?
it needs source, and then it should spit out tributes based on the amount of gold, and another tablet so you can run it again
There is a source jar right next to it
But I'll try again while looking at the jar
do you have any item collecting things nearby? vaccum hopper or similar
no matter what it's supposed to drop the tablet back lol
what Omega version is this, and what other mods do you have?
ah
can you test on a new creative world to see if you run into issues?
it would also help to know the exact version of omega, which 1.16.5 version?
I'll look into it, but I'll do the creative thing first
If it works there, it must be something else
Thanks for the advice
that's a new one lol
Would've thought you'd have been called that more with how much coding y'all do ๐คจ
no idea, between working on 1.18 and doing schoolwork, no time to find out
Fair fair
lol
not been called that here in any case
Well congrats on being called it for the first time 

I know it is very small and you are busy, but do you think you will fix anytime soon that in 1.19.2 absorption still doesn't have a texture or waiting till you do another big release to fix it?
it's kinda annoying to switch workspaces so I ws gonna wait till next release
anyway IDK if I ever... made a texture for it
Oh lol. So it isn't as mucbmh a bug but rather something that never existed.
Yeah that makes sense, not a big issue, the spell still works, just missing the texure, can easily wait till next release.
how'd that go?
I think I figured it out? I was trying to be cute with how my ritual stand thing was placed in my magic room and it looked like the items that should have come out were getting clipped into... nothingness
did they end up above the room or something lol
I only found out because my carbuncle ran by and vacuumed a tablet out of nowhere and put it in a chest
I tore down the walls and didn't see anything, so it must have went up above my roof, lol
Well, by the time, I guess most disappeared
oh well, glad you figured it out
I've noticed that a bunch of the Omega glyphs are acting up in 1.19.2, is there a fix in the works for that or is it a problem on my end?
By which I mean, they display their item ID and description ID instead of the item name or description
Ah yes alpha issues, thatโs language file stuff lol. Glyph should still be functional though, you just canโt really get documentation from the book
lol that is correct
Is there a way to make the raise earth pilars go back, if not you should add that because that would be nice
Instead of leaving a bunch of pilars everywhere
I could look into it, but can I ask why that's necessary?
there's no spell to undo an explode glyph, for example, lol
why should raise earth be any different?
Idk I was just wondering if its a thing BC I want to use it without destroying stuff
Like how dampen stops explosion from damaging blocks
hmm, I see the idea, but also the whole point of raise earth is to change the terrain
otherwise you can just use missile launch knockback lol
even add some conjure magelights
maybe gravity to make them fall back?
nah they spawn stone under them lol
I can always add it for my own playthroughs
I guess lol
Stone is stone
I actually cant think of a use for said infinite stone though...
the amount of time I've created random super broken bugs in the mod is just... insane
how do I keep breaking EVERYTHING? this is insane
Very simple answer, you don't have an AI automatically fixing all of the bugs, or even an AI pointing out all of the bugs. I know in IntelliJ they point out problems regarding the code being written correctly, but some things causing bugs go under the radar because they don't fall under that list. For example IntelliJ doesn't tell you about a texture file missing last I checked.
I mean I could check right now but im lazy
no no I mean big bugs
I don't care about the textures and stuff
I mean big goof ups
using client only classes in server code, using stuff that's only in the JDK but not the java that minecraft bundles, straight up deleting items, and other such things that make the mod literally full on unplayable
oh... I see
well no wonder my example had no weight here, I have not (and likely never will) done something like that with a mod
yea, it takes a special type of incompetence to mess up as badly as I keep doing
your not incompetent, you just dont know everything there is to know, nobody knows that much.
yea true
I just wish I knew more about MC modding
so my mod didn't keep getting ruined every couple months until I fix it a week or two later
Besides its not about not having errors its about fixing them before the product is released, or for the case of alphas fixing game crashing bugs which is what the current situation seems to be
Do you want someone to beta test your builds? I've already got a server set up for modpack testing, so adding development builds of omega would be easy.
Probably not a bad idea, what version is that though?
