#Ars Elemental

1 messages · Page 3 of 1

feral vine
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Now you could have spells that can counter specific mobs, so you'd have reason to invest in each of the elements for different fights.

ashen wind
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Air for example only had lightning and wind shear, at least now it would be able to spark-discharge

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Earth was even worse, only harm and crush iirc. Now there is spike + the poison combos

stable sleet
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I was thinking of a pillager mage mob that only spawns in special structures

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as far as spells goes, It would have handpicked list of spells, so we avoid griefing. could also make it datapackable

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let me know if you are interested, if not I will try it out in oscura or something

ashen wind
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not much pillagers as i want them to be element-based, so they wear the matching armor

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which means needing 4 different structures

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which i never got to because i suck at building and only recently someone with skills is popping around

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you can see the mages by using the focus of debug and using it on a block

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i was checking #1257727835653672960 recently since patrols-like spawns could work to avoid the issues of early game and crazy spawning that they had at the start

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if exams weren't enough, i also got sidetracked by friends starting to play elden ring (i had yet to play it, so got the chance to coop)

stable sleet
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I want to make regular mage mobs first. specialized ones like elemental could come later

snow merlin
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Basic spells, limited number of signs/runes/whatever in the spell, limited to tier 1 book. Sounds cool.

shell cove
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5 glyph slots

vocal lynx
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i just created a world with ars elemental installed and while looking through the natures compass bio list i saw listings for archwood forests corresponding to the archwood tree types but i couldnt locate any of them in the world, so i was wondering if those can generate normally or if they are unused. other world generation mods i have installed are terrablender for archwood forests, ars additions and some yungnickyung mods which all work, so i was wondering if those biome types are used at all?

ashen wind
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They are wip and have few crashes I don't know how to solve so they need to be enabled in config to be able to show up in world

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I will probably end up not generating them, unless a worldgen pro comes up with fix + something unique to those biome, and add a biome change ritual

feral vine
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Unique to those biomes? Like a hut, cave or tower with a mini-boss fight themed on that element?

ashen wind
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Like having lakes for the cascading

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Or something with lava for blazing, some kind of flower patch for flourishing

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That kind of stuff

feral vine
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Basically the exiting Ars Caeleum rituals but better?

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Flourising was a swamp biome.

ashen wind
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For simple biome change? Yes

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I was talking about reqs to enabling their worldgen

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Atm the only quirk would be different grass/water color and having only the respective ww as mob instead of any

feral vine
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I would have to look at how mods like Biomes'a'Plenty or Better End do that. Hexerie is re-adding custom mob spawns to the villages again, so there might be techniques in use there, too.

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Might be easier to just generate the dens for Wilden spawns. Having wild Weld Walkers would be different.

ashen wind
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Worldgen is a weird thing, it's nowadays mostly JSON based

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So it either follows existing schemes with value tweaking or a fully custom logic

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For a Caelum-style pack, the rituals could generate the towers with the elemental mages

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So you get a way to fight them, even if I am unsure on what they should be useful for

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1.21 could change a lot of cards compared to our current deck

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So the concept of having to defeat them for elemental gear might not hold

feral vine
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Chance to drop a piece of damaged elemental gear? A full on focus would be too much.

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Just dropping essence is kind of too little.

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Glyphs are again something that needs major balance. They'd need to be serious fights for serious rewards.

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Or could just continue to be flavor. Not everything needs to be mechanically tied to progression.

shell cove
daring pebble
lavish coral
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So I think sirens are water mobs, ya? The summon animals ritual won't work?

ashen wind
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Same cat as fishes iirc

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The ritual shouldn't fish them up

lavish coral
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Sad

upbeat sandal
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is there a way to disable the soulbound enchantment from Ars Elemental?

ashen wind
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Remove the apparatus recipe, via kube or manually via datapack

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It's the only way to get it

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If it can spawn on loot by default, then there is a config to disable that

haughty zephyr
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Hi~! When is this addon going to update to the version 1.21?

ashen wind
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Ars itself is still half broken and 1.21 requires rewriting a lot of stuff. If everything goes well maybe midAugust but really depends on many factors

vast canopy
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hey i need some help

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i want to be a storm mage

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water and lightning

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any way to maximize that?

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cause i know theyre different types

solemn iron
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does the FlareCannon effect spells from omega and more glyphs? (1.19.2 i also have no idea how it works at all, not even the slightest)

ashen wind
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unless omega adds missile and the other form to Flarecannon projectile list, no

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i completely forgot to add compats, only three that get the projectile bonus are projectile homing_projectile curved_projectile

solemn iron
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understood thanks

ember cove
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Im kinda surprised that we don't have an air familiar yet

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We have earth with drygmys and whirlisprigs, fire with the flarecannon, and water with the mermaid/siren (forgot what's its called)

feral vine
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Air familiar? Oooh. The owl from Hexerei could do that.

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I had not thought about giving it an elemental alignment.

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It was going to go into Scales once JoeFoxe finishes the update to 1.20.1.

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Although I might want to do a different model for it. And I've never actually used blockbench before...

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I was working on the idea of a shoulder pet bird that could cast a fear hex on monsters if they were in range using the player's mana every 30 seconds when configured.

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Or one that would cast light on the player to give nightvision when underground or in a forest.

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Maybe switch between them using a torch or a peice of rotten flesh.

ember cove
feral vine
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well, it was meant to be a cross-mod compat familiar because the owl would be from Hexerei. And without that in your mods you couldn't obtain the owl without creative mode.

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But I don't even know how the spawning and taming methods are to work. In Hexerei the owls are going to be part of a magical mail system a la HP.

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The first idea I had was a Raven, but Eidolon has those already.

ember cove
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What about a moth?

feral vine
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For Elemental? Fine. A moth familiar for air. Although you could also do a sprite of some kind.

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The Whilri is technically nature/plant/air.

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I don't even recall what benefit the familiar version of the Whilri does. I think bonemeal for crops?

ember cove
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I know it boosts earth dmg

feral vine
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Which you'd think would be the Amythest Golem. But that provides knockback resistance.

ember cove
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"Whirlisprigs will reduce the cost of Elemental Earth glyphs by half, and grants bonus saturation when consuming food. Obtained by performing the Ritual of Binding near a Whirlisprig"

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bonemeal happens when used as automation I think

feral vine
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Flarecannons have fire locked down. But if whirlis did something fall or flight related instead of bonemeal, which is nerfed in Ars anyway due to argonomic sourcelinks ignoring bonemeal updates, that would align them better.

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The bonemeal mainly grows grasses and flowers on grass blocks and is very much something to avoid.

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So food and earth. Not very airy at all.

ember cove
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Tbh the whirlisprig reminds me of those helicopter seeds, like the top of their heads anyway

ashen wind
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I wanted a cardinal for air, obv made a bit more stormbirdy

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As reference to Flapjack

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Main issue is finding something for it to do as worker, as fam it could easily help with movement

feral vine
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A bright red bird would stand out nicely, too. The red parrots are some of the easiest to spot in Jungles.

ashen wind
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Was thinking more like a reversed coloring compared to that electric bird pokemon (not zapdos, newer) but a red variant would be there. A familiars should at least have 2 variants

vast canopy
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wack suggestion but

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imagine dual focuses

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must be major, but you combine two focuses to gain power in both.... while cutting the power of the other 2

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its like a lesser focus, but 2 major ones

daring pebble
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mfw offhanding focus is a thing

sharp parcel
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Game does not load with the 1.21 version.
It launches but freezes

daring pebble
ashen wind
sharp parcel
daring pebble
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send the logs please

sharp parcel
daring pebble
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hmm

daring pebble
# sharp parcel

can you follow this algorithm so that we can trace where the bug comes from ?
0.0 : create folder "not cause"
1.0 : if enabled mods == 1, go to 3.0. Else, continue
1.1 : disable half of the enabled mods
1.2 : if the game runs fine, go to 2.1
2.1 : move the enabled mods to folder "not cause"
2.2 : reenable present mod files
2.3: go to step 1.1
1.3 : move the disabled mods to a folder "not cause"
1.4 : go to 1.0
3.0 : the last enabled mod is the cause.

ashen wind
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4.0 : might be that I set the requirements of that elemental version to be in 1.20.1 only

daring pebble
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💀

ashen wind
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Haven't read the log yet, but fixed a bunch of things since the first post

shell cove
ashen wind
# sharp parcel

A mixin was causing issues as the method it referred don't exists anymore, for some reason it did not stop compiling

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#archived-1-21-testing for new version

crystal onyx
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Do normal elemental spell foci retain the the buffs of their lesser parts
Like does the air focus give reduced cost for air spells and increased cost for all others
Stuff like that

sharp parcel
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Feel that the anima essence could be some crafting ingredient other than the glyph ones.
Like how other essences are used,
Like Ritual tables.
Maybe a ritual that when performed spawn a random number of undead mobs?
Or one that converts undead mobs back to their living counterparts, and vice versa.
and maybe a recipe that let you convert skulls into zombie heads?

rain hornet
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I’m pretty sure it says that it gives reduced cost/buffs to the intended school and increased costs/debuffs to the rest

crystal onyx
shell cove
rain hornet
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Is the lifelink meant to not affect players? I tested it on an associate and he did not take damage, nor did I get healed. Is it because of a glitch/conflicting mod? Is it inentional?

ashen wind
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Umh, I don't really have a mean to test it since I'd need another

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It's supposed to work

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But the other player might have something to prevent status

lyric echo
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to run two dev instances

rain hornet
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They didn’t have anything to prevent it at the time

mortal sierra
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I just managed to get the "A Blooming Death" achievement, but I've been unable to get a spore since the initial one.

