#Ars Elemental
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the bonus under it said 103 if that helps
thank you ill add more source jars and see if that helps at all
well, after it reach 30 it gens items then requests source to restart
if it's not getting source to restart it's weird
oh someone made a video on this addon! https://www.youtube.com/watch?v=7YMN4NpZqhM
Welcome to the Ars Nouveau Mod!
We are going to move a little more on to addons now. Starting with Ars Elemental. In this video we will go over some Ars instrumentum also
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Let's Reach A New Goal: ||||||||||||||| 85% |||||||||||.... 8.55K/10K
Latest Subscriber: Henrik
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See the Ars Nouveau Playlist here: http...
Cute, I'll try to watch it and add under the one made by Nieh
what is this ?
Check worn notebook, under enchanting
does Elemental change how reactive works on shields?
I'm quite fond of having a Reactive Ray/[some sort of damaging spell] on my shield
Goo is of the opinion that it's too strong, and I don't disagree... but I do use it lol
the reality is that most people don't seem to bother with the shield in the first place
I mean, the best defense is a good offence
I usually end up using the shield just cause shields are great, and then the free 10 seconds of spell power 2 and mana regen 2 when you block. Free bonus damage on your spells
Nobody can disagree with that, just plop a self -> launch -> delay -> leap -> dampen x6 on it and boom you gained enough time for your shield to regenerate its cooldown even after they use an axe XD, and you can still attack in the mean time with a ranged spell whilst they cross the distance.
Actually why did I never think of that before
why do I think of all the good stuff whilst saying stupid stuff
then can't you just use a spellbook in your offhand and bam you're almost unhittable in combat?
Reactive Ray/[damage] was mostly for skeletons tbh
hold shield up and aim at them, wait for them to trigger their doom
Reactive explosion. It's ablative armor
Hi! I just had this idea...
The mod does a lot of emphasis on elements, mostly the 4 elements of fire, water, earth and wind. Ars Elemental adds already special elemental wizard robes, but how about weapons too? It would be really cool, rewarding and would have a lot of potential if every element had some kind of spellblade.
- Fireblade
- Windbow (Or Bowind?)
- Tidal Trident
- Earth Mace (pretty much like an axe but textured as a mace)
They would work similar to spellblades but would be inscribed with special spells from each element, not only expanding the lore but pvp and multiplayer fun.
Also... not the main theme of the mod but, maybe a 5th element? Void, not a specialist robe but would be the basic ars nouveau equipment as a neutral element.
Thanks for reading!
would it be possible to change the recipe for the urn of endless waters?
instead of a flower pot we could use the decorative pot now
For 1.20? Sure
trying to remember correctly, Conjure Dirt is this mod, right?
is there a path to netherack?
No, no combos for it
I guess it's just too much to cover without a two part vid, but they missed some (even mid important) stuff 😛
Yep, they were skipping a lot of content but its understandable since it covered instrumentum as well I think
Few things for AI too, yeah
Focus combos, CT combos, what's the real deal with propagates, totally skipped armor and two enchants, forgot trinket pouch
whats a combo ?
For example
+
+
or
+
+ 
ah I get it. spells that change based on focus
Or the combos written in conjure terrain desc with amps and other glyphs
Which they totally ignored, lol
There seems to be an issue with this mod in ftb direwolf20
java.lang.IllegalStateException: Feature order cycle found, involved sources: [Reference{ResourceKey[minecraft:worldgen/biome / ars_elemental:flashing_forest]=net.minecraft.world.level.biome.Biome@25c9593d}]
it seems to not be compatible with AllTheModium mod
If you go in Ars Elemental configs and set the biome weight to 0 maybe you can join the world again?
Still need to read the log
Theres no config value for it, the pack needs to update your mod
Competition I see. Glad to see it
Hallo, i have a problem with the sirens. i build an aquarium with walls of stonebricks and wood. the sirens swim for a few seconds an then stuck into the wall and dont move again. only if i break the wall an push the sirens away they swim again and stuck in wall again... and they diomt get items while they are in the walls...hope someone will help
found the problem myself. slaps at the top of the walls stuck them
Funny sirens
do sitens spawn in rivers? or only oceans?
... I did a ritual of summon animals in the ocean and it gave me starbies but no sirens 😦 ?
I am confused and annoyed
The sirens apparently sing with an attitude huh, choosing to not appear for you
do sirens not spawn in oceans?
is it only warm oceans? that might make sense
I've still explored plenty of those and never seen one
but I did the ritual in the middle of a cold ocean
Probably either this or it’s rivers, but this seems much more likely
They may not be classified as ambient
... yea aquatic is it's own category
is there no summon aquatic creatures ritual?
there is not one that I can see
Nope
Might need to throw the idea- on second thought the idea below specifically- around in feature requests
oh fr? neat
in any case what's my best bet now
which biomes to sirens spawn in?
and do I just kill mobs from other mods until I see a siren
water mobs to go back under the cap
if it needed to be a warm ocean that would explain a lot though cause I'm only finding cold oceans
... it IS warm ocean biomes
that explains so much
neat
Neat is a mod by vazkii
I stopped using Neat for Mob Plates. I like the heart and armor icon instead of that window.
any idea if this is coming for 1.20? also any preview to when if it is
Already has a beta version for 1.20.1, check #1123778156386590770
Waiting for few changes to be added to base Ars before public release
any idea on how long that would take?
However long it's going to take.
Not depending on me, changes have been already submitted and waiting on Bailey to merge them to the mod
Gotchu, thank you for the awnsers :D
Up, they're merged so I'll finish up the version and release when the next Ars update drops. 4.5 or whatever will be called
amazing! thank you for your work :D
there is also the 1.20.2 patch
There seems to be an issue with the T4 fire armor causing client crashes: class alexthw.ars_elemental.client.armor.ElementalArmorModel cannot be cast to class com.hollingsworth.arsnouveau.client.renderer.tile.GenericModel (alexthw.ars_elemental.client.armor.ElementalArmorModel is in module [email protected] of loader 'TRANSFORMER' @4902c584; com.hollingsworth.arsnouveau.client.renderer.tile.GenericModel is in module [email protected] of loader 'TRANSFORMER' @4902c584)
ok thanks. I'll load a backup and wait to make the armor for now. Appreciate the speedy response!
any other known bugs? so i can avoid making them on my current version of the game
Are there any plans for Ars Elemental to be updated to 1.20? No worries if not, just curious
Is there a way to access it on curseforge?
Probably not, it’s still in beta after all
Oh right, Alex did say this as well
Using that beta on a server, wont bring us problems updating it later on would it?
also @ashen wind i saw u have a crowding, are you in need of a portuguese translator?
Currently charmed mobs won't follow you, but while polishing up the Eidolon port (summoning staff in the clip) i might have found a way to make it possible. At least for the more classic mobs. https://media.discordapp.net/attachments/764976594074468385/1155983944634875984/Minecraft_NeoForge__1.20.1_-_Multiplayer_LAN_2023-09-25_23-43-26_-_Trim.mp4?ex=65135171&is=6511fff1&hm=ed12c2d05ce30ac9d243d85711653941020362be7c2de81521fb7852c3512122&
Doesn't allow an actual necro gameplay on AE alone, but surely make charm nicer to use.
you have a discord for eidolon port
Wanted to get it out for end of September but stuff got in the way
Now currently in vacation in the south and next week might be busy. I really need to set up that goddamned discord <.<
Really learning how much I appreciated Ars Elemental now that I don't have it on 1.20.1
Trying to make spells without conjure terrain, arc, propagate, etc is like visiting a country with slow Internet
Or visiting a friend who doesn't own a bidet
Rooting for you, don't rush, I'm gonna use this opportunity to make an 'Ars Nouveau only' video
#1123778156386590770 has finished testing ports, in case the craving gets to big 😉
not even sure what that means, tbh. a straight-up port of the previous version with no updates?
all I know is that neither curseforge nor modrinth come up with ars elemental when I search, even with alphas on
oooh, is it the pinned downloads?
