#Ars Elemental
1 messages · Page 4 of 1
Honestly, the idea of life linking an admin, them getting a hissy fit and /kill ing both of you is kind of hilarious
It is
how many targets does spark target and how much does augment increase it by, if it does
also, this is hilarous
and overpowered
Only overpowered once you have access to the /kill command and then you're literally OP anyways
No, the point is that if someone gets /kill -ed then it takes someone else in the grave too
And since /kill can kill even creative players, it fires back on the admin potentially
I completely agree that it needs to be fixed. But I also still find it hilarious 😁
i search this item : glyph of Nullify defense
The WitchHazel modpack has Unkillable Pets. Using Life Link on them would be kind of broken.
It's actually a problem because once you tame something, you just cannot kill it.
Oh
dam
I odn't see the spark flowers spawning in the forest.
I got the yellow tress thought
Weird, they should be pretty common in the flashing forest
Can't be found in the mixed one tho
I don't think the single forests spawn in that way from world generation ( might be wrong?) But if you have the island ritual you can augment it with yellow flashing sapling and in the island it'll put down sparkflowers
What is this Ars Elemental entity tag supposed to be? I can't make out the last word and hovering over it doesn't work like the other tags, I assume because of the Ghast lol
Makes sense. Is there any easy way in JEI to view all the tags from a specific mod only?
Probably actually
I like JER but for the life of my I can't figure out how to generate data for mod content, part of it is already covered but very little, and guides I see online to address it are outdated and no longer work on my version. My search for Ars stuff would be so much faster if I had that lol
Oh I just realized this probably means the filter glyph doesn't work well with other mods' flying mobs, and it also doesn't even include things like Blazes
That's correct
I get that the Focus of Debug from Ars Elemental is a creative debugging tool, but what does it actually do when used to help with that?
Spawns the mage entity
It also had like, a switchable element but I didn't port that over to 1.21 since I would have needed a component just for that
A player on my server has found a dupe bug but I hesitate to report it to GitHub (mostly because I don't know what the etiquette is for reporting exploits but also because I haven't determined if it's due to a conflict)
if it's before 1.20 it's very unlikely to be fixed, might get fixed in 1.20, will be fixed in 1.21. if unreported nothing will ever be fixed
Very unlikely to be fixed first party, but modpack makers may fix it in their own modpack mods
I'm not even sure where Elemental can dupe stuff
It's in 1.21. I have reported it: https://github.com/Alexthw46/Ars-Elemental/issues/107
Ah, I expected bundles to not be placeable there
hey, who knows about the fire iframe ignoring murder spell thing? I'm having trouble getting it to work
#1222573197619101728
i see
Likely simply inherited the mistake
i see
perhaps it's a good excuse to make the variations, if only functionally if not visually
No I just never noticed
Chonky noticed it in https://discord.com/channels/924619182245552158/1343552683096670312
When I said the light variant would have the values of arcanist
im not chonky :p but yes i thought it was intentional when i first saw it lol
which was also the reason i was a bit opposed to jarva's spellweave enchantment
How the hell do I still exchange you for each other

similar pfp
Tested on 1.20 in a new single player world with the bundles experiment enabled, can't seem to be able to place bundles (tested with empty, full of 1 item, full of 63 of 1 item and 1 of another item) in either of the bags, so this problem probably only exists on 1.21. (Though I have been wishing we could put the spellcaster bag in the trinket pouch, but if this is the type of behavior that could happen it makes sense why not. lol)
If I have two bangles of the same element, does the damage boost to that element stack, or can it only ever apply once?
I think they stack - I put on two anima bangles for 4 hearts as opposed to 2
So I would assume the others so too?
what does charm actually do?
It makes entities become non hostile towards you I think
Idk about the extent of it
Like can you make them fight for u or not idk
Also, stronger mobs will require stronger charm, I think you use amplify for that
see i tried that
there is no like debuff on it and like no way to guage if it works or not
so idrk if its working or not
can i make it where when i cast a certain spell i cast it on myself and as a rune on the floor?
why would you charm yourself
that's multitarget so you probably need reset and a propagator
like
propagate Self -> spell
-> spell
hitpoint where projectile hits, propagate move the cast on you, resets to the hitpoint and makes the rune
then maybe something like enchanter horn to use the spell in an aoe like burst (without actually using burst)?
fair enough good idea
the whole thing of the horn is being an self&ally-buff thing
more you hold, larger the aoe. if you hold enough (no need to max) it also briefly give spell damage up
i see interesting
Now that Charm is brought, up I remembered a crash my server experienced that is possibly Charm/Ars-Elemental-related that I should maybe report.
I was once on my server, 1 other person was on at the time. I was in the Nether in a bastion, they were somewhere in the overworld reportedly doing nothing taxing or unusual. I shot a spell at 1 hoglin in a group of two at a lets say medium-distance. Far enough for them to not notice or aggro me but not that far away. The spell iirc just contained charm and the target method was homing, which I believe is also from this addon iirc. In hindsight, I probably spammed like 3 projectiles of it at the hoglin at once because I tend to rapid fire in low danger situations. The hoglin was next to a second hoglin that was never targeted, and it started to approach me from afar, moving away from the other hoglin. But was moving in short bursts like it was confused how to path to me. Then the server crashed. (Autosave was shortly before this thank god, so it autorestarted right back with the hoglin halfway closer to me, so it wasn't such a bad crash that the server needed to undo the entire hoglin-charm encounter because it corrupted everything.)