Seems rather convoluted for something that has a really small chance of proccing, or am I missing something?

fickle robin
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it's a relatively low chance. I ended up making a farm for this where I have an Earth turret killing zombies that get teleported in with portals, and then I flush the ground with water every so often to collect the spore blossoms

daring pebble
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would [spark] drain armor energy even though they are affected by iframes?

fickle robin
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hm, maybe

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depends on if the damage is involved in draining the energy or not

rain hornet
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Mekasuit can become unviable with the right upgrades and enough power

night bloom
rain hornet
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Yea

shell cove
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Nah, y’all just need make an attack that lowers Tps lol

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That way they don’t get energy back

daring pebble
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if the TPS speed lowers, everything becomes slower...
meaning LOW tps doesn't really make a huge difference when your goal is to make their armor not take energy back as your hits are also slower to register

ashen wind
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there is a small chance that when we talk about servers, when ticks are skipped things get weird

stark condor
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If they're using a properly set up mek suit, they are not playing the same game as you.

daring pebble
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sadly

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best thing you can do is install trinkets and spam sonic boom as mek suit only blocks 75%

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(sonic boom was designed to be the mek suit player killer)

lyric echo
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Charm of Resonant Shield

daring pebble
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only three blocks

lyric echo
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per charm 😄

stark condor
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And since the idea of a "fair fight" Is thrown out by them wearing the armor of "no thanks", then don't bother fighting fair. Blink to the void and be done

daring pebble
stark condor
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Maybe delay so they all hit before taking the effect?

daring pebble
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hmm

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then i'd replace the two aoe by delay randomize

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to achieve something similar

lyric echo
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a nice solution to iframes

daring pebble
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yep

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i made a spell that ressembles comet azur thanks to it (will post soon)

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(man i love delay randomize)

lyric echo
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Is Elemental on any Maven?

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or do I need to use cursemaven?

ashen wind
shell cove
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Mekanism suits don’t have I-frames

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So u can basically spam lightning

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With burst

delicate pine
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So I looked for awhile last night after seeing reports of no flashing archwood appearing in worlds, I also did not see a single yellow tree... No terrablender/archwood forest in my testing

ashen wind
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likely folder name changes

lyric echo
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Structure folder changed, probably needs to be updated

delicate pine
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Haven't tried just with ars and elemental but ars trees show fine

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Ah

shell cove
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Wait tres are technically structures?

delicate pine
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They're features

lyric echo
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They're world features

shell cove
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Does that mean they have a weight

lyric echo
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Work similar to structures

shell cove
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O:

ashen wind
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what was the name change?

lyric echo
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De-pluralized iirc

ashen wind
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it seems fine as i can place it via command

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the biome modifier seems to be gone tho?

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i'll look into this tonight, i made few little important changes this morning so the update is likely for tomorrow

delicate pine
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❤️

fickle robin
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so, just for giggles I tried to see if a backpack could go into the caster bag. I shift+clicked an empty backpack to put it in the caster bag and the game locked up until it crashed from OoM

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Sophisticated Backpack fyi

ocean chasm
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sophisticated backpacks are funky, they behave weirdly sometimes, caused a few crashes for me

ashen wind
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Need to blacklist them anyway, but weird

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They shouldn't be storing their inventory on the item afterall

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While the bags use item capabilities now

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Nothing custom really

fickle robin
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The bag was completely empty as well, I got it off an enemy and cleaned it out

feral vine
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bag-ception is always a risky play. Sad that it failed. Also glad that I never tried that.

I do know that since Sophisticated Backpacks track their inventories via GUIDs so that you cannot 'dupe' them. Extra copes always have the same inventory as the first one loaded. Found that out while trying to restore an Ad Astra dimension from a broken save to a clean new save.

shell cove
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does that mean you can put the bags on shulker boxes?

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you might wanna look into that too

shell cove
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any plans for bogged and husks to be summoned when there is an earth focus equipped?

shell cove
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immolation doesn't seem to work in 1.21.1

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the immolation thread

fickle robin
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the one that puts out fire and boosts your next spell?

shell cove
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yea

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it also seems that amplify doesn't work even when i want to put it on an enchanters sword, as in, i have 2 amplify in my spell, but the spell isn't cast because flare has 3 amplify

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is that intended behavior ?

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because if so what is the point of having an extra amp on the sword if i can't use it for more dmg

delicate pine
shell cove
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mb

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it just that i thought it'd be common sense to make swords an exclusion

delicate pine
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yeh i think they wanna change how it works altogether, there were a few ideas floating around

ashen wind
shell cove
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Wait that’s on base?

rain hornet
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Yeah?

shell cove
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ok so

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propagate homing and reset crashes your game

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like instantly

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replace the last amplify with rewind and see

rain hornet
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iirc :arc: reset :propagate_arc: reset crashes your game too

sharp parcel
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For some reason I can add anything to the trinket pouch not just curio items

ashen wind
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In 1.21 yes

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Changed to general purpose bag, and the other one to double storage

shell cove
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W change

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Now I don’t need a backpack mod

chilly creek
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Hey, i have a problem. Everytime i use the spell combination of projectile ignite flare on a mob, my game starts to crash and i get this error message: The game crashed whilst ticking entity
Error: java.lang.NullPointerException: Cannot invoke "com.hollingsworth.arsnouveau.api.spell.SpellResolver.hasFocus(net.minecraft.world.item.Item)" because "resolver" is null.
Does somebody know what im missing?

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1.20.1 -4.12.1 =Ars
1.20.1 MC
1.20.1 -0.6.5 =Elemental
Im using it in a Modpack including too many glyphs, maybe that can help. Modpack name= Valhelsia 6

ashen wind
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as i said in general, can't know without the full log

chilly creek
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ah sry, didnt see that 1 sec

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is a txt document fine?

ashen wind
whole arrowBOT
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@lyric echo

:notepad_spiral: Log Sharing

Upload your log file to mclo.gs so that people can help easier, not everyone is on their PC all the time and having a easily formatted searchable link is much easier for debugging.

Where can I find my logs?

Go to your instance or .minecraft folder and upload the logs/latest.log file

How about crash reports?

Crash reports can be found in your instance or .minecraft folder under the crash-reports sub-folder. This is only made when a crash is registered, so if it doesn't exist that's fine.

Noticed a problem?

Please raise an issue with @lyric echo

chilly creek
ashen wind
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yeah, it's Ars fault

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1.20.1 - 4.12.4 has been released:
Fix crash with shapers focus

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simply update

chilly creek
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Thanks a lot

sharp parcel
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Does this config means that can open both magic bundles?

ashen wind
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wht

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it's just a direct upgrade anyway, yes. no need to have both

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can also be dyed

heavy sleet
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think there might be an issue with Aether armor.

I've put lightning on my sword (screenshots coming) and I am taking an enormous amount of damage occasionally from my own lightning

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Full aether set

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focus of air equipped

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So I attack a mob alone and it's fine, but the lightning never triggers (normal, they're dying too fast)

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I attack a group though?

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the first batch will die and I end up with the Static Charge effect

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Then I attack again? Boom lightning to my face

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down to 2 hearts

ashen wind
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Which version?