Until the changes in base Ars are released, the direct port can't go on any site
It was either a "release something that will break on the next update" or wait after the changes
And I'd avoid a serie of bug reports from ATM using the wrong versions
fair enough, what are these changes we are waiting on? did Bailey release a roadmap or something?
Nah, it's just a bunch of PRs that are already merged on GitHub but not released
They are included in the #1110758496045121688 so my beta works with it
Most important was moving arc and homing entities into base Ars for future stuff
this is all very technical
so basically Ars Elemental stuff became so vital that they are moving mods?
the elemental damage and familiars did kind of seem like that, but doesn't that cheapen Ars Elemental?
What does that mean?
as in, if enough stuff is moved to base ars, less people might install elemental
ATM9 is actually the first modpack I played where they weren't both installed by default
The Arc and Homing forms are not moved, only the projectile they make
propagate?
I did notice the wall glyph was pretty crippled without them
not complaints mind you, just wondering
Elemental keeps what it had
They will also appear in Not Enough Glyphs with the other propagators
Not even the glyphs, just some technical foundations.
Porsche (Alex) still builds the car, but some parts (bolts, wiring etc) are manufactured by VW (Bailey) because it is more efficient
Also meaning that any other projectile type can now theorically become arcing or bouncing since those two properties were merged into the base projectile (but no means to access that in base Ars)
so collaborative effort so the mods work together better
sounds great, I was already impressed by how much the mods already blended. heck, I was impressed that all/most of the ars mod makers were in one discord
Nice, official 1.20.1 release
Note that it needs the file marked as 1.0 in the Ars Nouveau tab
Will need to make an announcement for few stuff probably later, lol
Hey Alex the link on eidolon repraised curseforge page seems to be expired
ah right, have to update it
ah, AE updated, anything different from the pinned version?
it all seems pretty much the same as the 1.19 version I played, other than the book not having any information on the focuses, and there being a 'focus of debug'
......the pinned version I mean, not the released one
.that feel when you check the curseforge page to see if there are any changes
click the video
oh wait, it's mine
That does sound hillarious yeah lol
not sure why I didn't recognize the thumbnail
maybe cuz I've only ever made them at 4 in the morning to try to get the upload out before bed
yeah, that probably has something to with it
so curseforge says 'install' instead of 'update', but I have the pinned version in the mod folder........that weird?
probably cause its not uploaded on curseforge or something like that
you might also be ignoring the thumbnail subconsciously, paying more attention to the content of the video
oh, so the CF app doesn't recognize the file since it was never uploaded?
of course, until the very last minute
im not sure, but thats my best guess yeah
for some reason I was trying to schedule the publish for 11am on weekends, cuz that's when my shorts get the most traffic. But this wasn't a short and I didn't realize I was wasting my time
in fact, its recognized optifine before (if mistaking it for something else) so who knows
I've had one mod (rubidium?) recognize a crash-report mod I tried to install and tell me it was risky
I was using Modrinth, and my world would freeze and crash occasionally, but no crash report was ever made, so I looked for a mod to help me find out why
and rubidium basically said 'no, don't, it causes more errors than it solves'
Rubidium does that? I thought it was just a mod to mess with video settings and optimize stuff
it's basically the alternate to optifine, but more........segmented, open-source, and less outdated
from what I hear, optifine was fine in years past, but now it causes so many errors it's not always worth it for newer versions of MC. it's also closed-source so it's hard to build mods to work well with it
least you were warned one way or another, no reason to question a non-sentient thing's generosity
rubidium does............some stuff to speed it up, but oculus can be run on top of it for shaders. whereas I think optifine has all those features in one mod
yeah, didn't install it in the end
I moved my install to modrinth, broke some things, fixed them. then the modpack updated and there was no update mod button, so I reinstalled the whole pack and the crashes toned-down
side-note, the 'update modpack' button is hidden if you have "allow content management" profile option selected
🤷🏻♂️
actually, that gives me an idea, a mod specifically to warn people about stuff like that, similar to how Twilight Forest does it with Optifine, "[Insert name here] detected that you have [insert good mod here] and [insert buggy mod here], [insert buggy mod here again] causes issues with [insert good mod here again]."
ooh, I never knew that
me neither, until after wasting a bunch of hard drive space
I think a mod that did that would be kind of.........seen as advertisement?
mods telling you to use/not use other mods?
you... have a point
on the other hand though, who would bother making it in the first place
From a practical view, the mod is useless to the maker, 'cause they know the bad combinations. Also who would wanna listen to a mod dictating how to use other mods
right, updating to official AE
modder feuds, the maker of a very popular mod could force-disable the mod of someone they don't like?
say, mekanism deciding they don't want to be in the same modpack as optifine?
ah I don't think the modding community would appreciate that very much, one thing to make suggestions but its another to force the change
there's already a bit of a split between mod launchers, people going to modrinth due to........CurseForge doing things they don't like (the overwolf subprocesses, mostly) and other modders doing the 'you will never see this mod on any other launcher' move
anyway, we're off-topic
mhm
XD, I just thought up an even more dictator-like idea
a mod to force you to use every Ars addon
lol
I mean, not all of them are entirely necessary
a few of them are compatibility packs for other mods
right, minecraft crashed
I only added AE, but crash report doesn't say anything about it
maybe a fluke
hmm, nope, my error involves flowing aluminum, doesn't sound like AE
oh well, this isn't a help desk, I'll figure it out elsewhere
this has happened in the past
back in 1.5, there was a point when having both tinkers construct and gregtech in a pack was impossible
i dont remember the reason, but gregtech forced a crash if tinkers was being loaded, iirc
oh wow, Tinker's was really prevalent back in the day
Gregtech......I dunno, I've always seen it, but never used it
i think it was because tinkers allowed you to get more materials than gregtech assumed you would be able to get
and instead of, properly balancing things or leaving it up to packmakers (though tbh i do not think there were tools for this at the time), this was the "solution" they came to
but i dont remember the incident all too well
tinker's has the smeltery, and liquidizing ores is how they duplicated them right? Maybe gregtech had a duplication method that also relied on liquid, meaning you could duplicate ores more than once?
but mekanism lets you get like 6x ores now using the slurry washing method, so what's the debate?
am I reading this wrong or did you just say "what's the debate" when faced with duplicating ores
liquidize -> process -> liquidize repeat over and over for as much as I want
That seems like a great idea honestly
Nobody needs to listen to the advice
found the video where i had heard about the incident, here https://www.youtube.com/watch?v=duJE4Dv7Zk8
as in.......isn't it up to the modpack makers how they wanna balance ore duplication? not the mod-makers? if they don't want you to double-double ore splitting, change configs or use a different mod, surely
But it would be nice to have a lot of the time
I agree completely
Mod creators that don't add a config for something cause it would be op don't understand the concept of configs
surely it would rely on ores, that get turned to liquid, duplicated, whatever. but the liquid never becomes ore again right?
true.... oh god imagine a mod that does that combined with thinkers, anyway I'm feeling guilty about how off topic this is so uhhhhhhh touch -> break boom not off topic
Create fixed Ore duplication by instead using ore byproduct
So using the crusher and washer system, you still get 1 ingot per ore, but you also get a few extra nuggets of a different material
Mek can turn back into ore. Or at least could last I used it in 1.15
here's something both on-and-off topic, installed ars elemental, and now I'm getting gregtech-related errors and MC won't start
🤷🏻♂️
Log?