Unclear to me if the issue was actually the Homing-Charm spell, some weird AI problem, maybe the number of projectiles I cast, etc. Or maybe it was trying to tame instead of charm the hoglin, or tame the already charmed hoglin? It's also possible this crash had nothing to do with this addon at all. This was on Forge 1.20.1 with Ars Elemental 0.6.7.8
The Worn Notebook entry makes it sound like the spell damage up only affects the player (who used the horn?), is that the case? Or does holding it enough to get the spell damage buff also has it apply to the allies too
how do i upgrade my focus from lesser to major
Mark of mastery
Read the wiki bro
The ingame book docs
i have a question
is blue ice not being able to sublimate an intended feature or is it a bug?
because when i try to use sublimation (the fire focus feature) it doesn't do anything to blue ice
it also doesn't work for packed ice
I tend to forget about different ice types
oh i see
would be handy
... ok i've gotta confess i was just trying to follow up on an idea i've had for a while with ars plus
there is a glyph called iceburst
it turns ice into aoe damage
the only caveat is that it leaves a blue ice dome
which is not ideal
additionally, this is a small thing but you can swap out spell foci by right clicking in the main hand but not the off-hand
not sure if it's intended or not so i'll leave it here
That's because people were using offhand foci and by casting it was triggering the equip or swap
wait they work in off hand?
they used to
they seem to still do
can't remember if that went away with the spellbinder or was brought back for the elemancy support
i oh wait no
uh
apparently
you can use

without the focus of fire
wait
ugh, this is confusing
so im testing this right
turns out
ignite
can melt ice
without the need for sublimation
this is different from vanilla behavior of flint and steel so it was definitely added
by ars
it can melt but won't sublimate
it's a pretty legacy thing so it's not as necessary as in 1.16
oh i see what you mean
you can probably have the shapers focus guarantee the evaporate target the water
a bit confusing for me my bad
but it was inconsistent in the past so this little thing was added
i can also say that it doesn't work on snow
or layers of snow
lol
the foci are watching
it's a shadder bug, but i wish that the light on foci was actually a toggeable thing, i think it'd be neat
the orb can be toggled off, it's just its curio visibility
uhm
i can't seem to "catch" it without shaders
it seems it culls itself when in first person
but not when in inventory or 3rd person
how do i make it visible in the 1st person
ah that's probably just how curio decides to render it
?
i don't remember if there's additonal checks, but it would be annoying if it went on screen
you could try to play with fov
but it works with shaders?
FOV also doesn't seem to render it, not matter how high or low i put it
oh well ill just play with shaders
Use AoE after. It should catch any remnant ice
does the major focuses(basically not the lesser one) still dampen other element spells or na
No, that's the selling point, iirc
i see
Wrong mod
op my bad
what would the best way to use the necromany focus(anima focus)

wait, can you make a phylactery with a minecolony citizen then
Probably
is mana shield ever good i feel like u lose waay too much mana for it to be useful
have you tried it with the full water set?
i have not,does the water set boost water spells as a set bonus?
each part discounts and amplify the water glyphs
is otherwise not amplifi-able
the discount also applies to the damage reduction cost
it's kinda a worse bastion fruit if used alone, but there's literally half people that say it needs a buff and half would say it's too strong if it were to be buffed
how does amp affect the mana shield tho
Something like max damage reduced is 1 + nAmps
In older version it was 1 + amps/2
In 1.20 there won't be discounts for the reduction cost either
But in 1.21 you can reduce up to 5 points of damage assuming you have enough mana (don't have the numbers with me to show off the reduction, sry)
Correct
btw is it normal if it uses a whole 800 mana just to block any attack? also is the mana cost determined by the attack power or is it just like a flat amount of mana lost if u get damaged at all
350 for each damage point reduced without discounts
oof, it's pre-armor damage now
must have been 1.21 damage container changes
i might be able to give a bit better scaling from the armor then
i assume i need to go max prot on everythig to make mana shield good then?
no i meant better discounting
i probably made the calcs with inflated mana and/or a different reduction
so with the full water discount it was extremely power hungry for something that does pre-armor reduction
without apotheosis, protection from armor tips off a ton of damage
with a little tweak to that, it should go down to 200 mana per hp instead of still having around 300 cost
you should prolly enchant it anyway
just saying next update will make it cheaper to sustain with the aquamancer
when is next update
soon
One could potentially download it from maven even now
Oooh. You have the hats mod.
That has Ice Dragon and other kinds of hats. Could be something that Ars Elemental could do.
Bangle and essence? Nothing to summons
huh isnt the animas whole niche is it revieves stuff that u summon as revenants?
The bangle has the chance to either give heal to both of you or wither the target on any hit
That's the focus, not the essence
i see
Anima as a school is the cycle of life and death
what does the focus exactly do,i think it gives buffs right?
to the revenants that do spawn
The revenants are stronger versions of the base summons
Faster and with more attack
They also copy your homing spells
i see
thanks
i remember they get like resistane and speed is that true or am i trippin
They maybe get potion buffs but I doubt it was resistance
It's mostly an effect of the normal focus
Wait, then can you benefit from 2 different foci at once, by having 1 in curio slot and another in offhand?
Can you have 1 in curio, 1 in main hand and 1 in off hand to get power of all 3 lol
Summoners focus + necromantic focus
necro what now 🤨
lol
is the necromancy focus strictly better than the summoning focus?
That strongly depends on how you like your horses, for example.
Necormancy probably focuses more on the summoned undead
I placed a bunch of flarecannons in a snowy village in creative...
This is what I found later after I noticed their projectiles melt snow though
Umm... I broke the block under it by accident and under it was grass block... maybe it wasn't them doing it...
no i think it was, normally when the last layer of snow gets removed im p sure the texture auto changes
but that doesnt happen with flare cannons appernetly
This was a Grass Block placed on another Grass Block though...
I noticed that when projectile hits a block, it makes it be affected by gravity for some reason... which could maybe explain what is hapenning:
I think projectile hit Grass Block in it's snowy state and briefly gave it gravity, perhaps somehow moved to the block nearby, but that same projectile also melted the snow layer on it's top without updating Grass Block it hit.
