#Ars Elemental

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full agate
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probably PISS because of its sheer simplicity and thus applicability

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my new cauldron farm is cool too but it lacks efficiency

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and my new tree farm concept is cool but needs more work

ashen wind
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i mean, cauldron farm with neo is kinda trivial because you can use pipes

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a starby with fluid transport could handle it without turrets

ashen wind
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to this day, i still don't know the reference my mind used for the magenta siren

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but it must be the same that sparkled jacinthe

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note: her battle theme is electroswing and is a must-listen

opaque vine
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Agreed, her theme is a banger

ashen wind
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trying to work on it, chestplate still to attempt transposing from the concept

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unlikely to be final in any case, but somehow helps the process of making the model

opaque vine
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fair
i must have went through 5 iterations of an animated model before the current one which STILL is up to change

quick helm
ashen wind
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the concept arts are models, but take too much time to transpose to BB

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and the cat's out of the box, so to avoid confusion in jei they shouldn't all use the medium sprite

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better an ugly sprite that mistaking x for y

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something went wrong with conditional recipes so they're tecnically in-game already even without the opt-in config

slow zealot
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did you ever figure out if flashjacks spawn

hallow sedge
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I've been looking at the source code ('cuz I do that) for Sirens. Do multiples really not affect loot speed?

ashen wind
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each has their own channel goal to give progress to the shrine, so they should

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but there is a little fallback just in case they wander too far, where the shrine will get a progress on a timer too

ashen wind
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mountain peaks, base archwood forest and flashing forest are its biomes

ashen wind
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at least i have an image always at hand

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now the hard part are the light because i'm not too sure how to handle them without strafing too far

slow zealot
ashen wind
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same spawn rate as buncles, i guess?

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eidolon and hexerei ravens are rare too in my experience

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idk why birds are harder to finds

slow zealot
ashen wind
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for other biomes it has a spawn weight of 7, unlike the 5 of starbies

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35 spawn rate in flash forests

ashen wind
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I have to tweak the saturation but as temporary art it might work.
Used the old cowls made by@barren osprey in arsenal as a base, so they were extremely low sat.
Trying to use a bit of Loaf's style too, since it might get closer to my idea for the model than Goo's. Still far from making sense, i'd say

feral vine
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it's an interesting mix of effects, too. Trying for a hybrid of existing elements.

opaque vine
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oooh looks epic

smoky dagger
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Found an issue with making red sand with a manipulation infused turret: when using touch :conjure_terrain: conjure_water evaporate smelt crush the manipulation turret fails to process the smelt or anything after and performs them on the turret itself. There is a workaround (swap touch for projectile). however I figured it best to let people know in case it wasnt a known issue

bright hatch
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{ "biome.ars_elemental.vexing_caves": "Vexing Caves" }

Adding this to assets/ars_elemental/lang/en_us.json will prevent the biome's name from showing up weird on minimaps, nature's compass, etc.

opaque vine
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yea I think adding those to several damage tag glyphs (under scaling I believe?) will also help not getting weird death messages

ashen wind
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which death msgs

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if nobody say anything they ain't getting fixed

bright hatch
opaque vine
# ashen wind which death msgs

not entirely certain where the issue lies
(your code requres a mapping from a site that gives me an error [which is sad bc I really wanted to learn from the greatest ars addon])
however killing someone with spike will always display the death message "death.attack.stalactite.item" (or some other form of that order)

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phantom grasp is simular. displaying death.attack.magic.item

ashen wind
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ah, the vanilla damage types

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makes more sense

opaque vine
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yea
poison spores do work

dawn forum
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Life Link does not split the damage when I'm linked to an amethyst golem? But the healing still works

ebon bramble
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i'm poking around JEI and confused about something. I'm seeing recipes for various Elemental sets of armor like Winterguard and Nereid when I look for recipe uses of mark of mastery, but when I search for them directly in JEI they don't show up. Why is that?

opaque vine
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those are upcoming elemental armor sets they arent in game yet but the files are there

ebon bramble
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Ahh ok thank you. Sneak preview then, they're looking cool

ebon bramble
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I just learned of a spell mirror, but can find zero references to it on the discord. I understand what it does, but what I don't understand is... what is the use-case? My imagination is, thus far, unable to think of a reason to use one