I might have seen that, cobble and ore?
ah shi, stupid gregtech hates collaborating with other mods huh
I have a log, but surely I shouldn't drop that in #1019900714044100699
That's the vibe I'm hearing
Yeah. But you'd need enough return on the ore processing to make a profit
True, #general-and-help
Unless it's the JVM crashing that should be fine
whole thing? a part of it?
Whole log
I changed my JVM, same crash
If it's a crash log you're good
it's actually saying something about registries for minecraft:water not existing
aight, lemme run one more time
#general-and-help if you don't wanna spam this channel
also, do I need to pastebin this or just put in #general-and-help ?
Feel free to use pastebin or whatever, or upload the file
oh yeah, that's an option
Pasting the text won't work though, might cut off the end
Well, has for me in the past anyway
The description for protection of the 4 elements claims that you can toggle the netherite inlays in the client config, but I have no idea where to find that
ars_elemental_client.toml
…I might be blind
Could you add so that the Spell book can be enchanted with the Soulbound enchantment?
isn't it compatible by default?
What happens when you try the recipe?
It should work since Spellbook implements ICasterTool and it's one of the checks for soulbound enchantability
I have no idea how jei enchantment rules apply
Ok, I see!
just got worried for a moment.
It seems it applies but does not show.
Weird.
Why does it have two recipes?
The enchanter causes the essence to disappear, and the imbuement chamber leaves them be.
It's kind of contradictory to have both.
Might be to prevent people from asking what’s wrong when they use the wrong one, no clue what else the reason would be
that does seem odd though, if people miss the imbuement recipe they lose out on a ton of items, no?
would suck if they didn't think to automate the essences
not everyone's good at that
wonder if it was to head off anyone asking why it doesn't work when they use the wrong one
(though granted it's laughably easy since they are imbuement recipes)
that was Igneus's guess
That’s true, I consider that part the idiot’s tax lol
not like essence is precious
My fault when I don’t automate it
the essence itself isn't expensive
it only costs source gems
you don't expend the skulls
The expensive part is really the rarity if anything
that's still not expensive. Essence isn't precious, losing one essence is nothing
these are end game items they're making btw
On a side note, not having anima essence before T3 is a sign that things were done wrong lol
Even if wither skulls are hard to find for it, you need to get three anyway might as well use one for anima temporarily before summoning the wither
Curious, but do we have steed for Air?
I know what we got Dolphins for water, Striders for Fire, Camels for earth, and I assume Skeleton horse for Necromancy?
The only ones that I can think that can fly are the Ender Dragon, Phantoms, or the Wither.
But 2 of those are fir for Necromancy.
More importantly, 2 of those are bosses
And I cant imagine riding a phantom, a hostile entity and all, what a pain
On a side note, I do know it can be set to not attack the player but Im speaking more about how much sense it makes rather than the possibility
I was mostly thining of using something like an "end game" using the Dragon egg or a nether star to summon a "bound mob" that you could use to fly. But Wither is undead, and the Dragon Egg is limiter of 1 per server, unless you use a dupe
Mhm, I guess only the ruler of the server gets to ride a dragon
A bee can fly, its neutral and not a boss as well.
Angry bee
Imagine the summoning Vex glyph (and other summoning attack glyphs) but it summons bees
Like the wolf summoning.
That would be a nice touch, A summon Angry bees glyph, or have the Air focus affect the wolf summoning glyph to spawn bees that are agro at mobs.
If this was "quark compatible" it could have the Fire focus change it to be the Hellhounds from the Nether.
But I am not sure what to have it be for water and earth.
Not many "neutral animals"
OH!
if I recall, Necromancy focus chang the skeletons into Wither skeletons.
What if you have the water focus change them into Stray?
Oh, what if the Earth version of Wolf summoning, invokes a killer bunny?
Something that I notice is that Elemental Tomes are nonstakable while base Ars are.
Yup, that is "funny" as I normally use the Armory Cabinet to store non-stakable items.
Would actually be nice if added the minecraft:bookshelf_book tag
does charm work on the wither
yes
but it will cost a metric ton of mana and amplify III
so i recommand getting a staff
or just a mana boost setup
no by default iirc, you need to crank up the hp limit
and it didn't work well in my test because wither ai is weird
Can confirm you're better off installing Omega if you want a tame wither
Pinkinator
Not really, it'll still murder everyone that attacks you
Yeah, I tried the one on Omega, didn't even think to try it via Elemental.
Guess I've been ruined by years of gaming, where bosses are never affected by anything
Lol in one modpack I became that boss, I defeated the poor Chimera while practically taking not a point of damage, and its not because I dodged XD
Ah that modpack had so many broken combos
bro is one of us💀
Lol, of course, when's the last time you've played an RPG and the Death/Doom spell has ever worked on a boss? I can't remember any
Looks like the lang entry got missed on venom:
I have a patch to release tonight, i'll check if i already fixed that
also, gonna write a JEED entry for it in e9e. Is it just faster acting poison that can kill?
aside from the interaction with spores
description:
i mean other effects
oh, hrm. lemme check. I wrote a bunch of custom ones
repel and frozen are both missing descriptions and localization
And maybe these. I haven't checked if you've added something yourself since I implemented them though:
yeah, those are already filled
The spike one should be AoE make more spikes, pierce do more damage as it pulls a Vlad the Impaler. Also, looking forward, man!
Sorry to bother, but I couldn’t find an answer online. What does the arcane spellbook actually do? I’m aware of the flavor text mentioning protection from the 4 elements but I’m unsure what it means. Sorry if I’m being blind lol
Version of the spellbook that won't despawn or be destroyed by fire or lava or whatever, I think.
what does protection of the 4 elements do
Answered directly above you.
flew around oceans looking for sirens, havent found any. Anyone know how to?
I think it is from Ars Elemental
needs to be a warm ocean, which are the ones that spawn coral
basically they spawn in coral reefs
you can also find hteir shards in dungeon loot
Or in Magic Biomes in the water underground.
Hey, I've recently tried the necromancy focus, but my revenants don't cast my homing spells whenever I cast one, is this a bug or am I just dumb? Also the revenants don't follow me like regular summoned undead but they do still defend me could that be part of the problem? Any advice would be appreciated!
They don’t spawn, afaik, but the charm for it can spawn one.
^
i see ok
hey devs, here's a request
can you make the pyromancer armor not immediately put out fire, but instead just deal no damage after the first tick?
the reason for this is that fire focus wants you to be on fire, and that kinda negative synergy kinda sucks
@ me with your thoughts!
heyas
I was wondering where i can find the toggle to make the protection of 4 elements not change the cover of the spell book purple? but have the netherite filigree?
please tag me when you reply ❤️
I can't get the Urn of Endless Waters to work--it links to the cauldron just fine, but it never fills it. Any idea why that might be the case?
there's an enchanter's mirror block in Elemental, right?