Used to happen with intangible
It's tied to snow being removed without the block updating
The base color of a grass block is that white, gets the tint from the biome unless it's covered
Neat.
Found a crash with Ars Elemental, I tried removing 25 mods and until I changed the version of Ars Elemental back to the previous version before 0.7.4.3, it crashed my instance. Here is the latest log.
https://mclo.gs/lUpNJHr
eh? the log looks related to toolbelt mod
oh I see scrolling up more
nothing past the 5.9.1 commit is released alex
we can revert that removal though so you dont have to time the release
And the AN codecs thing is in the merge pull?
that was 2 prs later
Thank you for bringing this to their attention lol
I'll probably duplicate the codex in my end and repack the release to avoid suspending it until the next update
Didn't expect new stuff to be already on main branch when I updated the indev for compiling
with ars 5.9.2 it should work, i de-archived the file
I can't seem to craft elemental armor sets, I'm playing on NeoForge version 1.21.1. 
Common solutions : You aren't using t3 base armour, use t3 for upgrading to elemental sets
I did but still aren’t able to upgrade
Send some screenshots and the jei recipe screenshot
😊
Whats that barrier block thingy in the middle
a broken tag
it said empty tag or smth
yeah something is broken it seems
oh 
Alex would know about this one so im out lol
-# (i assume u could try reinstalling or changing version of elemental)
you're either pretty behind with updates and at some point tag changed
or you're a bit behind and the modpack tried to change recipes failing?
ohhhhh
either way, since that's the old item sprite you're surely not on latest
last Ars Nouveau update is worth checking out since it's the spell styles
you should update both or it's likely to crash
I did, don't worryy
do spell focuses stack if you have curios slots to have more than 1
like
2 of the same
Yes for the most part
Bro is becoming the Avatar.
infinity stones
I also want more foci slots 😭😭
but that would be too easy lol
crown of the elements that makes them float around your head when you put them in.
except it has 0 armor, un-enchantable and comes with curse of binding that it applies to all the foci you install in the extra bauble slots.
Why binding? Just make the foci drop when you take it off
sounds more elemancy territory imo but they already have quad focus
tru that
Damn
And remembering that elemental focci work in the off-hand
It means I can double wield the earth focus to get more bang from my Awesome Blossoms
.
Btw, to all elementalists.
What are your best / most used elemental combos?
Cuz I'm trying to calculate the maximum damage for every element, but I lack good combos for Aqua and Pyromancy
I think by popularity, fire natio- I mean Pyromage wins
I use a fire focus personally
because I never got time to make the other foci lol
Well I usually go for geomancer
What combos do you use?
Hmm
I think air is just lightning and discharge spamm
Or launch and airsword
Wdym
or fall damage
also makes for a very fast block railgun
since leap is elemental air
-
Ground to air heat seeking missile (lava's bane configured with homing projectile)
-
Simulmancer's smite
-

-

pretty simple stuff
I need to remember to try a linger
spike combo to see if it turns into an icestorm
simulmancer smite is like a trump card lol
i was going to shill my wind shear spell, but i remembered that amplify doesnt do shit on wind shear
need to fix that when i get home
As we said in general, we should also check if shear gets the 3x from Gravity
You should technically add a launch + extend time if you wanna max the damage
theres a limit on height damage though
Levitation helps keeping it in the air and gives a +20% mult
TIL about the mult
You just need a small jump to keep it over 10 blocks afterall
i assume thats elemental and not base?
Yeah, just like snap getting a buff from fully frozen iirc
does that work?
I have to double check but with the new documentation the extra details should have been added in the page of the effect
i dont think ive ever read glyph docs tbh
only the descriptions lol
except for controles glyphs because i needed to confirm its working
Damn
Btw, Is there anything else to Aquamancy other than freeze+coldsnap and drown?
.
Just cuz I remember ppl saying that most elements are balanced. But I only managed 21 dmg from
:coldsnap:
with all the boni except spell power
Oh
for fire technically
> 
Yeah
Noticed that new one
Tho it kinda weirded me put that there's a new glyph only for pyro
it's the only glyph for pyro added by elemental
Meh 1.5 I'd say
and one in two schools actually
+ 
+ 


nope, just shielding potion coming back
Oh
and relics has a one thing pretty similar
The what???
Please tell me more
#addon-announcements message
is thid the 4 combos?
elemental combos
this is sacred knowledge
omg this so cool
but its 1.21
I can make some simple stuff with this
stone cannon
(not related to harm cannon at all)
no, i was just listing the glyphs added by school
the fact two pairs of them are combos is just because base didn't have one
moved message to #general-and-help because I wrote it in wrong chat, sorry
o
Btw.
What are the base glyphs that elemental enhances or modifies?
Like, I know
W -
,
, assume
as well
F -
,
, assume
as well
A -
, assume
as well
E - no clue


Oh
I vaguely remember smth about elemental rides
Gravity makes a lot of sense. I believe it's the gravity field
wdym
Cut, no clue. Tho I heard plenty of it's use
?
Like
but with focci
fire focus - Strider
water focus - dolphin
earth focus - idk tbh camel?
air focus - expected to be ghast soon
😤😊
cut becomes beheading damage
higher chance of head drop if it kills
might as well be the ghast yes, i'd only hope it's easy to remake as a simpler version
just need to make it slow enough to not be criticized too much as op
it's not as easy to disable as just removing the recipe of leap
i was gonna say getting the air focus is late game but yeah, just pulling out a ghast anywhere might be a bit op lol
lesser foci are early game
is this a feature yet?
oh it also works with lesser ones?
enabling the glyph changes before endgame is their whole point
o
the major version are without drawbacks and with situational passives, aside the higher bonus
Regarding this.. does an iframe-canceled cut still work to get beheading if I kill it with something stronger, like harm amp amp cut. The cut damage is ignored of course, but does it still get the head bonus?