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I'd suspect the delay bug happening

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Or something similar, with the spell not knowing its caster anymore

delicate pine
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This is in e10 so 1.21 latest elemental version

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0.7.0.5

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Ah losing caster makes sense... I was so confused since I used almost the same spell in 1.19 and barely took damage from my own lightning

ashen wind
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Won't be home until tomorrow night, we'll see if I can make it trigger

heavy sleet
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sounds good, enjoy your time away

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I'll just take the lightning off for now 😄

ashen wind
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Umh, could it be that mobs are reflecting?

heavy sleet
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maybe? dunno if the Vengeance spirits have something

ashen wind
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That's not static charge but shocked

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So it's like they are making the far lightning hit you too

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Doesn't seem to be a problem of discharge nor chaining...

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Even if maybe the armor is not reducing the damage as it should, that is to check

delicate pine
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What's the damage reduction supposed to be for lightning? And is it spell lightning only?

ashen wind
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It's damage type/tags based

delicate pine
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my brain couldn't figure out the code outside of the fall damage reduction lol

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I got lost in the sauce

ashen wind
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I think it's not more than 40%

delicate pine
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I c

ashen wind
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Fall damage reduction should be coded to be higher

delicate pine
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Yeah it's like 90%

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That was easy to read

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For a smooth brain like me

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Lightning reduction might just be less than I thought it was, maybe in 1.19 more of my reduction was coming from enchants and apo attributes and that's why I was surviving so easily

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Was awhile ago lol

ashen wind
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They surely do most of the work

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Without apo, protection shield way more than half of damage

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With apo, the calculation changes

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But it's still nuts

delicate pine
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I think I just assumed it was similar to the fire reduction on pyro which is huge because of the insta clear more than the reduction itself

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Makes sense

fickle robin
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I remember at least for the original implementation it was like 80% reduction in fall damage

delicate pine
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Yeah the fall damage is a separate calculation from the rest of air school reduction

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Looks like 90% (0.1)

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I could be very wrong tho lol

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Always dangerous when boo looks at code

ashen wind
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The weird thing is the lightning hitting out of range imho

heavy sleet
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oh, no there's lightning near me

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it's usually behind me in that video

delicate pine
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5 is from the bonus reduction

heavy sleet
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Alex, I was seeing that report in 1.21 testing with spells forgetting the owner, and I think that this might be related to my issue here.

I've noticed that mobs killed by the splash damage of that spell aren't acting as if I'm the thing that killed them, like it lost the player context

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For example, I have a custom loot table such that if the killer has a netherite axe in their mainhand wither skeletons always drop a skull. But if I cast that spell from an offhand book into a group of skellies, I'll only get one guaranteed from (I think) the primary target. The rest are just normal odds

ashen wind
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can you send the spell again?

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i have devenv open, so i can use the debugger to see if it's actually losing it

heavy sleet
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this was my book spell

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minus the magelight at the end

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I added that fighting the warden 😛

ashen wind
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and it was tied to delay iirc, right?

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not to chain

heavy sleet
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dunno, maybe the chain

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maybe delay

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not sure how you'd know

ashen wind
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as in, the first discharge work as expected but the second hit you

heavy sleet
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ah, I see

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yeah, probably the delay yeah

ashen wind
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you might have a better picture with extend time on delay so they don't spam particles all together

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but likely either delay or a combo of propagation + delay

heavy sleet
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I can try to do some more testing later today

ashen wind
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i'll add neg to ars env to see, but i'd expect linger to trigger this as well

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oh my, i discovered something else

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#general-and-help message

shell cove
full agate
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seems like its possible for life linked entities to get disconnected while having the effect continuously applied, can also be a one-way connection if one of the entities clears the effect and gets it again

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if the owner of the effect has a one way connection, damage dealt to them will be halved and dealt to the target - but healing to the target will not heal the owner

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and id imagine the opposite is true if the target has a one way connection

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the only way ive found to properly link them is to have both run out of the effect

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(then reapply it)

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1.21 btw, if that matters

tribal wolf
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is the fishing loot from sirens just vanilla fishing loot or does it include modded fishing loot too?
like does it just work off of the fishing loot table, or does it have its own loot table thats just a copy of the vanilla one

ashen wind
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Fishing loot table

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So if the other mods inject to that, it will work

tribal wolf
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it doesn't seem to be genrating any modded fish

ashen wind
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But does with normal fish?

tribal wolf
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yeah

tribal wolf
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only vanilla fishing loot, none of the other loot that I can get with a fishing rod. in this modpack there are many more types of fish you can reel in for example
aquarium bonus 41
this seems to be consistent across all modpacks I've played with arms elemental and mods that add more loot to fishing
could it be maybe that aquarium bonus in giving you better loot weights only towards vanilla loot?

delicate pine
tribal wolf
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collectors reap is i think the main one

delicate pine
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Yeah they're also injecting straight in to minecraft:fishing

tribal wolf
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and i think also crabbers delight, as it adds squid related items to the fishing loot

delicate pine
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Pretty sure that's the issue, siren isn't looking in to the umbrella loot table, it's looking at the 3 final ones the main one rolls

tribal wolf
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it seems like most mods inject into the umbrella loot table so maybe the sirens should be updated to look at that

copper imp
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Do the elemental turrets when faced downwards still appear down and away from their hit box in the newest release? That was really gross looking when I was working with them a while back.

ashen wind
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What's the version of elemental you're using?

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It was supposed to be fixed some time ago, but was there in early porting

copper imp
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I am using the version for 1.20.1

delicate pine
ashen wind
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I guess if I make it work with one without explicit support, the rest will follow

delicate pine
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Yup, probably have to change the way you do the treasure bonuses I think? But I'm no dev lol

ashen wind
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I mean, it would really be ideal if they injected their fish to the fish table

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They are split for a reason afterall

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but yeah, to account for their mistake / lazyness i'll try to change the equation

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the only fish table becomes the full table, treasure table chance is lowered and i try to enchant with a luck factor to not pollute with junk, while boosting junk on lower scores

delicate pine
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I think the reason they do it this way is to not change the vanilla tables?... So you still have the same chance of getting all the vanilla stuff(fish, luck, loot), and then modded stuff as a bonus in certain biomes? I think I'm reading the tables correctly

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But yeah I don't see the actual benefit here since most recipes using fish are tag based

ashen wind
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the three tables should be separated because luck of the sea will give more chance to pull from treasure table than junk table

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and low effect on fishes

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it works with aquaculture

ashen wind
delicate pine
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Whoops meant to remove ping from reply

ashen wind
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only noticed now the person asking for fish fix is named fish

delicate pine
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Lmao yeh I noticed that a bit late too

ashen wind
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prorities straight

tribal wolf
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:3

copper imp
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Cool thanks for letting me know!

soft fern
#

is it possible to upgrade something to teir 4 without changing the armor itself

delicate pine
soft fern
#

like just the teir 4 thread slots

delicate pine
#

No... t3 sorcerer has better thread slots than the t4 stuff tho

#

If this is for cosmetics, the cosmetic armor mod is great

#

But there's no way to get the thread slots of the elemental armor sets without fully upgrading

soft fern
#

alr ty

ruby stream
#

What happened to Urn of endless lava?

full agate
#

never existed

ruby stream
#

nvm i thought this is from ars elemental

ashen wind
#

That was thaum add-on iirc

shell cove
#

Will it ever be a thing?

ashen wind
#

I don't remember what the ever burning jar did or its exact name

#

But surely didn't conjure lava out of nowhere

#

Oh ok it was actually that

#

But essentia system was way more balanced that throwing source at it

#

It could potentially remain balanced by asking the same amount of source that the sourcelink would give

#

More balanced than allowing players to cast it as a spell at least

shell cove
#

yea

#

but howw about a temparary lava fluid

#

one that is automatically undone and can't be bucketed

ornate lava
#

Did anything change regarding the iframe skip combo?
(Any dmg source, thread of kindling 3, heal+dampen)
Cos... I definitely have the setting set in the ars elemental config, but it doesn't seem to be working right...

ashen cargo
#

Are you playing on a server and if so, does the server have the same setting?

ornate lava
ashen wind
#

Files related to ifr haven't been changed in at least 3 months

#

Really hope you ain't testing it on zombies

ornate lava
#

Nope, Iron golems

ashen cargo
ornate lava
#

Nope, closed the whole thing, checked the setting, it was already set to true, then restarted my launcher

#

I really hope it's not another random interaction or something like that...

ornate lava
#

Ok, I think it might be some other mod messing things up cos I rolled back both ars and elemental back to versions where it used to work and still nothing...

sharp parcel
#

I think I found a bug causing a crash.
I accidentally shift click a IE wooden crate into a Magic Bag.
I think the game tried to do that and froze the game

ashen wind
#

On latest?