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Oh, i just realized i typoed "spell mirror" in my search like 3 times in a row and that's why there were no references. nevermind!

ebon bramble
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ugh sorry, but my question persists. seems like the search results are talking about the enchanter's mirror, not spell mirrors

opaque vine
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oh spell mirrors i think reflect spell projectiles off an axis

ebon bramble
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Yeah, I get what they do, they reflect spells at an angle from incoming, I just can't imagine how to use them in an interesting way so I'm wodnering what others have found

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Right now I'm using them decoratively

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But more real of a question is... are there hidden benefits (benefits besides the set bonus in the tooltip) to the elemental armor sets? it appears that wearing 2 from a set gives an Amplify in that element, anything besides that?

opaque vine
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Yep also discounts

toxic surge
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hey! how can i defeat water rogue mage?

feral vine
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Perfect for a bathroom build!

opaque vine
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ooo

ashen wind
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Take for example that you need to shoot a projectile around a corner

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You can aim it diagonally and make it bounce on one or more mirrors

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Is it used for any meta build? No afaik

ebon bramble
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Do you have an example of a build that's used them?

ashen wind
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Can it be used for mini games that more for show, kinda

ebon bramble
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Just want to wrap my head around at least one usecase lol

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Ohh minigames

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I forgot about minigames

ashen wind
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The whole spell prism thing is perfect for a maze-like

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Or something where you need stuff to connect in a certain way

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Like leading the beam of a redstone spell turret across, to reach a door

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The facing up mirror kinda work also to keep Arc bouncing without losing too much momentum

ebon bramble
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yeah that's awesome. My players are voting on what event to do next right now and it's looking like minigames is gonna be it, so this is perfect timing

ashen wind
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Most of the prism lenses kinda fit into that niche too

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Being able to aim the prism instead of break and replace, making the projectile suddenly arc down, adding more bounces, etc.

feral vine
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Not used the lenses, but I have a perm'd prism setup that routes fluids around my base on the Ars Test server. And the mountain I took down used a single turret and an array of prisms, with voids to capture the spell before it could fly off and destroy random terrain.

tranquil lintel
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Hey, as a heads up the Boots for the NetherGaurd set aka Pyromance set wont craft. The helmet, chestplate, and legs all crafted great though

ebon bramble
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Do the Anima Bangles make your attacks occassionally cause wither? Something is causing wither and nothing I have on advertises that in the tooltip, but I think it might be my anima bangles

opaque vine
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correct! you get a ๐Ÿช

ebon bramble
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Followup: Why are there unlisted properties to the bangles?

opaque vine
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uuh bad documentatino

ashen wind
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"ars_elemental.page.anima_bangle": "This bangle will boost the damage of your Anima spells. You can feel a cycle of life and death in your arms, randomly healing or withering the enemies hit and giving you a small health boost.",

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Seems pretty clear

old hill
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I got a curious question. Sorry it's been asked before, but why no Modrinth for downloads? Did something happen?

ebon bramble
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Not trying to be a nuissance on this, just a little confused about why there's so much more the bangle does than is in the tooltip (heal/wither + boost anima spells)

ashen wind
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Because there's documentation, you can't fit everything in tooltips

stable sleet
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@ashen wind elemental has bosses now ? ๐Ÿ‘€

opaque vine
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where is this lol

stable sleet
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blood magic discord. they requested for compat between ToB and elemental

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but I am not sure if that is actually elemental

opaque vine
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that's literally him when he spreads misinformation

fickle robin
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or they asked chatGPT for info

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idk

lyric echo
ashen wind
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I think it's Ars Plus

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The hint is that Shadow

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I'll let Senate go ahead in terms of testing player response to bosses

quick helm
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also references the flight thread so it's probably just a translation thing

ashen wind
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People are struggling even against the water mages that FTB put in a stoneblock gateway

quick helm
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Not that I don't want to change things, just that bosses that aren't difficult are just pointless imo

stable sleet
quick helm
stable sleet
marsh arch
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Hey, do the other bangles besides the Anima one have effects not shown in the tooltip? Trying to look on the wiki, but the pages for the bangles just show an error. Curious in particular about the water bangle.

ashen cargo
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Addon content on the wiki needs to be loaded from github which we only get to do 50 times an hour, sadly...
Your local worn notebook/tattered tome should work a lot better.

