#Ars Elemental
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Air for example only had lightning and wind shear, at least now it would be able to spark-discharge
Earth was even worse, only harm and crush iirc. Now there is spike + the poison combos
I was thinking of a pillager mage mob that only spawns in special structures
as far as spells goes, It would have handpicked list of spells, so we avoid griefing. could also make it datapackable
let me know if you are interested, if not I will try it out in oscura or something
not much pillagers as i want them to be element-based, so they wear the matching armor
which means needing 4 different structures
which i never got to because i suck at building and only recently someone with skills is popping around
you can see the mages by using the focus of debug and using it on a block
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
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)
I want to make regular mage mobs first. specialized ones like elemental could come later
Basic spells, limited number of signs/runes/whatever in the spell, limited to tier 1 book. Sounds cool.
5 glyph slots
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?
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
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
thanks for the answer
Unique to those biomes? Like a hut, cave or tower with a mini-boss fight themed on that element?
Like having lakes for the cascading
Or something with lava for blazing, some kind of flower patch for flourishing
That kind of stuff
For simple biome change? Yes
I was talking about reqs to enabling their worldgen
Atm the only quirk would be different grass/water color and having only the respective ww as mob instead of any
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.
Might be easier to just generate the dens for Wilden spawns. Having wild Weld Walkers would be different.
Worldgen is a weird thing, it's nowadays mostly JSON based
So it either follows existing schemes with value tweaking or a fully custom logic
For a Caelum-style pack, the rituals could generate the towers with the elemental mages
So you get a way to fight them, even if I am unsure on what they should be useful for
1.21 could change a lot of cards compared to our current deck
So the concept of having to defeat them for elemental gear might not hold
Chance to drop a piece of damaged elemental gear? A full on focus would be too much.
Just dropping essence is kind of too little.
Glyphs are again something that needs major balance. They'd need to be serious fights for serious rewards.
Or could just continue to be flavor. Not everything needs to be mechanically tied to progression.
Like a witch hut in a swamp, a mage tower in an archwood forest
i need to « charm » a mage and build a mage army
So I think sirens are water mobs, ya? The summon animals ritual won't work?
Sad
is there a way to disable the soulbound enchantment from Ars Elemental?
Remove the apparatus recipe, via kube or manually via datapack
It's the only way to get it
If it can spawn on loot by default, then there is a config to disable that
Hi~! When is this addon going to update to the version 1.21?
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
hey i need some help
i want to be a storm mage
water and lightning
any way to maximize that?
cause i know theyre different types
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)
unless omega adds missile and the other form to Flarecannon projectile list, no
i completely forgot to add compats, only three that get the projectile bonus are

understood thanks
Im kinda surprised that we don't have an air familiar yet
We have earth with drygmys and whirlisprigs, fire with the flarecannon, and water with the mermaid/siren (forgot what's its called)
Air familiar? Oooh. The owl from Hexerei could do that.
I had not thought about giving it an elemental alignment.
It was going to go into Scales once JoeFoxe finishes the update to 1.20.1.
Although I might want to do a different model for it. And I've never actually used blockbench before...
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.
Or one that would cast
on the player to give nightvision when underground or in a forest.
Maybe switch between them using a torch or a peice of rotten flesh.
Like a form change? that would be a cool mechanic if its a familiar charm and not used for automation like how the others are
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.
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.
The first idea I had was a Raven, but Eidolon has those already.
What about a moth?
For Elemental? Fine. A moth familiar for air. Although you could also do a sprite of some kind.
The Whilri is technically nature/plant/air.
I don't even recall what benefit the familiar version of the Whilri does. I think bonemeal for crops?
I know it boosts earth dmg
Which you'd think would be the Amythest Golem. But that provides knockback resistance.
"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"
bonemeal happens when used as automation I think
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.
The bonemeal mainly grows grasses and flowers on grass blocks and is very much something to avoid.
So food and earth. Not very airy at all.
Tbh the whirlisprig reminds me of those helicopter seeds, like the top of their heads anyway
I wanted a cardinal for air, obv made a bit more stormbirdy
As reference to Flapjack
Main issue is finding something for it to do as worker, as fam it could easily help with movement
A bright red bird would stand out nicely, too. The red parrots are some of the easiest to spot in Jungles.