#

Cause I should have blacklisted putting item containers inside it

#

Since I can't figure out the actual bug

ornate lava
ruby stream
#

Rare Apotheosis W

daring pebble
#

rare Apoth L

#

(./J)

plucky needle
ornate lava
#

Ive tried rolling back. It seems like they just don't like i frames now and apoth won't let me iskip, despite it workimg a while back...

sharp parcel
ashen wind
#

Crash or freeze?

sharp parcel
#

Freezes the game, nothing works, and I need to task manager close the game

ashen wind
#

Yeah,like the other guy

#

If it simply freezes it's harder to figure out compared to straight out crash

sharp parcel
#

I can try and see if it generates a crash log.

ashen wind
#

Doubt it will

#

I wonder if it triggers with ShulBox too

sharp parcel
sharp parcel
ashen wind
#

because the check i added prevent from putting them inside, seems they freeze too

#

checking code execution doesn't really say anything

#

seems like a deadlock...

#

everything is waiting something

#

but not sure what

ashen wind
#

alr, found the pretty stupid issue

#

missing a check for items that can't be put inside other items by design

#

while that check is done later in the chain

#

the client doesn't know that and keep trying infinitely to insert it

static temple
#

Idk if i should post it here or on the suggestions page, but it'd be cool if the glyphs had some type of visual indicator to show to which element they belong to without the need to shift+mousehover over them

ashen wind
#

schools are from the base mod so it would be #1019639765093589153

#

Should be in the todo list already anyway

#

a small image in the unshifted tooltip of the school

static temple
delicate pine
#

crash when placing flare cannon charm

ashen wind
#

Update to latest and retry

delicate pine
#

still get this and sent to the multiplayer screen(this was in a single player world) when trying to use a firenando charm.... which is what happened last night... difference is that last night after about 10 seconds on the multiplayer screen it crashed with the above report... here's the latest.log i was able to rejoin the world and repeat the "kick" twice here. https://mclo.gs/6b1R17z

ashen wind
#

will double check then

#

i was sure there was a bug, but believed it was fixed with last

delicate pine
#

ah

#

it's so weird how it kicked me to multiplayer screen, THEN crashed a bit later last night lol

#

had me going crazy thinking prism wasnt updating correctly... but the file name for the 0.7.0.9.1 update does not have the .1 when downloaded from curse

ashen wind
#

i used the publish script from github, maybe it has this kind of weirdness

ashen wind
#

Alr, found the issue with cannon

#

all the other charms have the same issue actually

#

bailey fixed few of them already

delicate pine
#

Oo

ember bear
#

@ashen wind I have a question, does the focus of necromancy hold the benefits from the summoning focus alongside its benefits or not?

Just asking because I'm planning on adding this addon to the modpack I'm making for my private server

ashen wind
#

partially

#

the +1 to all spells and the potion effects applied on summons are kept

#

the "recast self spells on summons" isn't since it "recasts homing projectiles from reanimated summons"

heavy sleet
#

Wait, potion effects are copied to your summons with the focus?

#

Holy hell

#

I have permanent str2 and other potions. That's amazing

ashen wind
#

not from you

#

the two foci apply speed and strenght to summons

heavy sleet
#

Ahhh

#

Ok still good to know. I've been using pets a lot more recently

ashen wind
#

maybe it was kinda ignored when you could buff you and your summons with streght 9 in 1.16

#

perhaps i should make summoning damage affect owned pets too

#

maybe not 100% but at least partially

heavy sleet
#

That would be cool

#

Help out the doggos

#

With infinite glyph enabled, summon undead is also quite crazy. If nothing else is a massive shield

#

I used like 10 sword skellies against the chimera and they did a great job running interference while my pet wolves chewed its butt off

delicate pine
#

I still think it would be cool to have a glyph that summons whatever is in a containment jar closest in your hotbar, with an entity blacklist ofc

#

Dragon, wither and bosses tag in there by default

heavy sleet
#

I recall there being more customization you could do before too and wasn't seeing it in the book. Like upgrading the skeletons to wither skellies? With armor and better swords?

ashen wind
#

wither skellies are the revenant form

heavy sleet
#

Ahh

#

I need the focus then

ashen wind
#

better sword is amplify

#

armor idk, maybe you imagined that

heavy sleet
#

Could be

#

Happens a lot

ashen wind
delicate pine
#

So it would just work with anything that is charmable?

ashen wind
#

If Charm worked as intended on 90% of the entities i could attempt making it

delicate pine
#

I knew that was an issue with the bell/whistle ideas that have floated around... Didn't think of it being an issue this way as well haha... Oh well

ashen wind
#

even something as simple as release + instacharm

delicate pine
#

Tbh I've never used charm lol

ashen wind
#

the whistle thing shouldn't be hard, may just require some changes to summon to have modes

#

and it ends up in the devhell of "well, we will need to rewrite them anyway"

delicate pine
#

Lol

#

Makes sense

heavy sleet
#

str 3 wow!

lyric echo
tribal moon
#

Hi, I'm having a crash with Ears and Ars Elemental armors: https://github.com/unascribed/Ears/issues/169

I "fixed" it in my personal fork of Ears, however it's not a good solution, it just prevents the crash. It's caused by Elemental armors not having List<ArmorMaterial.Layer>. Is this normal for GeckoLib armors?

GitHub

Minecraft version 1.21.1 NeoForge version 21.1.57 Crashes on world load. Using the Craftoria modpack on CurseForge, no other skin mods and nothing that should conflict.

ashen wind
#

First time I hear that, so it's possible

#

It would break even with just Ars armor in that case

tribal moon
#

It doesn't crash with Ars Nouveau armor

#

in this case I think I'm going to file an issue

ashen wind
#

Sure then, I just got out of my way the assignment holding everything behind

#

And it's a quick fix

ashen wind
tribal moon
lone sundial
#

hallo mr @ashen wind , could i get some info on how the shielding spell works? how much mana per damage point, if its a potion effect and whatnot. Its for potential additions to allthearcanistgearbootybuncle

ashen wind
#

it's a potion effect but it cannot be amplified by amplify but only by the water gear. higher levels will allow to shield more damage, mana per damage is a config inside the glyph's file

lone sundial
#

thats fantastic thank you❤️

#

youre the best buncle

lyric echo
#

So it'll shield all damage until you run out of mana or the effect expires?

ashen wind
#

it doesn't set to 0 but to 0.1 at best

lyric echo
#

Ah right

ashen wind
#

if you run out of mana, the bubble pops and the effect expires

lyric echo
#

Is it a max amount of damage per strike?

ashen wind
#
double maxReduction = mana.getCurrentMana() / ManaBubbleCost;
                double amp = Math.min(1 + living.getEffect(MANA_BUBBLE.get()).getAmplifier() / 2D, maxReduction);
                float newDamage = (float) Math.max(0.1, event.getAmount() - amp);
                float actualReduction = event.getAmount() - newDamage;
                if (actualReduction > 0 && mana.getCurrentMana() >= ManaBubbleCost) {
                    event.setAmount(newDamage);
                    mana.removeMana(actualReduction * ManaBubbleCost);
                }
lone sundial
#

ok thats where i stop reading

ashen wind
#

might be flawed math

#

every time i look at it. something's off

lyric echo
#

Ah right, so it's a set amount per amount of damage

ashen wind
#

the idea is that based on the amplification of the effect, it can potentially shield more

#

it's very hard to sustain without a good regen

lyric echo
#

We're looking at a mekasuit mechanic for arcanist gear

#

I think I'm going to have it based on source though

ashen wind
#

the ManaBubbleCost is configurable but it's 350 default

#

which means an heavy hit with base ars mana pool basically shields most of it but dries you out

lone sundial
#

oooo

ashen wind
#

it's very hard to balance this due to the wide array of cases

lone sundial
#

right, if it can be reapplied it becomes immortality

ashen wind
#

it's either i boost it balancing on base ars, either reducing cost or shielding more, or keep as it is knowing with other addons the mana cap increases A LOT

lone sundial
#

yeah my current character in atm10 has 4k mana

ashen wind
#

max mana covers the "what's the highest on water gear it can tank"

#

but regen is more important if the damage to reduce is lower

#

if you get to 100+ regen, it can become viable to sustain it against cheap damage

#

since the reduction should (in theory) apply post armor

lone sundial
#

it does?

ashen wind
#

meaning protection and armor points do the heavy lift

lone sundial
#

so high armor toughness would make it much more viable?

lone sundial
#

also i tried mana bubble and it just dont work in atm10 i dont think

#

it doesnt even consume the mana

#

like, initial spell does

#

but i dont think it registers damage much

stark condor
lone sundial
tribal moon
#

how does the vorpal mechanic work?