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You can also open that with the book icon on the upper left of your spell creation view in the spellbook ๐Ÿ™‚

marsh arch
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Oh, the notebook completely skipped my mind. I'll have to look at it when I get in game. Thanks!

opaque vine
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wait

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i have a vid for that

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but its already over so nm

ebon bramble
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Is it possible to get flashjack tokens from shady wizard trades? I've gone through about 50 villagers trying to get it. Got Sirens about 7 times, so this is either extremely unlucky or flashjacks aren't available through shadies

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I know flashjacks aren't fully implemented, but since they're available I want em ๐Ÿ™‚

ebon bramble
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I think I found in the code where it's setting up the shady wiziard trades. If I'm reading it right (very possible I'm not!) then shady wizar level 4 trades are anything with the magic_shards tag, and flashjacks are not included

ashen wind
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The charm itself isn't crafted with the token at the moment anyway

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If the natural spawns in archwood forest don't roll in your favour, the ritual of summon animal should eventually make a few

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Then once tamed it's like the golem

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Dispel or kill to drop the charm

ebon bramble
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awesome, ty!

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The documentation entry was so vague, "link to a turret if you're curious". That made me pretty determined to see what they do for myself, it definitely piqued my curiosity

ashen wind
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Umh, maybe it's really too vague

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Also because I think it can only be linked to the elemental and the adjustable ones

ebon bramble
ebon bramble
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idk, the vagueness made me want to play with it so it worked on me

ashen wind
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I'd probably have to add "on the open at night" too

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Because unless you have zombies walking on your door you won't have targets for your linked turrets

ebon bramble
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I just double-checked and it says "in front of a horde"

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Flashjack is cool, my first thought is TD minigames

ashen wind
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the reason why it's tecnically wip is that the turrets will aim even if the projectile will likely fail to reach the mob

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i'd have to do like a raycast, but projectiles can behave in different ways

slow zealot
ebon bramble
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Oh right I just remembered... I meant to report that I accidentally was able to craft pyromaniac armor, despite it not appearing in JEI. Took me a few weeks to realize it wasn't pyromancer. Not sure how I managed it, just realized weeks after that it was pyromaniac and not pyromancer. Mabe the recipe is enabled and it's just hidden in JEI? But in case it is a bug I wanted to report it

ashen wind
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I think you're on an old version

ebon bramble
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Ah yes, I am. Lots of releases last month!

slow zealot
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Alright so would it be possible to get:
configs to reduce or remove the mana gain from elemental armor
Configs to remove/reduce chance of secondary effects on the bangles

frosty ether
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Has anyone else experienced weirdness with the slipstream elevator? It wasn't really letting me sink when I shifted down.

upper basin
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Who thought it was funny to have flashpine trigger lighting when eaten?

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And to actually do so inside ๐Ÿ˜ข

ashen wind
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Same who made the explosive fruit

upper basin
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Killed me inside my home and immediatly burned everything.

ashen wind
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which is way worse

opaque vine
upper basin
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I wouldn't mind if I died, but burning the ground at the same time is rough

bright hatch
feral vine
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ah, I remember my first Arcane Isle play through. Choice of starving or eating the funny red fruit. Solved the hunger problem.

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(and no, I wasn't at the point I had water to stand in, yet)

full agate
opaque vine
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Nono
It's the crucible on which starbies make their gold sacrifices

ashen wind
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Ah, damn

wary rose
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Hello everyone! I need some help :') Ars Elemental causes my mc to get stuck in a red screen and eventually i had no choice but to close the game. My current version is 1.21.1 NEOFORGE using BMC5 in ATLauncher + Ars Nouveau + Ars Additions! Thank you :')

Link: https://mclo.gs/5pb8YlG

ashen wind
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Which version of neoforge is it? The bus errors should be a thing of the past now

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I'd advise to use at least neoforge 200

wary rose
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if im reading it right, mclo says its NeoForge version: 21.1.176

ashen wind
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Upgrading neo should fix

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I'll probably have to declare it in the meta, few mods already declare needing 200 at the very least

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Some even require 210 or more

wary rose
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alrite lemme try!

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OH MYYY, GOING TO NEOFORGE 200 WORKED! Thank you so much! I've been trying for a few hours and got nowhere aaaaaaaaa

daring pebble
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been messing around in creative and the contingency glyphs are so cool

ashen wind
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Unsure why people don't get them at all

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Didn't seem complex to me, maybe it's how the desc is worded?

daring pebble
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is there one for damaging enemies?