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
wack suggestion but
imagine dual focuses
must be major, but you combine two focuses to gain power in both.... while cutting the power of the other 2
its like a lesser focus, but 2 major ones
mfw offhanding focus is a thing
Game does not load with the 1.21 version.
It launches but freezes
#archived-1-21-testing
What does even mean, at which point does it freeze
Mojang load
send the logs please
hmm
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.
4.0 : might be that I set the requirements of that elemental version to be in 1.20.1 only
💀
Haven't read the log yet, but fixed a bunch of things since the first post
Transportation like mine carts could be nice
A mixin was causing issues as the method it referred don't exists anymore, for some reason it did not stop compiling
#archived-1-21-testing for new version
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
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?
Have you tried looking at the notebook?
I’m pretty sure it says that it gives reduced cost/buffs to the intended school and increased costs/debuffs to the rest
Yes
The upgraded versions don’t nerf your spells in any intended way
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?
Umh, I don't really have a mean to test it since I'd need another
It's supposed to work
But the other player might have something to prevent status
You can launch your dev instance with another username
to run two dev instances
They didn’t have anything to prevent it at the time
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?
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
would [spark] drain armor energy even though they are affected by iframes?
The issue arise if the mekasuit has energy upgrades and if the modpack has Flux network or whatever
Mekasuit can become unviable with the right upgrades and enough power
unviable
u probably mean invulnerable right? "inviable" sounds like not viable
Yea
Nah, y’all just need make an attack that lowers Tps lol
That way they don’t get energy back
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
there is a small chance that when we talk about servers, when ticks are skipped things get weird
If they're using a properly set up mek suit, they are not playing the same game as you.
sadly
best thing you can do is install trinkets and spam sonic boom as mek suit only blocks 75%
(sonic boom was designed to be the mek suit player killer)
Charm of Resonant Shield
only three blocks
per charm 😄
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
nah, i'd [ray]
[homing]
[sonic boom]

Maybe delay so they all hit before taking the effect?
yep
i made a spell that ressembles comet azur thanks to it (will post soon)
(man i love
)

Or 
You guys forget something
curse
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
likely folder name changes
Structure folder changed, probably needs to be updated
Wait tres are technically structures?
They're features
They're world features
Does that mean they have a weight
Work similar to structures
O:
what was the name change?
De-pluralized iirc
it seems fine as i can place it via command
the biome modifier seems to be gone tho?
i'll look into this tonight, i made few little important changes this morning so the update is likely for tomorrow
❤️
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
Sophisticated Backpack fyi
sophisticated backpacks are funky, they behave weirdly sometimes, caused a few crashes for me
Need to blacklist them anyway, but weird
They shouldn't be storing their inventory on the item afterall
While the bags use item capabilities now
Nothing custom really
The bag was completely empty as well, I got it off an enemy and cleaned it out
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.
i thought soph backpacks worked like shulker boxes combined with ender chests
does that mean you can put the bags on shulker boxes?
you might wanna look into that too
any plans for bogged and husks to be summoned when there is an earth focus equipped?
the one that puts out fire and boosts your next spell?
yea
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
is that intended behavior ?
because if so what is the point of having an extra amp on the sword if i can't use it for more dmg
this has been an issue ever since the amp limit was introduced... i dont think theyve decided 100% on the direction they wanna go with it yet, also has nothing to do with elemental
yeh i think they wanna change how it works altogether, there were a few ideas floating around
Base Ars
Wait that’s on base?
Yeah?
ok so
propagate homing and reset crashes your game
like instantly
replace the last amplify with rewind and see
iirc :arc:
:propagate_arc:
crashes your game too
For some reason I can add anything to the trinket pouch not just curio items
Hey, i have a problem. Everytime i use the spell combination of
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?
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
as i said in general, can't know without the full log
either that or upload via pastebin et simila so we don't have to download a file to read
https://pastebin.com/
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
@lyric echo
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.
Go to your instance or .minecraft folder and upload the logs/latest.log file
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.
Please raise an issue with @lyric echo
I think i pasted my log, how can i share it with u?
Just in case sharing didnt work, heres the txt file
yeah, it's Ars fault
1.20.1 - 4.12.4 has been released:
Fix crash with shapers focus
simply update
Thanks a lot
So Spell caster back is double chest storage, and just an improved trinket pouch?