Does it have a source jar nearby?
Wdym, it keeps the original color and only changes the gold part. Did it happen that the color was reset?
Yes, it's not suitable for a wall of them. More like as a bouncing point to angle spells
I mean, you can make a wall of them but not a room as it's not a full block so corners would have issues
Where do sirens spawn?
In biomes where you find corals
Aka warm ocean in vanilla worldgen
you should also be able to find them in archwood forests, but usually only in very large lakes or in flooded caves
Got it
umm i may have been mistaken, perhaps the shading on the book changed, or the different filigree colour makes it look darker? i would've sworn it went from pink to purple. but it still dyes red if i try and back to pink if i use pink
sorry for the worry
anyone able to review this?
like you can tell me its a bad idea, just want to know why lmao
i am not working on the ars elemental project. If you want it to change, ask Alexthw
You could also try asking in the discord server https://discord.com/invite/hbwczgaV
Hello I have a server for 1.20.1 Neoforge and It appears that the soulbound enchantment from ars elemental is broken, I use the gravestone mod and when you die, whatever is soulbound just gets straight up deleted. Is any fix for this? I also disabled the grave mod to make sure it wasn't a conflict and it still occurs
I've been using the corpse mod
Which is similar
But it works with soulbound
Might work for you as well @magic hollow
I think the problem is with ars elemental itself though as I've tested the soulbound enchant without the grave mods enabled and it still deleted the items
Huh
That's extremely odd
I've been using the corpse mod, as I said, and it's been working fine
weird, it may be another conflict with something but I'm unsure as to what
We have the corpse mod on the patron server too and no reported issues so far
The trick is just not dying
the trick is to play hardcore
The trick is to have a mod that ignites the fuse on a bomb inside your computer when you die, you can also have the fuse be lit when you die for real so your friends don’t need to throw the computer in the bathtub.
can you switch one elemental armor's type into another ?
tested it, the anwser is no
Must be something messing up the saving/loading of player data, sadly when it's just one report while everyone else's working it's almost impossible to debug the issue
in theory, if AE soulbound fails then stuff like botania's ivy would fail too for example
Not sure if this is beyond the scope of the mod.
But . . .
Would it be viable to expand the Elemental focus effect on summoning spells, how you get different horses, but for the wolf summon?
I was mostly thinking when QUark updates, if would be fun if the Hellhounds were summoned if you have a fire focus
for the spike, maybe using it with a air focus would make the spikes spawn above enemies and drop down like when you destroy the supporting block of a stalagmite in vanilla
Air has a lot of stuff though
Does the air focus plus cut spell result in more mob heads? Saw the preview but didn’t know if it went live.
Sweet! Thank you!
when modrinth 👀
#addon-showcase LOL Nice!
Now we just need food-borne illnesses so we have a reason to sanitize our workers 😛
Anyone know how to make the tier 4 armor stronger? I’ve thrown enchantments on it. It still seems to be lacking compared to other armor
If it's still lacking compared to other armor in your modpack, you might be better suited with that + mana boost & regen enchantments
or better, avoid getting hit
True.
the ars armors are focused on boosting mana/regen and having the perks
elemental armors adds bonus to elemental spells, reduce damage from specific sources and have higher mana/regen
it's not really the case to add even more defense, you should try instead to get stuff like the bastion fruit potion (+ mendosteen for faster regen) and
to reduce the damage
Also what enchantments do you have? If it's anything besides protection 4+ on every piece, it's not going to do much
I have protection on it
Where does one find mendosteen😂
Also Zeig idk like to start playing that mod pack you are playing what is the name of that mod pack?
@stark condor
It's not really a pack. It's a bunch of mods that we update constantly with unstable versions
Literally it's not a "pack". We use "server pack locator" so we just update on the server and it'll auto push to clients. We don't even have a name for it.
Well that’s bad news for me I guess lol
They are the fruit growing on the green magical trees.
Increases all forms of healing, both more per tick and faster ticks, at least for natural healing.
i wonder if theres a way to make a specific type of fire block that doesn't spread, even if the fire spread rule is on
simple cause making a fire aura that lights random blocks on fire around you with the fire elemental armor sounds cool as hell
That's basically what occultism does
I'd guess the new flare's flames won't spread
Empowered Ignite on blocks could probably make them
But we'll see when that update lands
hum...
As I see, maybe the elemental armor item icons could be a bit more polished...
everyone talking about the new update
meanwhile, I was making a video and have to check my script and re-take some voice lines
any past or upcoming updates to Sirens I should look out for?
also, why my sirens keep gathering in the top left corner of my aquarium when I spawn them? 6 aquariums, 3 above ground, 3 below, and they all go to the top-left
with Ice&Fire out, I now have to worry about 2 types of syrens
can I get a link to the channel ?
ah, yeah, uh
that allowed here?
mind, I have yet to release the video with sirens yet
though I do think they appear in the Ars Elemental video, briefly
so I'm in-game, researching my video again, and it doesn't seem like the Drygmy tells you it's mood or comfort level?
The whirlisprig does if you look at it, and the siren does if you look at it's block, but the drygmy, nothing.
bit inconsistent, I guess, not that it's a huge deal. Drymy produces items easily, even without knowing
trying to find all the items a siren produces, and I've got seagrass, kelp, pickles, coral and fish in the tank, anything I'm missing?
Drygmy doesn't have a mood or comfort level.
Each unique mob adds to the total amount of drops generated when progress reaches 20, and then you get 1-2 (cant recall) drops to start with, and an extra 1-2 (cant recall) when you get 5 unique mobs
so it's easy enough to predict without a mood?
Pins on #community-creations
Whole post there on the drygmy. Follow up posts as well, so scroll down
thanks, any for Siren?
Not that I'm aware of
So....siren shards DO appear in chests, yeah?
But if so, what structures?
I'm here trying to film a thing by looking through buried treasure chests and sunken ships cuz they are water-based, but I have no real clue.
the same as other shards?
i don't add loot modification, all piggybacks Ars
they might not gen at all
I've never found one
Do you know if there's any reason why Hellfire doesn't effect Iron's fire immunity ring?
I've also never found one in a chest
explain ?
It doesn't allow you to deal fire damage
They have full fire immunity, and even Hellfire doesn't help it
It should be pretty obvious that if they cancel fire damage in a non standard way the focus can't detect that
It check on if the mob is fire immune or if it has the potion effect
But can't make more assumptions than that
That's fair enough
Mob.setOnFire()
setTimeout( () => {
if (!Mob.isOnFire())
Mob.setOnSuperFire()
}, 0)
😁
Any dungeon adn ruined portal chest
java has set timeout?
i thought that was just js
tbf I never tried any other language
It is JS, but enqueWork could potentially accomplish the same.
Just lazy and felt like js was quicker to type to get my non-serious point across
I should look into learning a proper back end language rather than rely on node
JS is like a joke in the industry
It may be a joke, but since my school forces it to be on its better to know just enough to do small things like a bookmark to open up a webpage to search something, a caclulator, etc. My favorite one I made finds the pngs for youtube thumbnails. Oh right this aint off topic so im gonna keep it in one message. The second favorite is just a discord bot authorization one, I put in the client id for it and it sends me to the page for adding it to a server
It's not really a joke unfortunately, there's a lot of companies that use backend node and lots of job opportunities for it
It's got it's uses 🤷♂️
Wouldn't want to build an empire on it, but there's worse things.