#

nvm I think I figured it out

lone sundial
#

Vorpal?

main cypress
#

That's apotheosis I think

ashen wind
#

Vorpal is also just an rpg term for beheading

#

The vorpal sword that crits and instakill or smth

main cypress
#

Ah

lone sundial
#

yeah i just didnt know how this applied to elemental lol

ashen wind
#

air_focus cut has extra chances to drop heads

lone sundial
#

oh that ye

#

btw is wind shear coded as an armor bypass attack

#

same for poison spores

#

they seem to go right through mekasuits WITH the breathing thingy thats supposed to work against magic

ashen wind
#

WS is armor piercing, yes

#

Don't remember for spores tho

lone sundial
#

my friend with the mekasuit is super salty that i can still 1 tap him lol

tribal moon
boreal crater
#

is there a list of ars elemental caster tomes anywhere?

ashen wind
#

Unsure if Ars.guide has support

#

or the /ars-tome command should tell you who add the tome

lyric echo
#

Ars.Guide doesn't have support but easily could

ripe edge
ashen cargo
#

Feature Request has been accidentally used for addons in the past, but usually should be for base Ars only.
There's a "I won't include this in Base Ars" tag that Bailey can set and that Addon Devs can take inspiration from 🙂

ripe edge
#

Then I'll just put it here.

#

This thread only triggers when actively taking fire damage. It won't trigger if you're under the effect of Magic Burn/Hellfire. Would it be possible to make it also trigger under Magic Burn/Hellfire? To be more precise, you can stand in any fire and it works but being under the Hellfire potion effect does not count.

shell cove
#

hmm

lone sundial
#

I think that would be fine

stable sleet
#

alex, does your dark magic school have T2 damage spell ?

ashen wind
#

umh, charm maybe?

stable sleet
#

I was thinking about the sentient spells from tob the other day. I like them a lot and would love for them to continue in some form

#

would you want them in elemental?

ashen wind
#

weren't they strictly tied to Blood Magic system?

stable sleet
#

mechanics wise yes, they consume sentient will

#

but it wont be hard to retrofit them for base ars

stable sleet
#

@ashen wind your elemental focus checks are hardcoded to the 2 specific focus items. that makes it hard to add new foci that share functionality with another focus like lyrellion's elemancy. It would be trivial to add a mixin to add new focus checks but that is kinda icky

#

Would you want to do some kind of focus interface that people can easily implement

dawn forum
#

Hello, why is the Magic Fire listed as a neutral effect and not a negative one?

ashen wind
stable sleet
#

did something change?

#

I havent been keeping up with the updates

ashen wind
#

Yeah a batch of changes for multi focus was uploaded with the biomes changes

stable sleet
#

oh cool

#

I will check that out tomorrow

ashen wind
#

The interface for school foci exists, it's ars resolver that forced me to use that hardcoded check

stable sleet
#

I had to use some ugly mixins which I can get rid of . always a nice thing

dawn forum
#

Hi, what's the calculation chance for Charmed to work?

placid copper
#

Are there any plans to port this to Modrinth?

ember bear
#

@ashen wind I have a question, does the +150% Instant Healing effect from the Earth Focus affects other forms of healing as long as they're considered instantaneous?

I'm asking since I have an origin that has a passive ability that allows it to heal 5% of it's max Health every two seconds (and judging by how it was coded in the datapack it was counting as instant heal) so would it be affected by the Earth Focus?

ashen cargo
#

Potential fun idea: Augment of random (projectile) speed.
Not as busted as IFrame Skipping with wall sensitive propagator_homing , but if the speeds are different enough, might make for a nice visual and allow for some extra damage at least

vague widget
#

I tried making a telekinesis spell for this newest version.
Yet when I tried to cast pantomimegravitysensitive it would place the gravitational field on top of my head.

#

I suppose there is a glitch with the new pantomime glyph

ashen wind
#

Likely just rounding up the position

#

pantomime target extremely close to the player

#

You can add an AoE to offset it iirc

vague widget
#

Oh

#

I guess I'll try that when I'm able

quick helm
ashen wind
#

Delay already support randomize

quick helm
#

fr?

#

dang when did that happen

vague widget
wild oyster
#

How does the trinkets pouch work?

west hedge
#

My Conjure Island: Archwood Forest rituals are just creating the island with the right grass but no trees or other features. This is in a game using the very latest NeoForge build (21.1.115) and nothing but Ars + its addons available in 1.21.1 as well as JEI, EMI, Journeymap, Farmer's Delight, Jade, Curios and Terrablender.

#

Creative Mode, BTW.

ashen wind
#

well yes, it's not arcane isles where it places down a structure

#

it's more like a variant of the conjure plains

west hedge
#

Ah OK I thought it at least planted trees.

ashen wind
#

it's mostly a biome changer ritual

west hedge
#

I get it, I just got confused by the archfruit augment for specific biome which led me to believe there'd be trees.

#

The new specific biomes on the test server aren't in this latest Elemental release are they?

ashen wind
#

they are

#

but won't appear in worldgen unless opted-in

#

like in #1331306394980450355

west hedge
#

OK so how do I opt in for worldgen in my SP games?

ashen wind
#

ars elemental config, raise the value of the biome over 0

#

like 2 or 3

west hedge
#

How hard would it be to allow Configured by MrCrayfish to work with Elemental? I can't directly access the config through the Mods tab.

#

I know I can do it manually in the installation folder but it would certainly be a lot more convenient per the above.

ashen wind
#

it was working for me with configured

west hedge
#

Hmm, I'll look again.

#

Might be something else causing an issue, which wouldn't surprise me.

ashen wind
#

wasn't working with cloth, but with that other one it was

west hedge
#

That would explain it, some mod I like to use requires Cloth.

ashen wind
#

they work together

#

the diff is that cloth needs explicit support, configurable doesn't

tribal wolf
#

it’d be cool if there was a ritual to summon a nether island and change the biome to one of the vanilla nether ones

#

tho to make it more endgame it could involve using the enchanters apperatus and some other items to like “corrupt” an existing summon biome ritual

ashen wind
#

That is something for #1019639765093589153 in the base mod, the biome changing rituals aren't a me thing

stark condor
west hedge
#

Set my biomes modifier to 3 in the config... 💀

#

The mouse pointer is spawn, the Journeymap location marker is the 2nd of 2 libraries in the current view.

ashen wind
#

Ah, 3 only if you have something like BWG

#

If you're without biome mods, probably 2 is more than enough

#

I am unsure if I am doing something wrong that causes the entire region to be mostly archwood or it's simply that the parameters for the biomes are so wide that they get placed very often once the AE region is rolled

west hedge
#

Keep in mind this wasn't a complaint I actually like it.

ashen wind
#

Basically, you rarely find an AE archwood biome alone

#

They always end up clustered

#

Oh I noticed now the double Library

#

Nice

west hedge
#

I'm going to try 1 and 2 and see how it looks. If I need more vanilla biomes I can always use a ritual.

normal raft
#

thanks for letting me tame dragons so i dont have to visit their cave

west hedge
#

Dragons?

normal raft
#

only problem now is that i need to kill one

#

cause they are all female

#

lmao

normal raft
#

downside to charming dragons, since i think wild dragons have their growth factor stuck to 0(to make all the naturallly spawning dragons become lvl 5 at one point)they seem to be stuck in stage 3

#

you can absolutely breed them though so just breed one of them and kill it i guess lol

ember bear
ashen wind
#

Until next update yes

ember bear
ember bear
normal raft
#

#off-topic was talked about but i think charming dragons have their growth stunted

#

so they're forever stuck

#

now that i got their eggs time to kill them

ember bear
# normal raft how do you grow dragons

As for how to tame them with Corail's:

  • Get the ankh of praying
  • Be tanky enough to not die immediately
  • Be at positive karma.
  • Use the ankh of praying on the dragon and once the ritual is complete the dragon is tamed
ember bear
# normal raft now that i got their eggs time to kill them

Tbh I mostly use charmed dragons as workers on the dragon forge or if that's not the case and I have one of each element, I get them in Jars for the Drygmy farm to get infinite dragon materials (dragon forge from one dragon goes brr)

normal raft
#

do they still drop scales?