Does this config means that can open both magic bundles?
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
Full aether set
focus of air equipped
So I attack a mob alone and it's fine, but the lightning never triggers (normal, they're dying too fast)
I attack a group though?
the first batch will die and I end up with the Static Charge effect
Then I attack again? Boom lightning to my face
down to 2 hearts
Bit hard to see since I'm getting withered, but near the end I get a couple good hits from my own lightning
Which version?
I'd suspect the delay bug happening
Or something similar, with the spell not knowing its caster anymore
This is in e10 so 1.21 latest elemental version
0.7.0.5
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
Won't be home until tomorrow night, we'll see if I can make it trigger
Umh, could it be that mobs are reflecting?
maybe? dunno if the Vengeance spirits have something
That's not static charge but shocked
So it's like they are making the far lightning hit you too
Doesn't seem to be a problem of discharge nor chaining...
Even if maybe the armor is not reducing the damage as it should, that is to check
What's the damage reduction supposed to be for lightning? And is it spell lightning only?
It's damage type/tags based
my brain couldn't figure out the code outside of the fall damage reduction lol
I got lost in the sauce
I think it's not more than 40%
I c
Fall damage reduction should be coded to be higher
Yeah it's like 90%
That was easy to read
For a smooth brain like me
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
Was awhile ago lol
They surely do most of the work
Without apo, protection shield way more than half of damage
With apo, the calculation changes
But it's still nuts
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
Makes sense
I remember at least for the original implementation it was like 80% reduction in fall damage
Yeah the fall damage is a separate calculation from the rest of air school reduction
Looks like 90% (0.1)
I could be very wrong tho lol
Always dangerous when boo looks at code
The weird thing is the lightning hitting out of range imho
Formula looks like final damage=og damage *(1-(5/10.0) which looks like 50% to me, looking at the video I think that might feel about right... Hard to say tho, and imma stop reading code now cuz good chance I'm reading it all wrong lol
5 is from the bonus reduction
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
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
can you send the spell again?
i have devenv open, so i can use the debugger to see if it's actually losing it
this was my book spell
minus the magelight at the end
I added that fighting the warden 😛
as in, the first discharge work as expected but the second hit you
you might have a better picture with extend time on delay so they don't spam particles all together
but likely either delay or a combo of propagation + delay
I can try to do some more testing later today
i'll add neg to ars env to see, but i'd expect linger to trigger this as well
oh my, i discovered something else
#general-and-help message
oh my god so that's why i missed the guardian of gaia drops...
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
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
and id imagine the opposite is true if the target has a one way connection
the only way ive found to properly link them is to have both run out of the effect
(then reapply it)
1.21 btw, if that matters
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
it doesn't seem to be genrating any modded fish
But does with normal fish?
yeah
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?
I think the problem is you're looking at just these 3 loot tableshttps://github.com/PixiGeko/Minecraft-default-data/tree/latest/data/minecraft/loot_table/gameplay/fishing
But the mods in question are injecting their fish loot tables directly in to https://github.com/PixiGeko/Minecraft-default-data/blob/latest/data/minecraft/loot_table/gameplay/fishing.json
Would need the name of one of the mods adding fish in your pack to know for sure tho
collectors reap is i think the main one
and i think also crabbers delight, as it adds squid related items to the fishing loot
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
it seems like most mods inject into the umbrella loot table so maybe the sirens should be updated to look at that
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.
What's the version of elemental you're using?
It was supposed to be fixed some time ago, but was there in early porting
I am using the version for 1.20.1
i can name one, aquaculture
Have that one already, but ty!
I guess if I make it work with one without explicit support, the rest will follow
Yup, probably have to change the way you do the treasure bonuses I think? But I'm no dev lol
I mean, it would really be ideal if they injected their fish to the fish table
They are split for a reason afterall
but yeah, to account for their mistake / lazyness i'll try to change the equation
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
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
But yeah I don't see the actual benefit here since most recipes using fish are tag based
the three tables should be separated because luck of the sea will give more chance to pull from treasure table than junk table
and low effect on fishes
it works with aquaculture
it was fixed in march by looking at the update history
@tribal wolf
Whoops meant to remove ping from reply
only noticed now the person asking for fish fix is named fish
Lmao yeh I noticed that a bit late too
prorities straight
:3
Cool thanks for letting me know!
is it possible to upgrade something to teir 4 without changing the armor itself
Wym... Like get all the elemental perks and the t4 thread slots/mana boost while keeping it looking like the t3 armor?
like just the teir 4 thread slots
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
alr ty
What happened to Urn of endless lava?
never existed
nvm i thought this is from ars elemental
That was thaum add-on iirc
Will it ever be a thing?