COBOL for one 😁
java is goog (probably?)
Goog?
But Java and the JVM got a lot of things going for it. Very established toolchains for one thing.
Might not be the quickest and most efficient thing, might also get in the way a bit sometimes, but it's usually a way to get the job done
goog means good
There's also the fact that micro optimizations are done by the JVM nowadays
So while C++ can be optimized even more by competent devs, Java is more accessible and less prone to disasters
And in the time a C++ dev has written one well optimized service, I've shat out 5 Java services that work well enough.
And most of the time, good enough is indeed good enough
How was that saying that compared C++ to shooting yourself in the foot with a rifle?
C++ is just pain
by itself its an unoptimized mess
(also is it really worth it to min max the program efficiency by writing it in cpp?
anyway
cpp good but situationnal
Depends on the program target
java good generalist
Optimization between a pure python code and pure c++ can lead to save you days/weeks/more during testing and then actual use in ML
could you please elaborate on this?
tiny little hardware like a microcontroller for a robot hand that needs to run in real time?
No alternative to c++ except rust, basically.
Some web service that validates documents a user uploaded? Java's quick enough.
A not too heavy grid search with a small sample and relatively simple net takes one hour on my new computer using the 4060ti, and ml libraries already are c/python hybrids
And obv you will need to run it several times until you find something good and might need another run if you made a mistake along the way
compilers are magic
I'm working on an Apotheosis data pack, and I'm looking for candidates for boss mobs. What state are the Ars Elemental mages in these days? I haven't played around with them since 1.18 dev, and they weren't quite ready at that point, iirc. I would love to include them, if they're viable.
Haven't touched them since the first beta where they ran spreading chaos on the world
They are supposed to be the next thing on the todo list
I'd really hope to get to work on them
But they are also linked to needing structures
And I wanted to have three variants with the armor types but that also need the armor assets
For my purposes, I was going to have Aopotheosis spawn them as bosses (replaces a natural mob spawn) and that would assign them a gear set (via my data pack as well). This eliminates the need for structures for me, I just wasn't sure how their AI handled and how they actually would fight players (for example, are they aggressive by nature?)
They are kinda modeled on a Weald Walder as AI
For targeting, they target hostiles and players (unless they have the focus of their school)
Each mage have 2-3 spells
I see air_mage in the /summon autofill, but nothing happens when I try to summon him. Earth, Fire, and Water all work (and fight each other on sight). 1.20.1-0.6.4.0
Weird
For what it's worth, Watery Grave III seems to knock out the others pretty routinely
I don't see a line of it even trying. I see all the other summons in the latest.log but no mention of air even registering
[Inaeo: Summoned new Rogue Fire Mage] Similar for Earth and Water. Air does nothing
I'll throw Fire, Water, and Earth mages into the data pack for now to do some testing. Worst case, I'll just turn them off. If Air is available at some point, I'll toss him in as well.
Appreciate your help 🙂
Would be nice if the Siren new drop is a Scale instead of a shard
It will get a token reskin, just need to figure out how it should look
Thanks bro, so if I can find a chest that contains other shards, I'll add them to the list.
Will try these next, by any dungeon, any explorable underground structure even if from mods? or literally 'the dungeon', the mossy cobblestone square with 2 chests and a spawner?
anything with a loot chest
if you sees ars stuff on them, you will find a shard eventually
awesome, will keep trying, I haven't gone extensively but I did try some vanilla spawns and then a very large cataclysm underwater city thing with a boss. Maybe search for a bit longer before changing my script to reflect my findings
🫡
I've had best luck finding sirens in flooded caves under Archwood forests. I get more Drygmy and Whirlisprig in chests than anything, maybe the occasional Starbuncle.
yeah, sirens aren't really my issue, I just want to confirm that you can get the shards from chests for a video. sorta wrote that into the script and I don't remember ever finding one, so I'd like to confirm before I go lying on the internet
I have just recently found sirens under an archwood forest though, that's definitely a helpful thing, compared to looking for warm oceans
Good luck. Happy hunting.
thanks bro
You can use the command to spawn a loot chest of a specific loot table
Ars injects in the generic dungeon one
interesting
that would be very helpful for a vid, yes
the fact I have to keep recording and re-recording since Lootr is installed and it's obvious whether a chest has been opened or not is kind of annoying
Shift-click a chest to make it gold again
oh?
oh wait, like when you try to break it?
oh yeah........I could have just done that
don't wanna plant a shard in of course, that would just be lying if I can't confirm that they do actually spawn
literally just testing it
Oh yeah, that’s definitely a youtuber’s best friend when it comes to Lootr
wish I'd have remembered
youtubing is all about accumulating little tricks, come to find out
unfortunately for me, I can't get replaymod to work, so my filming techniques are limited
Honestly I forgot about that trick til now, Im a normie so I never use it
yeah, I forgot too
I must have opened 40 chests so far, not including the dungeons I've dived into today
might have to mark this shard as not in the loot table
Worst case scenario you can open up the GitHub and just check the loot tables, but I’m inclined to agree after 40 chests
yeah, github is a mystery to me in the best of times, I barely figured out the git clone command when learning Stable Diffusion
Git clone? Dear god I don’t mean downloading it, the hardest part should be searching for the loot table location
???
maybe I should just take a look
shame there's no way to look at it in-game
swear I've seen some JEI interface that did have cycling loot items before
Mhm… unless, you know that mod that lets you access the internet from inside mc, it’s not on the same version as Ars, let alone Ars Elemental, but you can see the GitHub in game with it
You can also order a pizza, cause why not
lol
cuz as a youtuber, I'm broke
turns out, 1000 subs is nothing compared to the 4000 hours of watch time
yeah still no drops, guess I'll check github
I tried checking on GitHub mobile app, that stuffs a mess compared to the website lmao
yeah, I'm on PC, trying to look through now too
would the loot table be in the mod? or am I looking for a reference to it?
In the mod probably
Alright I found loot table in Omega just to make sure I remembered how, now to do the same for Elemental
Uh I don’t see any loot table, oh god
It might
Don't know modding ofc, so no clue how that's working
At best I can slightly navigate around code tbh
Shards in general were semi-rare to begin with, plus pneumatic craft, corail, botania etc were filling all the chests
Ok I found loot table code, just the hard to navigate kind, yay
Lol, I'll ask for location when I'm back at pc
well I havent quite found it yet but hey I discovered that the shards are added to the magic shards tag
Just a tag with every shard
so it should be grouped with the other shards?
mhm
where in the archive is this?
I suspect that has something to do with it spawning, but only because I havent been able to find much else
https://github.com/Alexthw46/Ars-Elemental/blob/1.19.1/src/main/java/alexthw/ars_elemental/datagen/Datagen.java This has the loot table code for Elemental and the shard code is here: https://github.com/Alexthw46/Ars-Elemental/blob/1.19.1/src/generated/resources/data/ars_nouveau/tags/items/magic_shards.json
thx
yeah they are all there, wtf?
lets try a few more chests
oh yeah, there's also shady wizards, forgot about them
Have you found any shards within the 40 chests, cause if you found all but one or two on that list its probably just a matter of luck
I think I've found all or most of the other shards, yeah
unless another mod is affecting it?