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if so i could pre-cast a debuff spell

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to setup my nasty spells

frosty ether
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I get them, Iโ€™m just bad at spell crafting.

ashen wind
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Umh, did I forgot or include one for fire?

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You could technically use that no?

daring pebble
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ill take a look at it whenever my instance unfreezes

ashen wind
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Damage is restricted to the health percentage one because it's a bit less exploitable and for self stuff there's already the reactive enchant

daring pebble
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this reminded me as to why i should ban all subforms from aura (burst / linger & co)

ashen wind
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Did you already see trail

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Or the glyphs from Additions like retaliate

daring pebble
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i think it was on the old community server

vestal shale
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water spell school It feels weak, not even at level 3 glyphs have any plans to add new level 3 glyphs water spell school glyphs?

ashen wind
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If there was a good idea that is not just cold snap but stronger...

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I made spike hybrid also because of that lack of glyph

vestal shale
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How about the upgraded version of cold snap? Wrap your opponent thoroughly with ice cubes to prevent them from moving or using the items in their hands for a period of time. After that, you can break the ice cubes to cause even greater damage

timid spire
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Whatโ€™s the point of using any other full Netherite upgraded elemental armor set besides Battlemage? Each was balanced for gold to have more threads, while diamond and iron gave less but had more def.

By the time you get to Tier 4 Elemental Armor, it looks like it has the same amount of threads as every other one but 2 get spell debuffs and one gets a buff. I canโ€™t tell if Iโ€™m missing something here

ashen wind
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Technically, the thread rebalance is locked behind a config because it needs more playtest on balancing

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Sorcerer one gets a lot of elemental spellpower

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The set bonuses also have yet to be changed based on the armor type

timid spire
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Ah thank you I DID miss that

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I was really just wondering what the difference is

ashen wind
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to be exact on the current stat:
light armor have a +2 ESP per piece, with little ESR and negative ESR
medium armor have a +1 ESP per piece, with some ESR and little negative ESR
heavy armor have +0.5 ESP per piece, with positive ESR for two elements

Looking again at ESR values they seem all over the place, i must have messed up something while changing the formula

ashen wind
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Elemental Spell Power

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Spell Power, but just for that element

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tecnically that's the name of the one stat that works for all 4 elements, the right name would be School Spell Power

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They're attributes in Sauce

daring pebble
ashen wind
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should be flat

daring pebble
ashen wind
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while ESR is an exponential decay formula.

daring pebble
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i should add AE to my dev instance to see how it interacts with the leveling system im making

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can't have things be TOO strong

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maybe try to exclude them from the damage boosting?

ashen wind
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so something like -100 ESR is a 2x damage taken and +200 ESR is a 0.5x damage taken

ashen wind
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but apparently values are doubled in the current build so...yeah

ashen wind
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heavy armor has a fuckton of resistance and light armor is more glass cannon than it should

ashen wind
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In case you missed it, Sauce is the library shipped in my addons, has some of the common parts and some new attributes

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like, the base for the custom MobEffectInstances...or the core code of enthrall...or the liquid source

daring pebble
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is there a way to download it as a library instead of adding AE as a dep?

ashen wind
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via maven currently, it's Jar-in-Jar-ed

daring pebble
ashen wind
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you can copy over the snippet from elemental build.gradle i guess

ashen wind
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it's specifically for JiJ it but should be easily swappable to a simple implementation

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ah right, i simply added the snippet to the readme

daring pebble
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aight ty

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question since its jij will it cause issues if our two mods have different versions?

ashen wind
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check the registry for the attributes, it might be what catches your attention

daring pebble
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or will the two jars keep it separate

ashen wind
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it should load the latest, as long as the ranges specified allow it

daring pebble
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aight

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ill look around in it

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but i did want to make some sort of more specific class system that allows you to increase efficiency of some schools

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since rn AT's leveling system is really bare-bone

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maybe sub classes ?

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with custom glyph interractions?