#

time to collect all of them in a bottle

normal raft
#

this might be farfetched, but could there something be like a "attuned spell parchment" or "attuned reactive" where just like a caster tome it mimics the school focus of magics

ember bear
# normal raft do they still drop scales?

Iirc Drygmy farm makes all mobs to drop every drop they have (although some may be rarer than others) only mods that add mobs or new drops to already established mobs via an... As I'd like to call it "anti non vanilla mob grinding soft lock" - a.k.a an equip able curio, item, weapon or enchant - aren't having their drops farmed via Drygmy farm

versed sundial
#

Hey y'all I'm new here but I've been playing ars eclectica (which basically just an ars nouveau mod pack with all of the addons) however I am running into some issues with ars elemental and ars elemancy, mainly that I can't craft the elemental focuses because there doesn't seem to be a recipe for the lesser focuses and there isn't anything in in-world documentation about it. Additionally one of the items needed for the better focus was I believe something called a mastery focus but I wasn't sure how to acquire one of these

hard citrus
#

I'm not an idiot - sirens spawn in warm oceans, riiight?

hard citrus
#

I'm not an idiot. They're just stupid rare.

#

(0.7.1.5) I don't think they should be doing this

#

How do I bind these things to an inventory?

lyric echo
hard citrus
#

Thanks

ashen wind
#

Since the wild ones despawn and respawn it shouldn't be a large scale problem tho

paper thicket
#

Can someone provode information on focus of necromancy

#

Thanks

#

Tag me btw

delicate pine
#

How the heck did I get in ars elemental chat

paper thicket
#

Lol

clever cave
#

Has anyone experienced the "Particle Error" message when booting a pack with elemental, its an issue with specifically elemental and none of my friends are able to find a fix

ashen wind
#

Is it the one with people using Modrinth Ars? It happens on 1.20

#

Because Ars dropped Modrinth support, and Elemental needs the latest version of Ars

clever cave
#

Yeah, figured that out

indigo oracle
#

so can yall tell me why the earth charm doesnt make envenom, poison, and spores affect the wither when i know for a fact he is undead cuz heal hurts him?

ashen cargo
#

Probably as Bailey already told you, MC bosses like the Wither and Ender Dragons are immune to effects like poison

indigo oracle
#

zombies and other undead are too. the trinket works on them

#

sigh

#

i just wana play a poison mage, but its too much to ask due to MC nonsense

ashen wind
#

It's not even a specific immunity

indigo oracle
#

sad

#

guess i need to find or make a mod that removes that

#

so i can have my power fantasy

#

😛

#

public boolean canBeAffected(MobEffectInstance p_34192_) {
return ModTag.EFFECTIVE_FOR_BOSSES_LOOKUP.contains(p_34192_.getEffect()) && super.canBeAffected(p_34192_);

#

would this work?

indigo oracle
rough whale
#

What is the best way to include a dependency on Elemental for 1.21 now - should I still be using deobf with curse.maven? (For Ars Technica)
I was also thinking to perhaps to add a conditional recipe (or something like this) since the only thing I will be depending on is the Mark of Mastery.

If I just copy over the item definition and register it with the same name and mod id (ars_elemental), it wouldn't duplicate for players that are using both mods I suppose?

ashen wind
#

No need of deobf in Neoforge

#

You can also use the maven instead of curse

rough whale
#

Gotcha, thanks!

ashen wind
#

For the second part, yes avoid doing that

#

Go for just conditional recipes

#

If elemental is loaded -> recipe with mark enabled. If not -> alternative recipe

ashen wind
lyric echo
native quail
#

I just realized that Ars Nouveau and Elemental spells are missing the rather critical is_fire/is_freezing/is_lightning damage tag which is used in many other mods, and most importantly to deal elemetanl weakness to certain mobs (looking at you, srp-like).

ashen wind
#

Weird that I added the c/ tags to my tags but not the opposite

native quail
ashen wind
native quail
ashen wind
#

wiki says it simply allow to bypass the Resistance potion

tacit chasm
#

is it intended that the magelights from tablet of forestation (archwood) will delete any blocks that are where they attempt to be placed?

ashen wind
#

Update elemental

#

It was a bug fixed in latest

tacit chasm
#

ah oki good to know

#

i cant update tho im on a modpack/server

#

but good to know its known and fixed

native quail
#

Is hellfire meant to deal damage based on level or damage source's spell damage attribute?

ashen wind
#

That damage type is just a swap for any fire damage to become a different damage type that can actually hit fire immune mobs

ashen wind
#

No the status doesn't deal damage

native quail
#

Also an entity with the fire resistance potion effect.

ashen wind
#

having the fire focus and after inflicting the effect, dealing fire tagged damage to a fire immune mob cancels the original attack and another attack with that hellfire damage source is made, using the original damage amount.

#

it's not a matter of tags, it's coded behavior

native quail
#

Yes, but the tag does determine the damage actually being applied.

#

Blaze should be immune to fire damage in general.

ashen wind
#

that's why i change the damage type, using a damage not tagged as fire

#

if hellfire were to be tagged again as fire damage, a loop would be expected

ashen wind
#

does the same happen without the datapack?

#

unsure on why it doesn't loop back with hellfire tagged as fire, i am curious to check

native quail
#

Armors weren't tagged properly either.

native quail
#

Nevermind, my folder name was wrong(loop triggered).

#

Maybe have a check that if tag is_fire and damage type not hellfire just in case something happens with other packs? Will continue to test if the change would work

#

java.lang.LinkageError: loader constraint violation: loader 'MC-BOOTSTRAP' @229d10bd wants to load interface org.apache.logging.log4j.util.MessageSupplier. (org.apache.logging.log4j.util.MessageSupplier is in module [email protected] of loader 'MC-BOOTSTRAP' @229d10bd, parent loader 'bootstrap')

native quail
#

Sorry about my constant bothering, but there are a multitude of mobs which can only be damaged with fire from other mods, which this mod overrides.

native quail
sharp parcel
#

Just noticed how the armor sets are missing both the ars_nouveau:magic_armor tag, as well as the individual magic_hood, magic_robe, magic_legs, and magic_boot tags

ashen wind
#

Aren't those the tags I add myself for crafting the T4

feral vine
#

FYI, ovver in general-and-help. #general-and-help message

rugged helm
#

why is there a forest for the blazing, cascading, flourishing (i think its called that, the green one) and flashing archwood trees but theres none for vexing (at least on the curseforge page)?

native quail
#

A minor thing, but flashing/Yellow Archwood lacks cutting recipes for create.

sharp parcel
native quail
rough whale
ashen wind
#

I make them for the elemental armor recipes

#

So I don't have to put the three armors in the recipe explicitly

#

The magic armor tag generic is probably tied to how previous spellcaster bag accepted it. But now it's general purpose

sharp parcel
lyric echo
rough whale
sharp parcel
#

Minecraft Life just gave us a flying mount

ornate lava
feral vine
native quail
#

Does hellfire take into consideration other forms of damage boost to a fire damage before the damage is committed?(for example some accessory in another magic mod, origins or a skill mod)

ashen wind
#

In theory if the damage buffs are already applied it's gonna keep it, but the damage pipeline was reworked between 1.20 and 1.21.

#

And at least for 1.21, the fire immunity check is so early that fire resistance needs the swap before damage is even attempted, but they made an event so I can cancel the fire immunity keeping the original damage source

#

For 1.20 I don't remember well, there is an event for when damage is attempted and one to calc the damage

#

Iirc the damage swap need to happen on damage attempt and most mods add when damage is confirmed

stark condor
#

Question on the advanced prisms, since I'm not at a PC to test. They can add modifiers right?