Lootr perhaps?
entirely possible, but I doubt it
most likely luck, since lootr wouldnt be so universally added to modpacks if such a bug was in it
Welp if you can’t find it, you can just mention that they can allegedly find them in chests but you weren’t able to confirm it. In any case I should probably be going to sleep. ttyl
aight, night, thanks for the help
Still seems poor luck, since all those chests, and only 3 Starbies?
yeah, the shards are pretty rare, one in 5 or so chests I guess?
maybe the loot table is just really big because of how many mods are in here
Yeah, last three games and I've only found one Siren, think it's weighted towards the green or starbies, at least with my seeds. Only had 2 purple.
Does JER (Just Enough Resources) do loot tables by default? I know it can, but I don't remember if you have to set that up somewhere.
uh..........is that the mod that does that? I guess I never took notice whether that was installed or not
looking it up though, that's definitely the interface I remember
I might just install that, really helpful that little tidbit
wait, it's giving me an update button
so that means I have it installed already?
well, it''s 7:30 am now and I'm going to bed, but thanks for that, I have a lead to follow in a few hours
Good luck
thanks
The stripped Flashing Archwood log doesn't work with Create to make copper casing. It does work with Andesite and Brass, so I'm confused. Looking at the Create code, they do have explicit support for the base Ars wood types. Does Flashing Archwood support need a change in Create for their automatically generated .json for mooded_stripped_logs.json or is there something Ars Elemental can change to get the tags needed?
I have no idea ATM since it works for 2 variants out of 3
Might be something not automated and handled by them
Would make sense especially if the copper was added later
The Elemental Flashing variant doesn't appear in their modded json file, so I'm more concerned that andesite and brass work but copper doesn't. Haven't tested train casing.
That json is only used for the older code, the casting code now uses tags so that json file should be driving the casting conversion. If I read the code correctly.
i don't see forge nor vanilla tags for stripped wood now that i am at pc
i'll have to check create code
wait, do you mean a json in their /generated/ folder of github?
Yeah, they generate some special json files for modded woods to interact with things like the cutting action of the saw. The interact for the casing in 1.20 seems to be done through tags, though. Very different implementation.
The generation includes the base Ars woods, but doesn't include Ars Elemental so I thought that would be the cause.
that's basically manually tagged
private static void genStrippedWoodItemTags(RegistrateTagsProvider<Item> prov) {
TagAppender<Item> logAppender = prov.tag(AllItemTags.MODDED_STRIPPED_LOGS.tag);
TagAppender<Item> woodAppender = prov.tag(AllItemTags.MODDED_STRIPPED_WOOD.tag);
StrippedWoodHelper helper = new StrippedWoodHelper(logAppender, woodAppender);
helper.add(Mods.ARS_N, "blue_archwood", "purple_archwood", "green_archwood", "red_archwood");
Hard coded in a couple places, too. Yes.
idk who of us should add it to the tag
BootyBuncle pointed out that it is easy for a modpack dev to override in the final output. But in the source, IDK. I initially was looking at a PR for Create, but just for the Ars Elemental wood seems silly when there could be other Ars Elemental things that needs this kind of TLC.
it's a tag specific for create, not a shared one
i'll try to tag myself and push to server to see if that fixes it, later
If I remember, I can try to re-test.
I only ran across it because I was trying to check various overworld lava pools for infinite source and was too lazy to go fetch my create stuff.
Instead I went through Create progression with local resources and couldn't use the first wood I tried.
Soo... I have a siren shrine next to a chest, and it seems to not be depositing items..? Am I missing something?
Does the shrine have access to a full source jar?
it's not entirely full, but has plenty of source, yes
there's a big ball of turqouise light gathered over it, which as I read it is the item fill status?
This is the setup
have confirmed the jar is in range (by it taking source from it earlier)
... Nevermind, it seems to have fixed itself?
Maybe it just needed a while to realise there was a chest :D
Is the Shocked status effect compatible from other shocked effect?s
Like the Thermal Shocked, and the Create Shocked
They are entirely different effects from different mods that so happen to share a name
hrm, I don't think Water Infused Turrets are correctly applying the Water Focus benefits.
with a water focus equipped makes ice even if it is shot at a partial block (like an ae2 cable).
Without the focus, it just waterlogs the partial block.
Water Infused turret is waterlogging, just like if the spell is cast without a focus
well
in my test
the turret turned into water

oh, it happens even with a normal turret
what the heck @vestal heart
it happens to little pedestals too
add .forceSolidOn() to the block properties
found the issue, no elemental turret seem to trigger them atm
Fancy!
Wait, didn't I bring the turret thing up many months ago?
Yanno, it may have been so long ago I wasn't on this server and left it in curseforge comments
I remember testing gravity field and other things with elemental turrets
Likely flooded among other messages?
The bug report forum is made exactly to avoid that
the breeze charge as a glyph would be a nice addition to air mage (for whenever we get to 1.21 :P )
Also, the changes can me used on yourself to get lifted up in the air.
So a form of air jump?
maybe it was the bug report forum. I just called it the comments cuz I forgot what it was called
Unsure if it's new but experiencing a model alignment issue with Elemental turrents when facing down
you on latest?
might also still be a bug on base ars
i remember seeing it, but no actual memory on if fixes were pushed
I think I'm on latest, I don't have the issue with the enchanted spell turret
0.6.4.1 is what I'm on
well, a fix update is needed soon anyway
i'll check
currently conjure water on turrets make them liquefy
Also not sure where to report an NEG thing but got this when unlocking Echoing Projectile
We are getting Poison Skeletons in 1.20.5.
Nice to see some more biome variants to mobs.
Will be nice for the summon undead with an earth focus variant.
Wait, poison skele as Minecraft or as Ars? Or Ele?
sounds amazing
Ars just keeps getting better
Pretty soon, I'll be able to do another spell showcase
its a vanilla addition
They are basically stray but with poison
Vanilla is getting Swamp Skelleton variant with their own skins.
And I think it would be neat if the elemental focus would influence the summon undead glyph, like how the necromance one summons wither skeletons
would be nice if Earht would summon the Bogged, Water the Drowned, Fire the Husk, and Air Stray
air and strays are not correlated. a stray would still be water as it's icy
it could maybe work with phantoms
Oh, nice, I was thinking of humanoids ones to fit the base summon skeleton, but that's nice. Like an "Early Vex" glyph, as it would be slower than the vexes
Also, not sure why, but why isn't the Flashpine not on the shady wizard trading list?
Just feels odd since Ars Elemental adds the shards and ritual tables to the trading list.
Hey alex, there seems to be a bug with the trinket pouch. I had a lot of potions inside of it and i can't open it now. Is it due to the fact that potions (especially ars ones) take quite a lot of place in data storage ?
Anyway, if this could be fixed it would be awsome as rn i am like an idiot sitting without potions...
(I had 2.5 rows of 8 effect potions, amplify flasks.)
that was a typo
Oh
Real
Do we have a water/lava walk glyph?
suggestion- add something that disables gravity underwater, that natural slow pull downwards that happens. Could be useful to underwater builders/mages. Maybe add it to the Water Bangle?
Like a charm of bouency? Don't rise, but don't fall. Underwater levitate?
yeh
I know I've seen that kind of effect in Minecraft before, like I think the Merfolk Origin? It seems like something an Aquamancer might want to get, I know I want it for hanging out underwater and building
Maybe an effect with full aquamancer gear?
ah no wait, it's the opposite
it disables the archi's principle
you mean to stabilize it like a pseudoflight
limits of tag based storage i think, can never manage to replicate so it was hard to even attempt to fix
but with potions maybe it could be replicable...