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we'll see

ashen wind
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i think it should allow to avoid strong dependency from elemental like you had in the past?

ashen wind
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i don't even remember why exactly you had it

daring pebble
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i had AE as a dep in the past but i think i removed it at one point

daring pebble
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i think

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looking back at the .20 branch is painful

ashen wind
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interfaces like the ifocus or ischool are in the lib for example

ashen wind
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that one is tecnically a percentage increase of spell damage

daring pebble
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alex could i mayhaps add attributes to increase the damage of the school by a percentage after the spell power & school spell power have been applied?

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it'd be quite neat for my project as i have an idea

rough whale
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I love the new armor types in the latest AE! What are school spell powers used for so far? Just asking out of interest/inspiration but also for balancing things in Ars Zero

ashen wind
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It's a flat increase to glyphs of that school

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Still need to get around doing the models >.>

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I've managed to get a concept art closer to my draws and more in mc style but obviously it's not something usable, I've done the the 2d sprites cause otherwise it would be impossible to distinguish

vestal shale
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Can players allow creatures immune to suffocation damage to also be subject to suffocation damage when wearing water cores? Just like when wearing a fire core, can creatures immune to flames also be harmed by the flames

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@ashen wind

rough whale
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Does Earth Power increase your 'Break' power? I don't really see it in code in EffectBreak but it seems to be that I can use break without any Amplify and mine obsidian with it

fickle robin
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yeah, Break is an earth glyph and gets the benefit of the amp from the earth focus

ashen wind
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The Sauce stat?

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Nope

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It's damage

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The armors do increase amplification though and work on break

fickle robin
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oh, I thought it was the focus doing that amp

ashen wind
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If you want to add a perk for affinity, you should do a specific one that work in a similar manner

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Adding amplifier modifier if the effect is break

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There should be an event for that, something named modifiers

rough whale
ashen wind
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Elemental and Elemancy ones give amps to glyphs of their element

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Like 0.5 per piece

strong hedge
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Where can I find Sirens? Ive been looking through so many warm oceans but cant seem to find any

frosty ether
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They're unfortunately a bit rare. Shady wizards can sell their tokens though once leveled up.

strong hedge
frosty ether
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Shady wizards are just nice in general to have a bunch of.

ashen wind
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It's not like a cow or a starbuncle that spawn immediately and you will still find them if you unload the chunk

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Unless they're tamed, they despawn/respawn

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Also, if you're in an archwood forest they're usually found in the underground water zones too

strong hedge
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Like 10 mins

ashen wind
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Make sure to use the dowsing rod or magic sense since the sea is big

strong hedge
ashen wind
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Oh and obv the Lukewarm is not a warm ocean

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Pretty common mishap

strong hedge
shell cove
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Does the flash Jack have a familiar form?

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If not can I suggest it being a discount to self spells

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Along with being able to hang on to it as a paraglider

shell cove
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can you bring back the imbuement chamber recipe for mark of mastery?

latent sequoia
opaque vine
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Lmao

stark quiver
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is this for suggestions since if so then i think the homing form should be able to have the speed boost used on it aswell as aoe for larger tracking range

ashen cargo
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homing_projectile already works with accelerate though afaik?

ashen wind
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The acceleration might not be taken into account once the target is acquired

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The actual behavior of homing is defined in base Ars though

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The glyphs are still in the add-ons just because whatever was meant to "replace" the form to fire them is not yet implemented in the base mod

ebon bramble
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How do you get the slipstream elevator to give you levitation? I can't seem to figure it out, only slowfall when crouching.

ashen wind
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Keep in mind that levitation is probably considered a negative effect due to shulkers

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so if you have something that nullifies those, it's likely blocking it too

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if you're on it and it's consuming source then it's def trying to do something but can't

ebon bramble
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Hmm i didn't think I had anything to block status effects but ill double check, and i'll go try in a fresh creative world too

lavish coral
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Which is frustrating I guess

ebon bramble
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Ahh i see, thanks for figuring that out

vestal shale
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Will a production method be added to nullify

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Could the charm be further enhanced? Let the charm be able to forcibly modify the owner of the target creature

ashen cargo
vestal shale
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ic

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thx

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Could the charm be further enhanced? Let the charm be able to forcibly modify the owner of the target creature

tribal jasper
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I decided to try my hand at making textures for essence blocks and I wanted reference to school icons that appear in spellbook... I can't for the life of me find icon for the school of Anima though...
In basic ars they separated school icons into a separate folder, but I can't find such folder in Elementals, yet in-game I can see such texture existing...
Where is it located?