Has to be the killing blow
Is there any use to bubble shield?
Like, regarding the extremely high cost and low protection it gives
Specifically trying to get the devs' attention
Use it with Full Water set (Armor+Focus) + discount rings or it's crap unless you have trinkets-levels of mana
me with 7k without trinkets🤑🤑🤑🤑
Me with 400k in base because anyone can change configs and all these numbers are made up anyways🤑🤑🤑🤑
you are kinda real for that
brih
no
its not even possible
if it is tell me lol
i tweaked my configs to give me a lot more max mana but at the cost that mana regen is like under 10
i had about 6600 originally, after tweaks it should have been aboit double
Configs can change mana you get for each glyph
but base ars has a limit of 10k
zamn fr?
ur just not allowed more than 10k
yeah so im stuck with 10k even tho it should add up to about 12k
i didnt bother with a kubeJS file because idk how to make one 
is there a way to turn off the current using redstone or does this not exist
If you tried it and it doesn't it doesn't
i wish it was added
is there any plans on making a potential summoner set? there's bangles and 2 types of foci and tomes but not really any other support beyond those things.
Not much you can do with the current state of summons
The summon rework in base ars needs to be done first
any info on that?
Nope, pretty sure there are at least two other major features in line first
Huh... okay, I'm excited for that not gonna lie.
well that is still exciting not gonna lie
considering how much and how hard Bailey goes with 'minor updates' to Ars, waiting is probably best.
ive been waiting for more summon support like you would not believe, this is a magic mod where you can play as any type of wizard you want after all. i cant wait to see what other new stuff we get dont get me wrong but I do hope we see more support for summons primarily as it is the most lacking area I feel.
also don't hold your breath
it will happen bailey will cook
its a slow burner tho
and thats totally fine, itll be worth the wait
yesk
Probably not before my next stint of unemployment, so give or take 3 years
While the main one is a way the addons can play tho
Smart Mobs are among the hardest things to work on in this game
You can easily make them look good (with someone skilled), tweak some values...but this kind of environment can be pretty tough for static AI
really dont need smart mobs at all. we just need more range that they can move away from the player, that alone would be an immmense improvement.
I mean for that it's coded in base ars itself
not a config i assume
Too much allowed distance cause them to remain stuck somewhere
Could be made one I guess, easy to make a PR so users can test some value
hows that? wolves teleport when to far away.
same with the familiars
undead i feel are THE defacto best summon in the mod and they cant walk more than ten blocks away before running back to you, canceling their attack completely.
in order to play with them you gotta be within danger range of whatever you want them to attack which is not that great considering they dont pull agro.
Is the distance between wolves and summoned wolves different?
Wolves teleport when far away yes, assuming they have a block to teleport to before you unload them
But if you're flying, they can't teleport to the air, so can end up sitting there waiting for you to be near a teleportable block. And by then, you may have gone so far they unloaded and can't teleport anymore
seems to be a coded distance of 12 blocks for both vanilla and ars mobs
whenever their (z^2+y^2+x^2) distance exceed 144 then they teleport back to owner
as long as the owner it touching ground
yeah it looks for valid positions before actually tp-ing them
what current
the bubble current
there's a bubble elevator there?
Hello, my soulbind enchantment is not allowing me to enchant anything besides my spell book. I am on version 1.21.1-0.7.4.3 do I need to update it again to get the soul bound stuff to work?
These are all the tags it covers
If an item is in those tags, it must be enchantable
The enchantments are basically separated from code in 1.21
It's only allowing me to enchant a plain book, I cant enchant any of the things listed on there even when they're naked
Not sure how to fix this tbh, now it's not even letting me use the book plus an anvil
Can't even check until next week cause I'm far from home
Erm, Alex...
About this
It only does 2 dmg
Cuz the spike resolves as a blockshaping impact, rather than a falling spike
Talking about
🔼


Block shaping impact would deal a lot more
Falling spike damage is calculated based on how long the spike was falling
It's kinda inconsistent when you shoot straight
hmm
well I'm getting consistent 2 dmg
Also, I tried without blockshaping
The falling spikes can only be targeted with
or 
Still,
makes them do 2 dmg
tho lets them have their full damage
I mean, I tested it. Unless perhaps it is coming through as the normal falling damage instead of blockshaping
Shoot the spike from above aiming at the mob head
i also tested it actually
using misslie lets it resolve normaly
Normal spike uses Stalagmite damage
Thrown maybe uses the dripstone damage formula but doesn't use the damage type?
It doesn't have many overrides, it mostly simulates shooting a falling dripstone
6 blocks is enough for max dmg
I can assure you that falling spike does not deal stalagmite damage, since it doesn't ignore armor.
Dunno about grounded spike
Stalactite damage does get reduced by a helmet though
tru
crash when i place magmatic current elevator https://bytebin.lucko.me/Lefh06t7RT 1.21.1 neoforge
Ah
First time I'll have to try a blind release
Git without ide and publish script
Ah, I wonder how that override ended there. it's not needed
Easy fix
lol
is that a fix?
Yeah
okay
time to download stuff from curseforge and put it on modrinth again
oh this is direct download
real
All GitHub commits are automatically built on that maven
starting my mc with the fix hope it will work
how did u code that so fast and without pc?
This was just a removal of something that shouldn't have been there so simply editing from GitHub mobile
Then once blindly committed the change the system did the rest
how did something that shouldnt be there get there is a good question then
mc started lets test
it works no more crash, thanks for fixing this os fast @ashen wind
a happy ending YIPPEE
Code refactoring with last update to elevators for redstone control
An override defaulted to returning 0
Modulo by zero and division by zero are pretty straightforward errors
aha
Seems the publishing action worked too, should be available on curse for pack making
idea for an update to elemental: update the texture of the current elevators a bit (not to be mean i just find them a bit ugly
nice
well i use modrinth and modrinth doesnt seem to complain about mod ussage from other sites
If Loaf gets to remake them for their texturepack maybe I can take a bit of inspiration but otherwise I suck with blocks
oh okay
have a nice day and again thanks for helping me
Was there a reason why Anima/Necromancer robes were never added? (mostly just curious)
U mean focus?
no the anima focus exists
Well, the bloodmagic addon robe kind of fits the theme.