@ashen wind I think i asked before, but why dont bangles go i nthe armarium again?
Because the armarium is from another mod, basically
@ashen wind does
work with ender chests? would be a pretty neat compat
Would be a scalaes thing,
is base Ars
would be weird as wololo act for one rgb color, last ender chest i know needs to click on the things on top of the chest to color individually
lol first time seeing this ghlyph
Same
It's yet to be released
What is Soulbound priority?
Will soulbound save the item from Curse of Vanishment or not?
what enchanting mod is that
idk how forge handles vanishing but i'd expect it to act before the event for soulbound fires
Enchanting Infuser
What does the Protection of the 4 Elements craft do to the Spell Book? I cant find it on the wiki
Prevents the item from damage. Like lava for netherite items in vanilla
Should block lava/cactus/fire. Etc from destroying your book
Can't remember what else
explosions
are the items in this addon configurable?
i like the spell foci and glyphs and what not I just want to disable the elemental robes cuz while they are awesome looking they're a little op for my pack's taste
Disabling items is either via kubejs and similar or by removing the recipes ( with datapacks or again kube)
The official way would be datapacks
Something that would be nice for The Spell Binder is to let add the spell tomes to it.
surprise, you already can
Fastest feature request to feature ever
YEAH!
if it's that they don't give the discount, that's intentional
The elemental tomes do not apply the focus aspect
I tries to summon the strider and I got a horse
Also, I do not see the spell name at the bottom corner when I hold the binder
It would be a HUGE QoL to be able to see which spell I swap to or curently am holding
Tomes can be used but lose their special properties
Until I update elemental the elemental foci threads wouldn't work either
if (output.readableBytes() > 32600 || output.readableBytes() < 1) {
throw new IllegalArgumentException("Invalid PacketBuffer for openGui, found "+ output.readableBytes()+ " bytes");
}
literal cockblock from game
oof
found a way through maybe
finnaly, i can become a no life potion muncher
I managed to only send the slot index, which is an int
It could still behave in a weird way on priority with the keybind but just a little testing should suffice
I can't think of a scenario where the item changes place between server and client in the commutation window, so it should be fine overall
@ashen wind what do you think about this ? https://github.com/mystchonky/Tome-of-Blood/issues/8
I am not fully sure what I can do about it and I also do not want to overshadow elemental armor sets.
It's honestly just asking for a tier 5 at this point, lmao
My opinion. No. It's too much of a "best" at that point instead of a choice to be made
Heretic as it is, it's one of the most powerful if you know how to use blood magic living armor
To get that and the elemental set buffs would be like Alex said, t5
I can see that as extra for those that want the "trascend God"
But not as baseline in something that wants to be balanced
Extra add-on just for fun without balancing headache
Heretic on its own can get crazy. I've barely done any optimization on mine. I could easily take half the debuffs and not care. Who needs mining speed?
Arrow accuracy? Yeah I'll take stormtrooper 10
I can still add a couple more levels of the brilliance upgrade and get this on a level greater than netherite even without prot enchants
And all I've done is remove the upgrades I'm not using, and run the evolution ritual
I think it's good to keep all the various "above vanilla ars" options separate from each other, to keep choices there
if Blood armor can just get all the elemental stuff, it's a straight upgrade and moves the power level scale that much further
I like that heretic is effectively an extra specialization that still has all 3 tiers. Instead of elemental with t4
T3 evolved heretic I consider on par with elemental, if not better
From a straight power level standpoint of course
you could always have it be disabled by default and enabled either by a config option, or something else that signals it should run in a more powerful mode
I have always considered Heretic to be a specialization . its more like build your own class type thing
the current power scaling is fine given the amount of time you spend to make the armor. once my PRs are merged in, heretic should more cleanly fit into both BM and ars worlds without overshadowing any of the mods
really stupid idea: an addon for elemental that adds double specialization armors
so you could have an armor with 2 elements it's good at
or elemental + heretic if tome of blood is installed
(only 1 element in that case)
(that is probably something clement would do lol)
it might be
heck I would if I wasn't already struggling to keep up with the addons I'm currently developing
but that would be unnecessary. heretic armor has almost infinite scaling
as it stands adding elemental compat to my mod will be hard enough
More of a discussion to have on the tob channel, be interesting if it had no upgrade points at all. So every upgrade required a downgrade to match
I've seen specialized builds for living armor that end up with over 1000 points of upgrades. So initial value doesn't really mean that much
But regardless, this discussion is more in regards to end game stuff, not starting point values. Perhaps a t3 thread to add some of the elemental perks?
You've only got, what 2 level 3 slots on t3 heretic? So that's a considerable sacrifice
I freaking love that idea. I need to think about it but it might work really well. We will discuss this in ToB channel :P
Alternatively an expensive living armor perk
With the original request, are they wanting the defense levels of elemental t4, the specific elemental bonuses (Regen under y0, etc), or simply the additional t4 "what can I do after t3" progression?
I guess my question is "what do they feel is missing between heretic t3 and elemental armor?"
Besides "number goes up" wanting more power for no real reason
I tried asking them what exact behaviour they want but to me it seems they just want big numbers
"Tier 4 armor is better than Tier 3"
Truly the most compelling argument
Also sorry, but heretic has one massive advantage over elemental
I can dye it
some of the colors look amazing (all of them are super nice). Eset did a brilliant job!
foolish thinking
leather armor is obv better
can charm affect mobs (like zombies) permanently ?
@ashen wind any chance of you changing your focus checking code so I'll be able to more easily add compat in my mod (even if just in 1.20 for when I port)? I wanted to add a way to attune a staff to an element, but it would be a single item no matter the element so using an interface method doesn't work. Also, implementing an interface isn't ideal since I'd like to add this as optional compatibility.
If you like I could look into making a PR for this but didn't want to start suggesting weird changes out of the blue.
Alternatively I could always mixin your helper methods but that's needlessly invasive and more likely to break in the future so I want to avoid that if possible
For focus combos you should be able to do it more easily now
Ermh, after the changes are released
Check recent changes on elemental git
It basically shift to checking the spell resolver
you can probably directly check last commit on NEG
For the elemental focus (binder) threads
Elemental what now, oh god it’s been that long since I played with Ars
Ohhh, thanks for clarifying, yeah I may have been skipping the duty of reading announcements for a long while now
oh ok nice
So what happens if you have an elemental thread on your binder and a focus equipped?
Do you just get both focus effects?
Whar exactly does the air focus/armor do to the cut spell? Does it make it combat viable?
Just gives it some amps, but cut doesn't scale well on amps compared to other spells
But cut is free
And will give a chance to drop the head if it deals the killing blow
Interesting
Is there any chance of us getting anima armor? I'm trying to do a set of challenges based around the four elements on a server and have the final reward be related to Anima in some way
You could use the Heretic Armor as a stand in for it?
It does fit the theme.
- iron level
- Require all parts to get special bonus
- require transforming existing armor
What does the debug focus do?
Interesting, whats that from?
Tome of Blood: Rebirth
both are good (i love BM)
I kinda get it but I don't really understand what to do with it (same with botanua). I like hex and ars because it's modular and I can directly see the consequences of my actions (that's the only way I can think to put this even if it's not 100% true)
That is literally what the Heretic Armor is.