I'm currently running on 1.19.2, but I can run a second one in one of my VMs at a different version
I think the 1.18 version of my modpack is still sitting in my archive
Cool cool, just DM me if you decide you want me for it. I push updates to the server every Saturday afternoon, so I'm usually already running the test server on Saturday mornings
note to self: make the demon king smart enough to avoid being killed by throwing into the void (if below a certain y level, place blocks to tower up and make a small platform. If below the area where he can build, use self lanch first and then do that)
Awww dang I just found out I can't dye my book anymore BC the arcane spell book can't be dyed ๐
yea, I have to look into fixing that
1.16 btw
ah, I probably won't fix it there, it's a lot of work to go back and mess with things there
Aww dang
... I doubt that
pretty sure the actual recipe is missing
I think you can probably fix it with a datapack based on how ars does it but IDK for sure
no I mean a texture pack changing the texture that shows, like for every arcane book in the world
not just one
... that defeats the point of dying the item
alternatively, if you use optifine than you can use that whole thing where you can change the texture of an item based on its name, for example you rename it to "Yellow Arcane Spellbook" and it turns yellow
Thats much more complicated though
or fix it with a datapack...
Fireball cannot be dampened, right?
It probably can but if the goal is to stop block destruction than you should probably use a different glyph like explosion
Fireball isnโt exactly good at not destroying things from what I have seen
I wish we had a glyph that replaced dampen for preventing block destruction, call it precision or something, where it only does what it's filtered to, e.g. precision > filter: player, it'll only damage player/detonate if connects with a player, and won't affect surrounding entities/things not filtered
That sounds like filter player -> harm
Filter player being from TMG I think
Itโs either that or filter entity which is close enough
Although for the sake of damage you could use divine smite or whatever that fourth tier lightning glyph is called
Yeah but I mean one that restricts damage to other entities/blocks
The filter from TMG only makes it trigger upon hitting X, rather than limiting it to only effecting X
And with omega, that added precision/customisability would be far more impactful
Let me put this as nicely as I can:
That's a bitch to code
True but I believe in yall
And not quite worth the effort in my opinion when there are so many different ways to cause harm that you can always decide to use one that's less damaging to the environment.
Luckily it's not up to me but to SoSo, anyways ๐
A small prayer to God, a sacrifice of several children, and a crate of cocaine and energy drinks, and you'll have it done
it might be easier to adjust the filters with the recent api changes
but just for damage effects
the problem with the design of the filters is that bailey don't want to make the interface be used anywhere in base ars
it's just there as common marker between addons
lol, that sounds very time consuming to add and I don't have much dev time
so, not gonna happen anytime soon lol
I have many, many other features I'd rather get to add
So... don't Fireball unless I'm absolutely okay with straight ruining the local terrain just about anywhere. Noted.
I mean, with the exception of demonic light and blood clot, tier 4 glyphs sort of ruin the terrain by design lol
or at least wreak environmental damage
(killing all the pigs with a tornado or squid with a whirlpool is still kinda collatteral damage)
blood clot is a thing?
no bc idek that some glyphs exist bc they're not in the book
if you ever update 1.16 at all, thats what i would fix
and that some tier 4 spells/tier 4 spells are mixed up with what they actually are
like raise earth's thing says tier 3 but its tier 4 in the book
confusing
I think tier 4s show up as tier 3 due to some bug I never figured out
1.16 is almost impossible to update at this point honestly so I probably won't
I really should add the non-demonic path for tier 4 stuff lol
Angelic path or atheist path? Lol
nah, more like ancient star worship to protect your friends path, or brutally murder everything in sight path
neither one is particularly angelic but I'm sure you see that the demonic is the... bad one
I do like astral sorcery
that's where some of the inspiration for the celestial path is gonna come from yea
Everything shall burn!
-dark demonic lights in all the structures
dumb concept lol, might not use it though
bleeding greater archwood
weeping greater archwood
petrifying greater archwood
guilded greater archwood
IDK what to make the purple one though
(they'd each have a different recipe involving that color archwood, except if elemental isn't installed then guilded would work with any archwood sapling instead)
make omega forms work on turrets lol
joke idea : ridiculously expensive tier 5 spell book with 20 glyph slots
... that was planned once but UI is hard
Not to worry I have a new idea to get larger spells
Tome of Blood has a method that is quite interesting to say the least
Perhaps inspiration could be drawn from there if it hasnโt been already
wait what how
You just want me to commission a third sticker ๐
Lol I didn't think of that problem...
This one's sorta complicated too, whoopsie
It would use arcane pedestals kinda like the imbuement chamber, though in a larger radius like the enchanting apparatus
However, there would be a new golden pedestal, and the imbuement chamber could use up items on golden pedestals like an enchanting apparatus does
It would be able to craft both normal imbuement and apparatus recipes, though normal apparatus recipes would require golden pedestals specifically
It would also have custom recipes that required the advanced imbuement chamber. If at least one golden pedestal was required, it would need source manually piped in.
Aside from imbuement items, consumed items, and source, it would also be able to use liquids, starlight, and blood.