Bloodmagic doesn't really fit imo as Anima is the summoner build, since it's summoner focus crafted into necromancy focus (using the focuses for comparison to their counterparts that have robes)
I just discovered the potion of enderference.
What is it used for?
It prevents teleportation.
Hello, my soul bound is still not working, in survival I can only soul bind one item, but in creative mode ot works just fine? Have I done something wrong?
You know I apologize I forgot you're still not home, these weeks have been melding together
this might be a strange question but where can i get soulbound books
With the enchanting apparatus
I am not sure if they are part of the book loot pool, actually.
Potentially, there's only the Enchanting Apparatus recipe
EnchApp only
are you sure it's the AE soulbound in the first place?
I double checked and JEI confirms that it goes on like all the tools and armors
Yes :( unfortunately I have confirmed, idk what's going on when I get home after work if you need me to send pictures of anything lmk, but again no big deal since you're gone
Aside checking what the Jei says when you press U, only clue I have is that something is breaking tags?
In which case use smth like Load my***tags
Okie dokie! I'll give that a try
Which I never remember if it prints what's broken or force loads the tag broken
Thanks for taking the time to help me even while you're gone! I'll give it a try after work today and keep you updated!
No worries, I am back. That's why I am sure it's not a normal bug in code
Blue fire glyph please?
What is with bro and blue fire
idk
he wants to make it burn underwater
i said the fire focus can do that kinda
oh shoot hes here
Am too much into it 😭
lol
I jus find it very interesting that's it
yknow that even if it does work you cant do dmg with it bc the effect would just disapate
lmao idc I just checked a couple threads with new messages and all of them were you asking for "blue fire"
Okie apologies I went overboard.
I'll look into making it if you have a cool idea
Could I then take it to ur dms?
sure
Ty
One minor thing, but Elemental's rituals are all labled "Ritual Name" instead of "Tablet of Ritual Name" like base Ars does. Hardly a pressing issue, but still would be nice to fix.
I wonder if the drowning damage from Watery Grave can be changed to attribute to caster(death is not properly registered as a kill from the drowning, making early Hydromancy without Ars Trinket impossible)
Direct damage should still be dealt by the caster
There is no actual dot, it just removes air
So the information doesn't carry at all, it's not even like poison
So there is no way to attribute Watery Grave to the spell caster? Or is it fixed in a recent update? If I am getting correctly, if air is already completely removed when the spell hits, the drowning damage is applied to said entity.
Has the issue been detected? Should I check any other glyphs? For example Shock?
I am pretty sure of spark and discharge because they were using the lightning damage and it was stronger than intended due to shocked
And poison spores since it needed its own too
I probably have to double check spike stuff damage types
Well, drown seems to register a kill attributed to my character when delivered by command.
so I was just playing around with the Advanced Spell Prism, it doesn't seem like the Acceleration Lens works? The spell is moving at the same speed as it entered
on latest for the test server
i have to do the damage fixes, i'll look into that too
it does change but you have to stack multiple apparently to notice, it's just a +0.1 x
according to prism logic
umh, even then you have the acc. issue
it's clamped
between 0.1 and 0.9 for advanced and 0.1-0.7 for normal
for comparison, a projectil from a wand should be 1.25 speed
i can try raising the cap to 1.3 but as it was said in #api-development there's risk of shenanigans
if @full agate manage to ensure the limit can be lifted without issues, then it will be more worth to stack them
at this point im pretty convinced its a bug in the vanilla code
its not even about the prisms
you can get spell projectiles to clip through blocks as long as theyre fast enough
Well, entity collisions are a vanilla weak point
Maybe arrows have a dedicated check?
maybe, couldnt find the relevant code
Hey, sorry if this is a dumb question, but did the change from hellfire ot magic fire invalidate the 1.20 version of Harm Cannon?
What change?
Oh wait, am I thinking of base Ars? I think I saw something about Hellfire > Magic fire?
Oooh, Im just a dumdum I guess
Must be something else messing with my Harm Cannon. Probably Apotheosis
wait are you in 121?
1.20.1
I think it is Apotheosis though. THeir attribute mod is probably to blame
The rename only changed that the healing was increased instead of reduced and added the visual effect
The interaction with heal that resets the iframes is still there in 1.20
apotheosis did not interfere with the spell when i was testing
.. do you have the kindling thread?
Yes. Wierd...
I'll just have to do the thing where i slowly remove mods until stuff works again.
https://www.arsnouveau.wiki/category/armor/entry/thread_kindling
I... Think they made it so kindling no longer does the hell fire debuff? Just regular fire with increasing durations?
This is a wiki page generated automatically from the Patchouli Data in the Ars Noveau github repository. Therefore, it's pretty janky
In 121 yes
I think it got back ported into 1.20.1. Or maybe I messed up...
You doing a harm cannon?
Can I see a pic of the spell you are using?
Not at home rn, but once I get back
Ah I'll be asleep by then
should be working in 1.20.1
Yea
Definitely 1.20.1.
To be clear, Im not making the most optimal spell, but this does ONE instance of damage and nothing else, no iframe skip at all
The fire is just normal fire that lasts really long
Other addons are NEG, Ars Technica, and Additions
note: don't test on zombies
nor other undeads
nor players, as the homing isn't sensitive
if it's a premade pack, there's the small chance the config was used to disable the mechanic
Tested on an iron golem in creative
Nope, not a premade pack.
could it be the heal being ignored..?
halfed and dampened is probably zero
I checked tho
ing works
If you look at the third pic, it no longer says anything about hell fire...