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
yea
but howw about a temparary lava fluid
one that is automatically undone and can't be bucketed
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...
Are you playing on a server and if so, does the server have the same setting?
It does, but that's also a moot point as trying it out in a single player world is ALSO not skipping iframes.
Ive got ars trinkets, elemental and tmg on. I definitely have the setting for iframs skip in elemental config turned on. T3 kindling. FIre focus. Single player world. But it still isnt working
Files related to ifr haven't been changed in at least 3 months
Really hope you ain't testing it on zombies
Nope, Iron golems
did you change the setting while minecraft was running?
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...
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...
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
On latest?
Cause I should have blacklisted putting item containers inside it
Since I can't figure out the actual bug
In case anyone is wondering, Apotheosis was what was messing with the iframe skip. The very latest version of apoth does soemthing that prevents iframe skiping
Rare Apotheosis W
Is it the latest on any versions?
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...
I am using Mousetweaks and I press hover over an IE crate into a magic bag
ars_elemental-1.21.0-0.7.0.7
ImmersiveEngineering-1.21.1-12.0.0-182
Crash or freeze?
Freezes the game, nothing works, and I need to task manager close the game
Yeah,like the other guy
If it simply freezes it's harder to figure out compared to straight out crash
I can try and see if it generates a crash log.
Latest log:
Nope, Shulker boxes are not going into the bag,
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
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
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
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
Oh ok.
Still added it here in the comments
https://discord.com/channels/743298050222587978/1302593687368241203
Update to latest and retry
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
8261 lines | 480 errors | 1 problem automatically detected
will double check then
i was sure there was a bug, but believed it was fixed with last
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
i used the publish script from github, maybe it has this kind of weirdness
Alr, found the issue with cannon
all the other charms have the same issue actually
bailey fixed few of them already
Oo
@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
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"
Wait, potion effects are copied to your summons with the focus?
Holy hell
I have permanent str2 and other potions. That's amazing
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
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
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
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?
wither skellies are the revenant form
you know the issue, everyone makes its own entity AI. Not even the wither is consistent with the rest of vanilla mobs
So it would just work with anything that is charmable?
If Charm worked as intended on 90% of the entities i could attempt making it
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
even something as simple as release + instacharm
Tbh I've never used charm lol
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"
str 3 wow!
Dispel should propagate to the released entity, then
would do it
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?
First time I hear that, so it's possible
It would break even with just Ars armor in that case
It doesn't crash with Ars Nouveau armor
in this case I think I'm going to file an issue
Sure then, I just got out of my way the assignment holding everything behind
And it's a quick fix
Was it solved?
Yes, thank you!
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 allthearcanistgear
it's a potion effect but it cannot be amplified by
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
So it'll shield all damage until you run out of mana or the effect expires?
it doesn't set to 0 but to 0.1 at best
Ah right
if you run out of mana, the bubble pops and the effect expires
Is it a max amount of damage per strike?
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);
}
ok thats where i stop reading
Ah right, so it's a set amount per amount of damage
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
We're looking at a mekasuit mechanic for arcanist gear
I think I'm going to have it based on source though
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
oooo
it's very hard to balance this due to the wide array of cases
right, if it can be reapplied it becomes immortality
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
yeah my current character in atm10 has 4k mana
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
it does?
meaning protection and armor points do the heavy lift
so high armor toughness would make it much more viable?
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
Toughness won't help on small damage, but should against players. Axe crits and such are high damage hits. Against small things like fire though it doesn't do much
Rn my problem is that it doesn't seem to be registering at all

Vorpal?
That's apotheosis I think
Vorpal is also just an rpg term for beheading
The vorpal sword that crits and instakill or smth
Ah
yeah i just didnt know how this applied to elemental lol
has extra chances to drop heads
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
my friend with the mekasuit is super salty that i can still 1 tap him lol
yes that's what I was referring to
is there a list of ars elemental caster tomes anywhere?