ashen wind
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moved to sauce, most likely

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it's included inside elemental so you see it in game

tribal jasper
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I looked through entire texture folder and can't find it... ;_;

ashen wind
tribal jasper
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Okay I found it... though it's a bit odd for me that this icon is specifically in the library and not alongside the rest of the Elemental textures

ashen wind
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well the school itself is actually in base ars nouveau

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stuff tied to it have been moved to the library so other devs can use it, but since it's not really official is not completely in the base mod

tribal jasper
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Hmm... so stuff related to Anima are partially in the base mod... just not necessarily marked as official/base magic school?

ashen wind
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the definition of the "necromancy" school is in the base mod as incidental leftover

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and the anima school was built on it so it can't be removed without breaking stuff

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but for others to use it without elemental, before sauce, it would have meant a very likely clash with elemental

tribal jasper
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Hmm... I see...

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welp that explains that then

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anyway... I'm beginning my work on the essence blocks... doubt they will be any good but hey! I can at least give it a shot! ๐Ÿ˜„

opaque vine
lavish coral
opaque vine
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not killed aurellia
stolen

lavish coral
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I don't see a difference. They are gone lol

opaque vine
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But dragons as well

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Anything that can have an owner

vestal shale
opaque vine
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checks out

vestal shale
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Is this why I want this feature

opaque vine
vestal shale
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They can also choose. What's the difference?

opaque vine
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its in how they will choose
some for good

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others for untold toxic trolling

vestal shale
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If someone chooses to be a thief, you can also snatch it back

rain hornet
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Life link in a nutshell:

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-# truly a quote for the ages

heavy sleet
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Noticing an issue with elemental 0.7.8.0

This started popping up after updating

ashen wind
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Ah, 'll check

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Unsure what could be the cause

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I didn't really touch that

heavy sleet
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wonder how broken it'd be to turn that on with infinite spells enabled >.>

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30 glyphs, plus that. rofl

ashen wind
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well not much more than the usual gatling

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just scale that up in terms of aoe or multiple harm->ifr instances

ashen wind
fickle kettle
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i'm guessing that since they're not fully implemented, there's no customization for flashjacks yet?

ashen wind
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customization?

fickle kettle
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like how you can dye wixies or starbies a different color

ashen wind
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currently only red for the flapjack

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didn't really find good color matches at the time

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but at least the original reference had to make it

fickle kettle
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...ah, i was thinking it had no colors because wololo doesn't seem to work on familiars

rough whale
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Ooo is there any pics/videos of the geysers somewhere? That sounds really cool

ashen wind
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in #1470454442498195669

#

very simple visual to be honest but they do what they're meant to

rough whale
#

Ahh the vertical one is nice!!

ashen wind
ashen wind
tribal jasper
#

A silly idea:
A form/propagator that turns remaining spell into a Bee summon. When that bee stings - it casts spell but also dies immediately.

#

You could have a matrioszka bee spell if you want ๐Ÿ˜›

full agate
#

terraria has 3 types of iframes: global (per enemy), static (per minion type), and local (per minion) but we're stuck with global for minecraft

ashen wind
#

With summon_focus the glyphs after the summon glyph are propagated on the spawned summon

heavy sleet
#

Oh wait lol, that was ars technica that updated, not this. Guess I'll die then ๐Ÿ˜„

ashen wind
#

Idk why

#

16 hours in review

heavy sleet
#

it's valentines day

#

dunno, no rush

heavy sleet
ashen wind
#

already talked with TGrunt

heavy sleet
#

rofl

ashen wind
#

seems the tag is only used by them so it shouldn't have weirder interaction than the bee shield

heavy sleet
#

yeah, should be pretty safe as it's in their namespace

ashen wind
#

it's a c tag

#

common

heavy sleet
#

oh, oops, misread

#

still

#

can't see it causing a huge issue elsewhere

ashen wind
#

the only other usage i found is in occultism

#

so it's fine

#

i have to update few entity tags anyway

heavy sleet
#

oh, wait yeah there's "#the_bumblezone:bees" and the common tag

#

or just straight into #the_bumblezone:hive_lifeline/takes_player_damage

ashen wind
heavy sleet
#

7.8.2, ya?