This is definitely 1.20.1
It never did actually
what ars version?
iirc the first 1.20.1 release was basically a port
4.12.7
weird
Problem solved. Apotheosis is 100% the culprit. Turning off adventure mode does not help either...
Removing Apoth made it work perfectly. Putting it back made it stop working.
very interesting
Uh, maybe it's something in the later updates?
People used apotheosis and the gatlings for a long time
I know, I actually used to love that as well. Massive amounts of mana, back to back Harm Cannons. Spell power up the wazoo. Modded bosses cried. That's why it took me this long to figure it out. Best I can figure out, around at least 7.4 above messes things up, so around last year it should still have been fine...
just a little curious, what do flashjacks look like?
neat. Now just to find one.
If you mean on the test server, use the ritual in a flashing forest
"duuuh." /me goes to slink in a corner like an idiot
But the taming is not yet coded because the code for its turret hijacking has to be tuned
You can probably only get the familiar via ritual on a wild one
lol. Ritual of Summon animals in a flashing forest: snails, rabbits and Hexerei crows. So. Many. Crows.
Could be that the server is too much behind...?
nope. Took a few to work.
I had to fix it since the initial spawn settings weren't working
Also, they take seeds, not flashpine.
Heh, parrot inherited code
They probably still have the goal to try and mount on your shoulder
hah. One of the rituals of summon animals spawns goats and weld walkers.
also, flashjack is invisible when riding on your shoulder
Yeah, that's unintended and already removed
The feature will come back with the shoulder support for all the fams
If it's feasible
oh. It was a neat bonus feature.
Doesn't work out of the box, rendering kinda works with any geckolib entity with the old test for starbies on shoulders
at least on the test server version, both wild and tamed will convert into familiar 'bound script'
You said that you could probably only get the familiar from doing the ritual on a wild one. It works for both.
Because I assumed the taming mechanic was not working
Forgot the parrot backbone
So, the tamed flash is kinda a menace to have around in that beta probably
You cannot make them sit, so they teleport to you constantly.
And still have the parrot 'seek to sit on shoulder' AI so might not live that long consdiering the testing I do.
It's also with the same stats as a parrot so it's likely to be hit by the same turrets it hijacks
No beastiary section of the new Field Guide for the updated documentation.
So I only have info on the familar behavior, no features of the worker.
If it's not going to be a mess in the play test, it basically is a sentry helper
Takes control of nearby adjustable turrets and points them to its target, then triggers them
Which means that the turrets need to aim decently for it to be an usable feature
Well, my aviary is not short on avians.
I don't remember if the red dye variant was added in that ver
Anyway, they don't have the wand linking implemented yet so they literally take over all the turrets in their range if they see an hostile mob
that would be unforutnate for me as the only ones I have are part of rather delicate farms.
Like the precisely timed awkward potion processing facility that powers the melding setup providing source to the whole Drygmy Den.
That's why I didn't add the taming yet 😛
The wand thing is in the indev, I will upload a new ver when I get home
Don't rush. It's a US Holiday. I tried going into work but the doors were locked.
If it's holiday, more people are likely to play so that excuse doesn't work
😜
It would be a matter of few taps from phone if using nodecraft panel was good.
The jar is already built on maven afterall
Not used Maven. I stopped working in Java long before that was a thing.
Basically Jared hosts (for us) the jars built from each commit to GitHub, source included
Do a lot of other SW distro systems, but officially being a dev again after 25 years of electronic janitor probably means it's not that weird.
You can reach the page to download them from the readmes
That's nice of him. Hosting costs da monies.
I run my own servers and my DNS + SSL cert renewals hit recently. Costs. Always costs.
For addevs, it allows to pull the source code as dependencies for example
Eidolon stuff looks normal on a minecraft map. Maluum corrupted trees use the default green, but the gunk dirt shows up a proper nasty black.
Also, having a base large enough to requires multiple minecraft maps to document is new to me. I'm normally a one-chunk-base player.
Does the Nullify Defense glyph belong before or after the damaging effect? I’m thinking in the context of a
[PropHoming] type of spell
well, it shouldn't change that much but probably before?
will make sure the iframes are reset right before hitting with damage
That was my thought, but then I read the descriptions, and it made me second guess
in a normal setting, one would probably use smth like

but according to the gatling standard, one tries to maximize the number of projectiles, so just ensure each deal damage at least once (aoe of the burst >>>> amp on the harm when spell power is added)
I'd put it afterwards
but i don't think it changes anything
if you don't have too many projectiles putting it before might be better
Well, Burst + AOEx3 + Nullify+ Lightning was enough to kill 2 Withers and have about 40% of the spell left over to lag the server, so I’m trying to revise the spell to be useful
Just had an idea.
You know how water focus makes summon horse summon a dolphin?
Summon wolves with water focus to summon a friendly guardian
"I cast summon bigger fish"
I don’t remember which addon has Resize, but that would be a really fun interaction here too
Summon Horse + Focus: Elementally-appropriate Passive Mob as a mount.
Summon Wolves + Focus: Elementally-appropriate Hostile Mob (tamed) as mount.
Following it with Resize +
or
would then change the mount’s size.
Bunch of players with pet ravagers running a raid just for ravager vs ravager fights.
I wanted to add more summons but with the current system they will probably remain flawed, so I always delay to when the core duo will settle on how to rework them
Would a Summon Wolves + Air Focus summon a Phantom or a Vex? We can already get Vex from something else, IIRC.
Wolves get a power up from the bangles iirc
So a focus variant of that glyph should remain a compatible one
Like, literal wolf variants instead of changing type of summon entirely
Summon Bees and Summon Slimes should be their own glyph
Phantoms are probably terrible as allies
Their AI is basically to hover, circle a few times and then crash against the mob
Their only pro is being hard to hit
All summons in Minecraft except the Vex and the skeleton are poo for combat.