A Ars conversion of the Living Armor
Oh nice
hello, is it posstible to craft poseidons steed?
not to my knowledge. however, you can craft a focus of water, and casting summon steed with the focus equipped or in your off-hand will cause it to summon dolphins like poseidon's steed does
Is there any plan/progress on bringing the light and medium elemental sets to 1.20.1?
btw... are full suits of armor needed for elemental bonuses? to skip the work you can go the omega route and make a single cloak item with the buff
just a thought, no need to take it
yes, you need the 4p
are you aware about this ? the missing lang entry
No, but it's a test server for a reason
oh wait, why is that the old texture
pick the newer NEG from the server files
unless i uploaded the wrong jar...
were the other focus threads present?
2 only
patreon server
Then I uploaded the wrong jar
Hey just letting you know that the block shaping part of the manipulation turret seems broken in the latest version. Here's me trying to use it in a pack with only jei, curios, Ars Nouveau 1.20.1-4.10.0 and Ars Elemental 1.20.1-0.6.5
Try it without sensitive on the turret
I'm still having the same issue without sensitive
Not sure when it broke, but yeah it is
maybe i actually broke it myself with the last ars pr
@ashen wind can I know your plans for different sets for T4 armor ?
how are you planning to keep the elemental feel while keeping the set characteristics?
Elemental weakness and resistances was the idea to test
Atm the "medium" have a certain resistance to the same element
The light armor would be more glasscannon getting something like spellpower but getting a weakness to a certain element
While the heavy would get an additional resistance, with the medium maybe getting a smaller weakness
Keep in mind that for element it means damage tag, not just glyphs
thats a nice approach. will they all be netherite tier in terms of stats ?
Light would be diamond at most
Heavy would be netherite for sure
Current Medium I think is diamond
about the visual design, I was going to suggest only altering the trims and maybe add subtle accessories while retaining the armor colors
for heretic Eset also added an emblem on the back. could be cool to have your element on the back as a clan logo kinda thing
iron could work tbh. enchanted iron is plenty strong
maybe even a custom tier to match stats inbetween iron and diamond
I kinda have the idea for the design but I need to somehow get them on paper
Even just to commission, a baseline is needed
Especially the heavy armors could be extremely cool, but I have 0 ideas on how to transpose
We have the flarecannon, drygmy and wguardian that can make good designs
sounds cool!
Hey question, what exactly causes an opening to become "Wet" for the purposes of Spark?
other than being in a water block ofc
Being in the rain, for once
Right, i was wondering if it's possible to induce this wet state using another spell so i can create a spell that wets a foe before using Static on them
Either me or base Ars should probably tweak conjure water on entities to make them wet for a duration
Even then, it would be a tier 2 spell at min
It's just an alternative for air focus users
To harm
I wish i could do Spark > Discharge without a delay between the two glyphs
because currently, i you do not add a delay, the discharge doesn't proc its higher damage until you hit them a 2nd time onwards
a "doused" status of some sort would be cool. Prevent being set on fire for a duration, count as being in water for effects that check that
reactive 4 cna be put on aeromancer robes with the enchanting app but not the command btw
(1.19.2)
does it work with other armors?
ah wait you're saying not with command but yes with enchanting app
that's a bit better
it would be a bug in base Ars for how reactive is defined
works with E.A. not with command
probably reactive is defined as max level 3 enchantment
i figured
and when bailey added the fourth level, it was not updated
the enchanting apparatus ignores those rules and it's the canon way to get is, so 
What happen to the
lens for spell prism?
It was apparently impossible to replicate a projectile correctly
Needs a clone method in base Ars to rely on
Otherwise homing would become normal projectiles for example
Ah
What a meme-worthy snapshot
wouldn't it be nice if an explosion that touched water happened to make nearby entities wet? seems logical, at least. dunno how much anyone would want to mess with particles to make it look briefly like rain or splash, but a small AOE debuff would cover it.
#1238217146207572089
Elemental should JiJ NEG
Making it an official suggestion after a random thought in my own server
Uh what does Jij neg mean
Honestly yea
Makes sense and it’s in line with ars elemental
Nothing too insane
Wait
Couldn’t you jij ars nouveau and elemental?
Could, but that'd be considered a dick move and not just in bird culture
Curseforge Points and author rewards go by download of mod files. JarJar-ing either Ars Nouveau into Elemental or Elemental into Ars Nouveau would steal rightful rewards from the respective authors while also making it impossible to update independently
I see
hey thats me
Sure is, you did the thing with the right face
anyone know if there are plans to make sorcerer and battlemage versions of the tier 4 elemental armor?
I think I read a discussion in another channel just a day or two ago where they were actively talking about their plans to do so.
Why did the Corrupted Summoning focus get nerfed to not allow the usage of spells for minions? Was it too OP? I was trying a 1.20.1 test version of the server I play on. Turns out that I can't get my vexes to spam projectile.
It’s homing I think
Worked last time I tried it, besides homing spells made it easier to hit
It was changed to only recast homing as the classic projectiles would go anywhere except where you want. They would hit the other nearby summons for example, which can't happen with homing as it's filtered
Ohh, thanks!
Tbh, last time I tried that combo, the homing projectiles also refused to hit any enemies I aggroed, maybe I'll experiment with it again and take a clip when I have time.
are there any plans for future updates to release more armor sets/gear in general focused on the other essence types beyond the four elements since this mod does add anima etc. would be cool getting sets for the other four schools.
They said they wanted to add different tier 4 armor
also tier three fire/water/earth glyphs. air gets all the fun.
Currently there is no summon or necromancy set.
That would be a logical choice. 1.21 will have pet armors for dogs which means potential summoner's focus options with more pets.
Plus Eidolon and Hexerei have flying pets that can do combat.
idk what those are
Google is your friend. They are mods that have Ars compatibility.
oh well other mods are kinda irrelevant here, im only talking about this one.
For the purposes of summoner's, anything that adds pets is relevant.
And anything that changes pets is as well.
Just like Irons Spells and Eidolon are relevant for Necromancers since you can enthrall undead with them.
You probably don't know, not being a Pareton, but we actively test these other mods in combination with Ars Nouveau, Ars Elemental and other Ars Add-ons.
If you do want to see a taste of the future, the Patreon server for Ars is testing a lot of new stuff these days.
if they're compatible/work in tandem with each other sure, that's fair.
and summoning wasn't the only thing i brought up...
meant like the schools of anima and abjuration. anima isnt just in summons as it also is in heal, wither and hex so it would be cool seeing a armor set for like a hex mage focusing on debuffs & support. abjuration school allowing invisibility to be affective against mobs or something etc etc.
Anima is the school used for Summoners and Necromantic focuses.
Abjuration is typically used for potions and is a direct subsitute for nether wart to make the basic awkard potion needed to start most potion crafting.
So buff and debuffs are a good match there.
I don't know if the threads are in public yet or just under testing, but those are kind of interesting. With a thread and a focus you could have combined school interactions. LIke water and fire being lava manipulation.
Will "Ritual of repulsion" ever get a rework?
@ashen wind I was talking to Jarva and he mentioned that elemental had mob/npc mages. Do they still exist and what are the problems with them ?
same problem as wildens on one side
Too strong for early players
Another problem was them griefing with spells
So the plan was to give them a structure
On the other side, the AI might be a bit dumb
It's same as a Weald Walker, keep distance and shoot
Having them leap out of combat doesn't work well
It's also true that last attempt was in 1.18 and there were less spell combos