Unsure if Ars.guide has support
https://github.com/Alexthw46/Ars-Elemental/tree/1.21/src/generated/resources/data/ars_elemental/recipe/tomes
There's this, at worst
or the /ars-tome command should tell you who add the tome
Ars.Guide doesn't have support but easily could
thank you!
Can I put a request for Ars Elemental in here or should I put it in feature requests? Wasn't sure if https://discord.com/channels/743298050222587978/1019639765093589153 was for base Ars only.
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 🙂
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.
hmm
I think that would be fine
alex, does your dark magic school have T2 damage spell ?
umh, charm maybe?
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?
weren't they strictly tied to Blood Magic system?
mechanics wise yes, they consume sentient will
but it wont be hard to retrofit them for base ars
@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
Hello, why is the Magic Fire listed as a neutral effect and not a negative one?
Did you update the internal dependency?
Yeah a batch of changes for multi focus was uploaded with the biomes changes
The interface for school foci exists, it's ars resolver that forced me to use that hardcoded check
I had to use some ugly mixins which I can get rid of . always a nice thing
Hi, what's the calculation chance for Charmed to work?
Are there any plans to port this to Modrinth?
@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?
Potential fun idea: Augment of random (projectile) speed.
Not as busted as IFrame Skipping with
, but if the speeds are different enough, might make for a nice visual and allow for some extra damage at least
I tried making a telekinesis spell for this newest version.
Yet when I tried to cast 

it would place the gravitational field on top of my head.
I suppose there is a glitch with the new
glyph
Likely just rounding up the position
target extremely close to the player
You can add an AoE to offset it iirc
Setting up an interaction between delay and randomize would be cool
Delay already support randomize
2-4 months perhaps
How does the trinkets pouch work?
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.
well yes, it's not arcane isles where it places down a structure
it's more like a variant of the conjure plains
Ah OK I thought it at least planted trees.
it's mostly a biome changer ritual
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?
OK so how do I opt in for worldgen in my SP games?
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.
it was working for me with configured
Hmm, I'll look again.
Might be something else causing an issue, which wouldn't surprise me.
wasn't working with cloth, but with that other one it was
That would explain it, some mod I like to use requires Cloth.
they work together
the diff is that cloth needs explicit support, configurable doesn't
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
That is something for #1019639765093589153 in the base mod, the biome changing rituals aren't a me thing
Do you want ghasts flying around the overworld? That's how you get ghasts flying around the overworld
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.
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
Keep in mind this wasn't a complaint I actually like it.
Basically, you rarely find an AE archwood biome alone
They always end up clustered
Oh I noticed now the double Library
Nice
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.
thanks for letting me tame dragons so i dont have to visit their cave
Dragons?
ice and fire ones
only problem now is that i need to kill one
cause they are all female
lmao
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
Wait... Charm from Ars Elemental works on Ice & Fire dragons?!
Until next update yes
Oh boi second way to instant tame dragons after the Corail's Tombstone mod lmao
how do you grow dragons
Feed them Dragon Meal
#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
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
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)
oh thats a good idea
do they still drop scales?
time to collect all of them in a bottle
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
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
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
I'm not an idiot - sirens spawn in warm oceans, riiight?
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?
Inventory goes next to the shrine
Thanks
It was fixed in the latest, you can use a coral or a kelp to force the variant texture, even updating might need to manually color the existing ones tho
Since the wild ones despawn and respawn it shouldn't be a large scale problem tho
Yay!
Should be in the book
How the heck did I get in ars elemental chat
Lol
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
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
Yeah, figured that out
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?
Probably as Bailey already told you, MC bosses like the Wither and Ender Dragons are immune to effects like poison
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
*to all potion effects
It's not even a specific immunity
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?
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?
Gotcha, thanks!
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
The line needed for this is on the readme
Check All The Arcanist Gear for conditional datagen recipes, specifically depending on Elemental
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).
Weird that I added the c/ tags to my tags but not the opposite
The way it's currently setup is good, just needed to add the Ars_Nouveau and Ars_Elemental spells to forge and minecraft tags.
ok so, for base ars and spark it's legit and i can try send a pr. magic fire on the other hand needs to not be tagged or it will trigger fire resistances (which is the whole reason the damage type exists).