And skeletons really depend on having massively increased survivability along with tipped arrows to make use of their dead-eye cheaty shooting.
I think it would be nice to have Summon axolots if you use Summon wolves with a water focus.
Get a summon bees with an air focus, summon magma cube with a fire focus (it would be the small ones) and summon silver fish with an earth focus.
Additionally, I am eagerly awaiting the 1.22 update. They finally have mounts for all elements.
What element would a zombie horse be?
Likely anima still
Anima yea
I built an aquarium with 47 quality. I'm getting nothing but trash loot. I need a lot more Sirens. I'd get more stuff, too, but it doesn't look like the Sirens care about the aquatic creatures from Critters and Companions, which is 90% of the water creatures in Witch Hazel: Halloween Magic.
Although they really do seem to like the 'tamed' Drowned I got from Coral Tombstone.
I would like the Anima steed to swap between skeleton and Zombie horse on each casting.
Can an observer not see the changes in a Fluid jar? I don't seem to be able to get any kind of redstone readout from one
Ah, I can use a comparator through a block. Looks like that's about it.
This is some super extra jank redstone.
oberver chain watching a piston. Piston is kept up by a comparator reading an almost empty jar. If the jar hits 1k water, the comparator reads a 0, piston drops and the chain fires. A turret picks up 2 buckets of water because of the double signal an observer sends.
Turret is just ray > sensitive x2 > pickup fluid. Pointed at an infinite water source.
Power is a nearby fluid sourcelink sitting on top of a cow in a jar.
Found a crash with Ars Elemental on version 7.6.0, looks like it was caused by looking up the texture atlas a little early. I can send the crashlogs if needed.
Congratulations you are the first recorded crash of the new update
Your prize is help from a confused dev
Idk
lol
Argh, it shipped the wrong version of Sauce
new anima essence is looking good
Quick question, can opponents that get inflicted by Minecraft's freezing effect be damaged by cold snap?
That's up to base ars
Unsure to be honest?
The conditions should be either slowed by
or afflicted by chilling (which increases buildup gradually), I don't remember if there's one that simply checks for the buildup of powder snow
I said that because of the fact that the Ars Flavors and Delight mod addon adds foods that give the freezing potion effect (in other words allows spells to do freezing damage) and I was wondering if I can abuse it in order to make more complex cold snap spells
Well my bad, chilling is the name of the thread
Which applies the freezing
Which allows to hit
A second question, can normal freezing damage build up to the Frozen status effect or is it only available if you equip the Major Focus of Water?
It should be specific to either
+ a water focus or a tier3 chilling thread
Major foci are just for passives and no drawbacks, glyph interactions work with the lesser too
I think that
+ T3 Chilling Thread can probably also give Frozen since
gets freezing inflicted targets to max freezing build up, but I'll do a few tests when I get the time just to be safe
From my part that is
might not proc immediately but since any dmg glyph trigger that type of threads, as soon as the buildup is enough another snap can add frozen yeah
Sounds interesting, I'll try to keep that in mind
Does the Nullify Defense Glyph exist in 1.20.1 Ars Elemental?
Doesn't need to 🙂
No because there was the heal-hellfire combo
Does the kindling thread unlock hellfire damage in 1.20.1 or was it patched?
It was removed in 121
Of course!
Quick question, do you know if Hellfire/Magefire increase or reduce healing in 1.20.1?
It does not
If it's called hellfire it reduces healing
Oh I didn't know that
However
will eliminate the health gain entirely while leaving the damage
Hex already reduces healing so it will help anyway
Wait does this carry over to 121?
So the best way of figuring it out for sure would be to literally yeet a spell on myself.
Sounds like something I'd do in an Ars Elemental playthrough lol
Wouldn't life link be theoretically better in an i-frame skip tech since you're not only ending up healing yourself out of the spell, you're also cutting off 50% of the opponent's healing as well (since that 50% is given to you)
Healing is shared not split iirc
I was wrong then since I didn't have hexing in my build and I thought that I had Life Link (when I actually had a Holy Locket necklace from Relics that does the effect I thought Life Link does)
People used life link too sometimes yeah, the healing is split, but hex reduce healing and increase damage
Me personally I use life link
It’s a great way to stay alive during the chaos that is modded fights
Another Life Link enthusiast I see 🗿
The light and heavy versions of the elemental armours seem to be missing their tags.
this spell crashes the game for some reason
@slow zealot
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
the current theory is that the buble sheild is interacting with the poison spores somehow to cause a loop
The shield doesn't have anything that might cause spores to proc again, it's more likely that some kind of math shenanigan happened imho
erm...
why it no cast in front?
Projectile works fine, but seemingly any Touch spell gets cast in the wrong direction
The animation is also always north/south, not in the direction of casting
Try relinking it?
have been using this setup for a while now, but just broke/replaced the turret today and I think that updated something
The turret to the block
yeah, relinking doesn't do anything.
You understood I meant like with an adjustable turret, right?
Cause they were more like normal turrets before
ya
Uh, there must be some leftover
😄
for clarity, when I set this up they were adjustable too
I guess if you place the turret facing somewhere else, they will only use that direction
pretty sure it broke as of this update
You were not touching the betas, right?
I was, yeah
Cause it was added in one of the first betas then never touched again
hrm
these guys were set up around the same time as that other one was originally
they work fine
nope, nevermind, lol. not working fine either. It's shooting up in the air and this other one is hitting the wrong direction too
They think this is it https://mclo.gs/SrwyUmJ
The log would point to OPAC trying to cancel an event not marked as cancellable
Or maybe it's a Mixin
Anyway, according to that even just
might trigger the crash
btw Alex, I was watching my manipulation turrets some more yesterday and noticed that the shooting point for a projectile is similarly offset.