#

Seems the error is still present

ashen wind
#

Should at least be different...

heavy sleet
#

a bit, yeah [14Feb2026 13:07:42.172] [Render thread/ERROR] [KubeJS Server/]: Skipping recipe ars_elemental:glyph_nullify_defense, error parsing conditions: Unknown registry key in ResourceKey[minecraft:root / neoforge:condition_codecs]: ars_elemental:ae_config

ashen wind
#

I'll have to double check, I broke it when I tried to move it in source and then back in

#

Maybe the right key is actually sauce:ae_config now

heavy sleet
#

As an aside, water jet? very fun. love it

pale juniper
#

Ah, I'm not the only person experiencing kubejs complaining about the nullify glyph?

#

I shouldn't be too concerned about that error right?

ashen wind
heavy sleet
#

loading

#

looks good, no more error

#

โค๏ธ

#

Thanks!

pale juniper
#

ill try updating too lol

#

yeah, can confirm, no errors.

tribal jasper
#

I just thought of something funny...
Assuming Essence blocks make into the base mod and thus an Anima Essence blocks would be added for consistency...
Wouldn't it be funny if you could summon... A harder, Bedrock inspired Wither when using Anima Essence Blocks instead of Soulsand when building a Wither? :3

#

As a treat

ebon bramble
#

That'd be pretty cool

vestal shale
#

It seems that oxidize is not working properly?

#

I used it on creatures with armor, but the armor didn't seem to have decreased

ashen wind
#

Armor toughness

#

The initial version only reduces that, not armor points

ashen wind
#

Armor points are less valuable than what people might think when there's high damage involved

vestal shale
#

But I equip the villagers with netherite chestplates and then attack them with netherite swords, it makes no difference

ashen wind
#

Odd, maybe with the potion at level one the damage diff is too low

#

As I said in the announcement, it's likely gonna be adjusted based on playtest

ashen wind
#

ok yeah on paper it seemed better but as i nerfed the values before release i made it too weak

#

swapping to armor points

#

also noticing that the magefire armor partial bypass was not working

vestal shale
#

Has there been any consideration of enabling slime to be amplified? Increase the size of the summoned slime

ashen wind
#

Not via amplify

#

armor and focus already boost that, affect size and damage

vestal shale
#

ic

#

BUG report: The slime summoned when wearing fire focus has no eyes

ashen wind
#

yeah i did notice yesterday, the magma cube texture can't be used directly apparently

vestal shale
#

In addition, slime's logic for identifying enemies seems to have issues as well

#

There is another issue. When wearing necrotic foces, the strength of the slime summoned is not as strong as that when wearing summon focus. The latter grants slime level 3 power while the former only gives it level 2. As a more advanced focus, I feel this is abnormal

ashen wind
#

it's not a direct upgrade

#

makes sense to have a bit less strenght when there are secondary effect at play

vestal shale
#

ic

vestal shale
ashen wind
#

i was fixing fire immunity but i don't think the normal one "walk" on it?

#

aren't those only the striders

vestal shale
#

lol

#

Jump on

ashen wind
#

there's a small check that allow jumping

vestal shale
#

Have you considered making a separate variant of slime summoned through necrotic focus?

vestal shale
#

Is it a BUG that the Water focus cannot prevent the boss from healing itself after losing the target?

pale juniper
#

Does swapping to Armour Points instead of Toughness mean anything for users of Apotheosis? I believe Apoth changes the defense mechanics so that Toughness scales how effective armour bypassing is.

hazy zealot
#

what the best way to use geyser offensively

ashen wind
#

it's not a damage glyph, it can kinda be used for CC

opaque vine
#

best way?
trolling

ashen cargo
#

You have to tell people how to do the trolling, too.

opaque vine
#

thats the real troll

lone sundial
#

then grav maybe?

wide flint
#

Geyser can be applied to any surface, so i expect it would be handy for pushing things off of narrow paths. Lasting source of knockback that doesn't need to go up or directly away from you.

#

Any reason cavitate default amp scaling is so low? Even combining it with bubble (since elemental gear amps will apply to both) you only get +3 together.

#

I expected it to be stronger given that setting up bubble is more restrictive than ignite/poison/chilled, which can all be done with threads

ashen wind
#

Ah damn, I pasted from water jet as a base but forgot to increase the amp back.