#

Is there a limitation to which augments? Specifically it was brought up this morning, we were talking about modifying conjure terrain dynamically to swap what it created

#

Basically my thought is to build a system to pick and choose which prisms/modifiers get added, so I can have a selector for what I want to make

ashen wind
#

No it can only add pierces to the projectile. Doesn't add augments first because there's not a good way to tell where it would go, and there is high chance it would be abused even worse somehow

stark condor
#

Hmm. So if I wanted for instance mud or cobble, id need separate turrets for the conjure terrain spell

#

One with terrain water, the other terrain amp

#

And dirt would need just terrain

#

Hmm... Spreadsheet time

#

Only pierce via adv prisms. Which I can still definitely use, to increase the overall blocks created at the end of the selection

#

But I can't control the route through a network of prisms to change what I get out of it. Ok. Thanks!

ashen wind
#

I guess a lens that can be inscribed with a spell can be made

stark condor
#

Oh?

ashen wind
#

Just need to enforce the glyph limit afterall

stark condor
#

As in it currently can be made? Or you mean could be added?

ashen wind
#

Could be added

stark condor
#

Ah. I'm fine working with what already exists on this. It's just a selection is all. And it's a bit like the Omni tree farm. More to see what I can do

full agate
#

speaking of spell modification ive wanted to do something with controle and cc but im not sure how i want the player to supply glyphs. i guess annotated codex could work

ashen wind
#

Atm you can only have a turret for each block

#

And keep in mind stuff like the dirt/cobble variants from randomize are randomized so you can't have full control on that

full agate
#

also dont forget about the blocks you can get with randomize

#

yeah

stark condor
#

Yeah it won't be 100% deterministic. But honestly I just want a selection panel anyway

#

Reading that code snippet.

Diorite, andesite, etc. those are "if it would have been stone, but you add random" right?

#

So minimum, that's terrain, amp, random, smelt

full agate
#

random has to be after smelt

#

actually wait

#

uhhh

#

im not too sure but i think thats the case?

stark condor
#

Lol yeah I'd have to test to know the order. I think smelt is at the end because it randomizes the conjure terrain (the augment for terrain) and then checks the "next" glyph if it's smelt to decide it needs stone. And if it would have been stone, and it is randomized, then it makes it andesite or whatever instead

#

And if I recall, the AOE goes on just the conjure terrain

full agate
#

conjure terrain is a cursed glyph

#

as cursed as my filter modifiers

#

if not more cursed

stark condor
#

Yeah and I'm pretty sure every single one of these would need its own turret

#

Oh no.... I could do this with parchment....

#

Swap a parchment and use one turret to apply a parchment to the actual conjure terrain turret

#

Yeah that's the only logical choice on this if I want everything

#

Not a nice way to swap that though outside a lectern

stark condor
#

Making a chart. From what I can tell, there's 4 "next glyphs":

Nothing, water, smelt, crush.

It can be randomized or not.

0, 1, or 2 amps.

Amp amp gets cobbled deepslate, amp amp smelt gets regular deepslate.

Since I can also get regular deepslate by a smelt break extract turret on the break side, I don't need to include a conjure side spell for deepslate.

#

Water only has one variant: mud. Amps and random dont matter. So only one state.

Smelt is only ever combined with one amp. And is either random or not. So really only two states there.

Crush has 4 states. 0 and 1 amp. Random or not.

No next glyph also has 4 states. 0,1,2 amp. And 0 amp with random.

That's not too bad

#

11 conjure spells is all I need to have. And a nice way to select it

lavish coral
#

why cant you soulbind focii?

#

O,.,o????

#

that's like the second most important item though?

#

not even with commands

#

,.,<

lavish coral
#

do different types of tropical fishes or numbers of fishes help with the siren charm count??

obsidian tundra
#

Any plans on updating the Anima Essence's icon to something similar to the new essence art?

stark condor
#

Edible and coated in sugar

ornate lava
stark condor
#

Oh wrong message

stark condor
ornate lava
native quail
#

Is there anyway to disable the Fire Focus's hellfire addition for the moment? (on 1.20.1 for that matter)

lyric echo
native quail
#

Hellfire.

#

There are certain mods where mobs require is_fire damage to kill.

#

Does turning off Iframe Skip also prevent conversion into hellfire?

ashen cargo
#

not to my knowledge, no

#

Jarva probably asked that assuming you wanted to disable hellfire to disable the IFrame skip

#

why not just remove the fire focus for those mobs?

ashen wind
#

need to figure out how to avoid the first thing, that was basically using burst linger

paper thicket
#

Hello

#

I have a question

#

I think elemental makes it so that summoned lightning doesn't affect blocks etc

#

Like items

#

Does the lightning caused by the shocking thread come under "summoned lightning"

#

And does it also not affect dropped items

ashen wind
#

The lightning from the thread is natural, not summoned

#

So no, it doesn't have the benefits of the item entity protection

paper thicket
#

Oh

#

Okay thx for answering

native quail
#

The only mod which modifies natural lightning so far to my knowledge is Forgery/Fabrication, which disable setting blocks on fire.

ashen wind
#

unsure how you make the complex system, but it's feasible in theory

#

each prism will take the cost of the full spell as toll

full agate
#

would this let you go above the glyph limit?

ashen wind
#

so if you have for example a starting spell of 100, then append 50 on three prisms, you get
100 + (100 + 50) + (100 + 50 * 2) + (100 + 50 * 3) as total cost

#

discounts may apply, but only consumption and not on feasibility check

#

the prism will look in a 10 blocks range tho, so you should be fine by having a relay line nearby

#

ah nvm, the source util still only look for source jars

#

since the prisms are omnidirectional, you can have them diverge as much as you want to collect augments then make all converge on a single chaining prism that adds break aoe pickup

ashen wind
#

ah nvm, i made a standalone config

#

because there's atm books too so it's better to give control over it

ashen wind
#

unsure on the recipe to give it

#

Also I should probably test interaction with propagate projectile

#

Shouldn't be too exploitable in theory, what matters is the end of the chain for the lens. Using a burst prop would just save mana on the turret and not on the lens

stark condor
#

That looks like it's going to be fun

#

I hadn't seen the new clips when you asked this morning

buoyant rampart
#

Uh

#

Conjure terrain

#

Random int 5

#

default is blackstone, but that would (should?) never trigger

#

wondering why blackstone

lavish coral
#

Think this has been reported as a bug like yesterday or something!

#

:3

buoyant rampart
#

oo

waxen mist
#

where can i find a spark flower? cant seem to get one

#

ah will make a ritual and add flashing sapling and do that - will do for now 😄

ashen wind
#

it only spawn on flashing forests, flashing augment on arch forestation ritual should do yeah

sweet gust
#

Asked in general and got directed here-
Is there a way to generate andesite and the other stone blocks using Randomize?

Conjure Terrain says it cant be augmented by Randomize, but I just wanted to make absolute certain if Im missing something
On 1.20, latest version of base and elemental

ashen wind
#

That feature was added only in 1.21

sweet gust
#

dangit
Okay, thank you

ashen wind
#

At the moment, I'm not sure on how it should be. Especially cause it's animated

heavy sleet
ashen wind
#

life where

#

it's not just death

heavy sleet
#

have little hearts in the eyes 😄

stark condor
#

There it is. The new anime essence

#

🙂

lone sundial
stark condor
#

It's the big eyes

lone sundial
ornate lava
sweet gust
#

Manipulation essence turns granite into andesite, not stone into andesite, unless there's an addon that changes it

ornate lava
#

Oh, no, i goofed. I think it eventually chains to andesite. I have so much of the stuff i just eat the reduced rates and have a spell to conjure stone so I never have to mine for/care about storing vanilla rocks.

hollow umbra
#

is ars elemental compatible with the latest verson of ars

delicate pine
hollow umbra
delicate pine
ashen wind
#

the only one you posted so far didn't even mention elemental

hollow umbra
delicate pine
#

you have a 1.21 mod in your 1.20 instance

#

amplified nether

hollow umbra
#

thats not even installed on the profile

delicate pine
hollow umbra
#

i seen it in all the crashlogs and when i either disabled or completely removed it from the profile it still showed up

delicate pine
#

Oo

ashen wind
#

well, blame the launcher

#

and open the actual folder and yeet it away

#

since files don't randomly end up in folders, usually

hollow umbra
#

im not trolling if you think i am ive been tryna figure this out for hours last night

sharp parcel
#

I am kind of exited that Minecraft has now all 4 elemental steed mobs

stark condor
paper thicket
orchid cape
#

What is the "protection of the elements spellbook" that ars elemental offers

ashen cargo
#

Makes your book immune to fire and cacti when you accidentally drop it

rough whale
#

I got a comment for Ars Technica;
"absolutely needs an update with ATM armor upgrades. atm there is 0 reason to use the awesome looking armor in this mod since i can upgrade my ARS gear up to unobtanium completely outclassing technicas Technomancer armor"

Made me wonder if there is some compat mod between AE and ATM?

sweet gust
#

“Why would I use the armor from this mod, when there’s armor from a totally different mod, made specifically to scale Ars higher than usual”

#

Like, I kinda get it
But at the same time, not everything needs to be scaled like that?