For example, I have one set up shooting straight up. If I have a block placed on the East side of the turret, the projectile will hit it instead of going up.
oh i just commited the fast fix
it was using the base turret map to execute the casting method
it's a sauce piece of code so you can try simply using this
alright, will restart here and check that out
yep, that seems to have fixed the touch spells at least. The Projectile/Missile spell is still offset, however
ah, sorry forgot to come back and check on this 😄 Feel free to ping me for this stuff
testing it now
hrm, no, same behavior as above. projectile beam's starting coordinate is offset
actually, it's using Missile if that changes anything
touch is still working correctly though. Going where it's expected anyway
only for missile and not projectile?
I only tried missile, since that's what my setup is using. Will retry with projectile too
yep, projectile looks fine. just missile
odd, it behaves like projectile on my side
anyway i uploaded a new ver of NEG to up the version of sauce and add the two spell crit threads
there was a little offset thing wrong but it was only tied to the y so idk
spell crit you say
i want to find a flashjack, but the book says they spawn in flashing archwood forests... which dont seem to exist
they also spawn in regular archwood forests on the yellow trees!
(i assume you meant flashpine)
They should exist? Or maybe need to be enabled in config?
Yeah, these can all be enabled in configs I'm pretty sure, they're enabled on our test server
Yeah they're opt-in as it's all wip content that is not essential
Jack doesn't have a fully finished work yet
To get it as a familiar, the conjure biome + summon animals is enough as it should spawn one very easily
Thanks for the summon animals tip, i remembered the biome ritual tho
are the elemental mages hostile or not, they throw spells at me but they dont do anything
Ah, weird
well actually they sometimes hit be with shocked 3
I wonder if I disabled something for testing, to watch them fight safely
ive tried 4 summon animals and it hasnt spawned one
ive gotten basically every other familiar that can spawn in forest type biomes but not the biome specific one
do flarecannons supposedly spawn in the blazing archwood forests?
(i say supposedly because i still havent found a flashjack
No, they are constructs, they don't spawn
ah... how get?
I guess I'll have to double check that summon animal ritual in flashing forest
Craft the charm directly
...man im dumb
I know you can spawn a flashjack with Summon Animals at least works in vanilla forest types and Oh The Biomes You've Gone forests from the Ars test server.
How many rituals did it take
funny thing about anima bangles, you can heal people really well but also really unethically
like
this is because the hit doesnt need to do damage in order to proc the heal/wither chance
Third or fourth, I think, for the first each time. But I did like dozens testing each of the biomes with forest tags.
the problem with the Summon animals ritual is the huge variety of stuff that spawns at high frequency in even unmodded forests.
some mods get around things like that by including code to force certain outcomes under conditions of like, "this person has no flashjack familiar and never tamed one so the first spawn is 100% a flashjack". You might hear them called "Pity Timers"
Blizzard was well known for using these in game design.
Becuase if it were truely random, loosing every single time forever is a perfectly valid outcome. But that's reality. And this? This is a game.
Does 1.21 still have iframes bypass other than Nullify Defense?
Thanks
I have another question about the mana shield effect, it said something about removing negative effects but it doesn't seem to work?
Doesn't remove but prevent iirc
I splashed myself with a bad potion and still got the effect
Why cant i craft Nullify Defense, even if its enabled in the config?
You also need to enable the recipe in the ars_elemental common (?) or server config, unsure which one it is
Happy to help 🙂
Spell Crit?
Spell crit
👀
Anyone encountered problems with the infused turrets always facing West no matter what you do?
even the rotate spell doesn't work
in newest vers you can use the wand to make them aim in the direction you want
ooh nice
Do bangle effects on hitting an enemy stack?
like different bangles? they should
does the same thing twice
so like if one of the two does nothing, except for anima one
that one is chance based
so water, fire, earth that give effects to hit enemy don't really benefit?
anima band is silly
Gambling wither effect
Does envenom+poison spores work on undeads only when wearing an Earth focus?
basically
Is there a formula for Envenom damage based on the effect level?
envenom only?
Yeah like how many ticks of damage per second/damage per envenom tick
And I guess Poison Spores too, how much damage that does.
i tried to let git copilot do the math, so take it with a pinch of salt:
a = potion level
a = 0: applications every 20 ticks (1 s) → DPS = 2.0
a ≥ 1: capped at one application per 10 ticks (0.5 s) → apps/sec = 2, so DPS(a) = 2 * (2 + 0.25 a) = 4 + 0.5 a
If there were no iframes, it would be like insane dps because it would be dealing 2 + 0.25 a every tick
spores is easier to tell since it's not a dot:
damage += 6 + 2.5 * spellStats.getAmpMultiplier());
damage += 2 + 3 * venom.getAmplifier();
if (livingEntity.getType().is(EntityTypeTags.UNDEAD))
damage *= 1.25F;
Was this application per second different in older versions? I saw that the Villager Phylactery build in #1063650997135757393 used Envenomed V even though the only purpose is to repeatedly proc Reactive
unlikely
i'd expect envenom 2 to work too
oh i guess it's because of the damage attempt
the effective dps is that because of iframes
but the attempt rate is smth like 32>>a which becomes every 2 tick at a = 4
honestly id prefer if everyone just ignored the phylactery
its quite poorly done
you dont even need poison or whatever
literally just stick their heads in a block
monkey paw curls and all the phylactery will have to be redone
I think our brains turn off when we feel like we're using a design of someone much smarter than us lol
as Zieg did with the vitalic mob crammer
or Kirin with making the gatling strat viral
petition to delete life link
I'm not that active here, only knew about the gattling
even outside of phylactery i find it deeply unbalancing
apply it to the mob youre fighting and you have a free 50% damage reduction on top of thorns
and if they heal then you get free healing too
I have a question, which of your Ars build are you the most "proud" of? I'm curios
but like




to allow iy