Repository for the Ars Nouveau minecraft mod. https://www.curseforge.com/minecraft/mc-mods/ars-nouveau - baileyholl/Ars-Nouveau
as i remembered, they were added long ago
bypasses_resistance should allow burning blazes
wiki says it simply allow to bypass the Resistance potion
is it intended that the magelights from tablet of forestation (archwood) will delete any blocks that are where they attempt to be placed?
ah oki good to know
i cant update tho im on a modpack/server
but good to know its known and fixed
Is hellfire meant to deal damage based on level or damage source's spell damage attribute?
That damage type is just a swap for any fire damage to become a different damage type that can actually hit fire immune mobs
No the status doesn't deal damage
Also an entity with the fire resistance potion effect.
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
Yes, but the tag does determine the damage actually being applied.
Blaze should be immune to fire damage in general.
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
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
Armors weren't tagged properly either.
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')
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.
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
Aren't those the tags I add myself for crafting the T4
FYI, ovver in general-and-help. #general-and-help message
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)?
A minor thing, but flashing/Yellow Archwood lacks cutting recipes for create.
I know that the wood variant is lacking the stipped_wood tag.
About this, you also opened a ticket for this in Ars Technica - your question here and the ticket there, it's only about the magic_armor and magic_{itemType} tags, not the rest? At least I didn't understand from reading the Ars Nouveau source how/if those are added 🤔
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
In Ars Technician I commented on how it's missing all tags
They're being added to base now also
Huhmm. Still, don't know how Ars Nouveau is adding those other tags that don't start with magic but okay
You could say it was a vexing state of affairs.
I am a Gast you'd reach for such a pun.
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)
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
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
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
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!
I guess a lens that can be inscribed with a spell can be made
Oh?
Just need to enforce the glyph limit afterall
As in it currently can be made? Or you mean could be added?
Could be added
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
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
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
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
random has to be after smelt
actually wait
uhhh
im not too sure but i think thats the case?
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
conjure terrain is a cursed glyph
as cursed as my filter modifiers
if not more cursed
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
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
why cant you soulbind focii?
O,.,o????
that's like the second most important item though?
not even with commands
,.,<
do different types of tropical fishes or numbers of fishes help with the siren charm count??
Any plans on updating the Anima Essence's icon to something similar to the new essence art?
Edible and coated in sugar
Water > smelt makes clay. I think another smelt makes terracotta. Wololo let's you wololo, so you can make at least 7 colors of terracotta(I don't know if you can get the other colors with being fiddly with the number sliders)
Yet another smelt should make glazed.
I pretty much have a book just for painting in terracotta
Excuse me what
This message lists it
Oh wrong message
Sure. But that's basically just applying the break side of things
Fair. This does matter alot to create users though. It directly cuts out 66% of a gold farm.
Is there anyway to disable the Fire Focus's hellfire addition for the moment? (on 1.20.1 for that matter)
Do you want to disable hellfire or the iframe skip?
Hellfire.
There are certain mods where mobs require is_fire damage to kill.
Does turning off Iframe Skip also prevent conversion into hellfire?
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?
need to figure out how to avoid the first thing, that was basically using

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
The lightning from the thread is natural, not summoned
So no, it doesn't have the benefits of the item entity protection
The only mod which modifies natural lightning so far to my knowledge is Forgery/Fabrication, which disable setting blocks on fire.
seems to respect limits now
@stark condor
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
would this let you go above the glyph limit?
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
it's capped by infinite glyph config in theory
ah nvm, i made a standalone config
because there's atm books too so it's better to give control over it
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
That looks like it's going to be fun
I hadn't seen the new clips when you asked this morning
Uh
Conjure terrain
Random int 5
default is blackstone, but that would (should?) never trigger
wondering why blackstone
oo
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 😄
it only spawn on flashing forests, flashing augment on arch forestation ritual should do yeah
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
That feature was added only in 1.21
dangit
Okay, thank you
If I ever get to make something fitting. Idk if I should try to simply reshade it or change it completely
At the moment, I'm not sure on how it should be. Especially cause it's animated
didnt know we had an anime school of magic
It's the big eyes

Reminder that transmute essence can be used to turn 8 stone into 8 andesite. Just put it in a create crafter or tell a wixie to do it
Manipulation essence turns granite into andesite, not stone into andesite, unless there's an addon that changes it
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.
is ars elemental compatible with the latest verson of ars
assuming you dont get either from modrinth, yes
Alr ty you have any idea on why elemental could be causing crashes on launch?