What does the Ars technica armor do, I only remember that it has a fancy top hat or something

rough whale
#

Ars Elemental

lyric echo
#

Oh Ars Elemental, no the ATM gear is an upgrade to the Elemental gear

#

I can update the ATM armor recipes to allow upgrade from technomancer gear, but not much other integration i could do

rough whale
sweet gust
#

Oh that’s neat!

#

Crushing wheel protection lmao

rough whale
lyric echo
#

Technica armor is upgraded from Elemental right?

rough whale
#

No, it's upgraded from Tier 3 vanilla Ars armor, same as Elemental

lyric echo
#

Ah okay

#

Then yeah I can enable both upgrade paths

ashen wind
#

Any talking point with end game gear shadowing late game gear is dumb

rough whale
#

Or do I just need to do something in Ars Technica to get that going? Like if it's tag-based

lyric echo
#

It's a conditional recipe, I'll set it up in ATAG

ashen wind
#

Tell them to use cosmetic armor / transmog to have th cool of the armor with the power of the ATM

#

Atm must have one mod of that type no?

lyric echo
#

Probably yeah, is Technica in an ATM pack?

rough whale
#

I don't know, if you mean a modpack

sweet gust
#

I don’t think it is, unless it’s been added to ATM10 recently

rough whale
#

But I don't get the point of an upgrade path, if a user's point is going to get the ATM armors, you might as well skip the Technica/Elemental armor. Unless it's more of a long-term upgrade path (I don't know how hard it is to obtain ATM armors 😀)

ashen wind
#

They can't skip

lyric echo
#

It's in All The Magic Arcana

ashen wind
#

If there is elemental armor loaded, they have to take the step

lyric echo
rough whale
#

Oh interesting

lyric echo
#

All the packs that benefit from having the conditional recipe, so I'll add it

ashen wind
#

Jarva would just let them choose between elemental armor or tech armor as the step

lyric echo
#

Yeah exactly

sweet gust
#

Oh dang, really??
I still need to get around to Arcana

lyric echo
#

So they can choose Elemental upgrade, or technomancer upgrade to get to Allthemodium

rough whale
#

If you upgrade to Allthemodium you will lose your Elemental armor perk at the moment?

lyric echo
#

Yep

#

They have different perks, people can stick with Elemental or technomancer or whatever they want, but Allthemodium is the upgrade path required to get to Unobtainium which is end game armor

sweet gust
#

The obvious solution is to create ATM versions of all the elemental armor, that wouldn’t be too hard /j

rough whale
#

I think that would be hard but

#

Maybe I could put in a compat for if you have All The Arcanist Gear that would allow you to craft a focus that gives you the technomancer perk, crafted with AllTheModium

lyric echo
#

ATAG Default Upgrade Path:
Tier 3 -> Allthemodium -> Vibranium -> Unobtainium
If Elemental is loaded:
Tier 3 -> Elemental -> Allthemodium...
After integration if Technica is loaded:
Tier 3 -> Technomancer -> Allthemodium...

rough whale
#

Or even a separate curio slot altogether

lyric echo
#

That could be cool

#

Or integration could go into ATAG if its easier

rough whale
#

I would need to make some mixin changes for AT, probably easiest to do it there 🤔

ashen wind
#

You can setup a skeleton and let atag use it/ enable it?

lyric echo
#

Yeah, a curio that ATAG adds a recipe for

rough whale
#

I could do that, sure! I will cook something up

lyric echo
#

Sounds good, let me know when you have something released, I'll probably be quite slow with ATAG because life is busy

rough whale
#

Would it work for ATAG if I make something that will check for any curio that has a specific NBT, e.g. ars_technica:technomancer_perk ?

lyric echo
#

Could do yeah, then I can just add that nbt, but curios use item components right?

ashen wind
#

yes, they're just stuck in the past

#

with naming things

rough whale
#

oh actually I mean item tag, we can use that I suppose, not NBT

#

still get a bit confused about this sometimes, i'm slow

ashen wind
#

makes more sense

lyric echo
#

Item tag would be much better yeah

waxen mist
#

will the T3 armour you upgrade from (i.e. gold / iron / diamon) effect the T4 and upwards spell thread slots? or will they always be 3 / 2 / 1?

#

one of each level

ashen cargo
#

Threads will always be the same

waxen mist
#

cool thank you 🙂

ornate lava
tribal moon
#

is Ars Elemental available from any mavens? I need a reference to Static Charged

ashen wind
#

It's written in the GitHub readme

tribal moon
#

I should have checked there lol

primal grotto
#

So it seems that Sirens can spawn in Archwood Forests on 1.21.1.

#

This one spawned in a fountain in a CTOV village that generated here.

lavish coral
#

Cool I think I ntocie this. It's nice!

waxen mist
#

I saw few posts in last few weeks about randomizer/ block making visual was being worked on - was anything shared or finalised? Trying to sort my block generation and not sure what's possible beyond initial rocks/ sand etc

tribal moon
#

Trying to add Flashpine foods to Ars Delight with my YAFDA mod. It's going swimmingly (I've since got it to work)

feral vine
#

Ars Elemental 0.6.7.8 seems to have some missing localizations on the new single-tree biomes.

ornate lava
#

Huh, something just occured to me. Non player entities have infinite mana. Does that make them invincible if they have Reactive 4 mana bubble activated?

ashen wind
#

not invincible but with a permanent flat damage reduction

north heron
#

Never knew this was an add-on chat

paper thicket
dull frigate
stark condor
#

Another lich discovers villager abuse

ashen cargo
feral vine
#

IDK about Ars Hex, but how have I never tried using projectile interact with a broom at range?

#

It's basically instant riding as long as you can even slightly clip the broom's hitbox.

ornate lava
tepid osprey
#

So, trying to make a nice siren aquarium in ATM10 v1.21 (not that I have gobs of experience with sirens in other versions, but in case it matters), Previously I found a siren in a coral-reef pool about two chunks across and just left it there, raising the edges a little so it wouldn't jump out. Pool had squid, fish, plenty of coral, the occasional drowned though that didn't seem to add to loot.

Currently I can see that the siren shrine thingy shows a 'Aquarium Bonus: 72' and I was just wondering what the scale of 'optimal' is here...Like I know if you've got 72 on a whirlisprig you should expect to wake up with it sawing at your throat with a wooden knife, because that's not even close to the 'content' rating, much less the 'happy' rating.
It has a buttload of live coral and fans in a 7x7x5 'tank' (even if the live coral were '50 blocks' which they aren't, that should leave around 200 water blocks) with an airgap at the top and a buncha trapdoors and slabs, as well as a trio of herring, a carp, a crab, a halibut, a couple of jellies, a manta ray, and a tropical fish. I've got a 4, 3, 2, and 1 of sea pickles on the bottom as well as some algae (Oh, I should add kelp!) .

I didn't want to put a puffer in because I was worried about it killing other fish.

Any other things I should add more of to try to get numbers up? I've seen lobsters and shrimp but not recently so I need to go hunting for them again, I guess.

#

Also, can sirens gen prismarine?

crystal rivet
#

Ars elemental friends, is earth magic worth speccing into?

#

Or should I just go 1 of the other 3

ornate lava
# crystal rivet Ars elemental friends, is earth magic worth speccing into?

It's good in general? Conjure then launch deeps late does respectable damage at long range with good precision. The utility of terrain/block generation is great for building since you never need to carry around shulkers full of stone or glass again. Poison Blossom does warden melting dps. You certainly can't go wrong with it unless all you want is maximum damage.

crystal rivet
#

I usually go w/ Air magic stuff if I'm playing on a server w/ stuff like Mek, or other tech mods cuz for pvp it's obviously a lot more useful.

full agate
#

i usually go for air armor with earth or shapers focus

#

you can always mix and match

ornate lava
#

Well the armour set bonus is nigh useless unless you're going full dwarf so that's one point against it. I think the poison Blossom works pretty well against mek armour but I'm not sure... Don't remember what the curios do tbh

lyric echo
#

I've received request for lifelink to ignore damage from bypass invulnerable because /kill on someone lifelinked could instakill the person they're attached to

ashen wind
#

It does use the same damage type so that was something bound to happen