Post your crash report... Upload it to mclo.gs and post the link here
the only one you posted so far didn't even mention elemental
Alr
I swear I did what, sorry
thats not even installed on the profile
i seen it in all the crashlogs and when i either disabled or completely removed it from the profile it still showed up
Oo
well, blame the launcher
and open the actual folder and yeet it away
since files don't randomly end up in folders, usually
yeah its not there
im not trolling if you think i am ive been tryna figure this out for hours last night
I am kind of exited that Minecraft has now all 4 elemental steed mobs
Don't rely on Windows search. It's sucked since 95
There is a search everything tool out there that works better than windows search lol
What is the "protection of the elements spellbook" that ars elemental offers
Makes your book immune to fire and cacti when you accidentally drop it
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?
“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
AE?
Ars Elemental
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
It mainly gives you a damage negation for Create machinery and increases speed of schematic cannons. The top hat gives you the Create Goggles
Yeah agree, but also I don't get the point of that. It's basically the same. I think maybe the person that posted this comment does not understand what the purpose of the Technica armor is.
Technica armor is upgraded from Elemental right?
No, it's upgraded from Tier 3 vanilla Ars armor, same as Elemental
Any talking point with end game gear shadowing late game gear is dumb
Or do I just need to do something in Ars Technica to get that going? Like if it's tag-based
It's a conditional recipe, I'll set it up in ATAG
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?
Probably yeah, is Technica in an ATM pack?
I don't know, if you mean a modpack
I don’t think it is, unless it’s been added to ATM10 recently
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 😀)
They can't skip
It's in All The Magic Arcana
If there is elemental armor loaded, they have to take the step
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Oh interesting
All the packs that benefit from having the conditional recipe, so I'll add it
Jarva would just let them choose between elemental armor or tech armor as the step
Yeah exactly
Oh dang, really??
I still need to get around to Arcana
So they can choose Elemental upgrade, or technomancer upgrade to get to Allthemodium
If you upgrade to Allthemodium you will lose your Elemental armor perk at the moment?
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
The obvious solution is to create ATM versions of all the elemental armor, that wouldn’t be too hard /j
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
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...
Or even a separate curio slot altogether
I would need to make some mixin changes for AT, probably easiest to do it there 🤔
You can setup a skeleton and let atag use it/ enable it?
Yeah, a curio that ATAG adds a recipe for
I could do that, sure! I will cook something up
Sounds good, let me know when you have something released, I'll probably be quite slow with ATAG because life is busy
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 ?
Could do yeah, then I can just add that nbt, but curios use item components right?
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
makes more sense
Item tag would be much better yeah
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
Threads will always be the same
cool thank you 🙂
Thanks for that BTW. I love niche side grades. As opposed to simply 'crunch numbers for most dmg/defense'. Feels like having actual options instead of a math problem XD
is Ars Elemental available from any mavens? I need a reference to Static Charged
It's written in the GitHub readme
I should have checked there lol
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.
Cool I think I ntocie this. It's nice!
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
Trying to add Flashpine foods to Ars Delight with my YAFDA mod. It's going swimmingly (I've since got it to work)
Ars Elemental 0.6.7.8 seems to have some missing localizations on the new single-tree biomes.
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?
not invincible but with a permanent flat damage reduction
Never knew this was an add-on chat
lol
Oh wait that's really good to know
Another lich discovers villager abuse
I'll just leave this here: https://discord.com/channels/743298050222587978/1338024718841806908
IDK about Ars Hex, but how have I never tried using
with a broom at range?
It's basically instant riding as long as you can even slightly clip the broom's hitbox.
Ooo, sounds interesting. Parkour/puzzle challenge? Gravity field, so you gotta use wierd ways to get around?
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?
Ars elemental friends, is earth magic worth speccing into?
Or should I just go 1 of the other 3
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.
Sorry I should've specified, I just meant like going all in on gear, bangles, focus etc
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.
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
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
It does use the same damage type so that was something bound to happen