#

The base damage was not that high since bubble should give a big damage boost unlike the dots that are just cheap damage on top

#

But amp being 1 was not intended

wide flint
#

Like cold snap would also work with water element gearing

vestal shale
#

Agreed. Compared to other spells, bubble is relatively weak. It can't even add the "wetting" effect to the target but can only add this effect to the surrounding targets

wide flint
#

I don't think bubble is weak, really. Adding a chunk of damage to any source is powerful mechanically. It can just be a little finicky and restrictive to apply, which makes cavitate a bit finicky for its current power level

heavy sleet
#

Back with another weird orientation issue ๐Ÿ˜„

I have this turret shooting up

#

But it's making a vertical wall, instead of the expected horizontal wall

#

hrm, actually that's happening with even a normal turret. maybe more generalized than Ars Elemental

ashen wind
#

Is it tied to missile?

heavy sleet
#

maybe, was just trying to rework things here to use projectile

#

yeah, projectile works fine. It is hitting the bottom of a block though

fickle robin
#

I've had troubles getting the manipulation turret to work in general

ashen wind
#

Recently?

fickle robin
#

yeah, on the test server

ashen wind
#

I had fixed a bug some time ago

#

It was taking a rotation thing wrong

fickle robin
#

couldn't make it shoot where I wanted

#

which was just in a cardinal direction

ashen wind
#

While testing for the flashjack it seemed kinda fine

fickle robin
#

I'd have to play with it again, but honestly I don't like it being the new adjustable turret. I just want it to face me when I place it lol

#

I ended up just removing them all from my machines

ashen wind
#

Wasn't that fixed as well?

fickle robin
#

oh, I remember the issue- it was pointing the spell in the wrong direction. I was trying to have it conjure terrain in a line, and it was trying to make the line go backwards. Replaced it with a normal turret

#

didn't need the manipulate turret at all for that really, but it got weird when I tried

#

but honestly it hasn't done what I want it to since some changes in 1.20 so I've mostly avoided using it

#

I ran into some issue trying to have it do a touch break pierce pierce pierce pierce pierce pickup spell on the test server and had to swap that out for a normal turret shooting projectile pierce pierce pierce pierce pierce break pickup

lone sundial
#

aleeeeeex

#

is there a way you could make it so when using the corresponding armor/ focus, rogue mages are friendly

#

i think thatd be really cool

ashen wind
#

It has always been like that

#

Focus only

lone sundial
#

oh

#

i made the armor assuming that was how it worked, but not the focus lol

#

f

ashen wind
#

The mages existed before the armor kinda

lone sundial
#

oh?

ashen wind
#

Iirc they were in few 1.18.1 alphas

#

They were too chaotic

lone sundial
#

i have to ask jarva next to make it so the atag armor counts as all types, master wizard should be revered

ashen wind
#

At the time the armor was still in arsenal

lone sundial
#

arsenal eludes me tbh

sterile flame
#

Was there any reason that Mages didn't get fully implemented? Asking for moddev purposes/caution when looking at them for an example. Afaik they can only be spawned via the Debug focus.

opaque vine
#

I believe alex had difficulties in the past getting them to implement spells well
though he might revisit it

full agate
#

its probably also going to be a problem where having them spawn randomly in the world and kill you would be unfun for new players

#

similar to wilden

#

which is why theyve been moved to dens only

sterile flame
#

I see. I'm looking at them for reference on how to get an entity to cast spells.

lone sundial
#

whu

#

im getting them spawning in elemental forests

ashen wind
#

Which were added like 2 years later

#

And are pretty rare from my testing

ashen wind
#

We can track down to three points:

  • Too strong for early game, having their focus make them friendly but still risk to be annoying. Their first release had a lot of them spawn and causing havoc. Main one I remember were air mages casting lightning against zombies.

  • Too dumb for late-end game bosses, it's a problem rooted in Minecraft. Pathfinding and strategizing in a dynamic 3d environment is not simple. If they get trapped somewhere they're harmless, they can't dodge like a player can leap, so they should remain somewhere mid-late game.

  • Lack of purpose, do they exists just for the sake of it? Rn yes, at most they showcase few spells against players and work as demo for the elemental weakness stats.

To solve these I wanted to give them a structure to be in, to defend. Maybe a drop that would be tied into progression

#

But I'm terrible with building and Ars has so little progression on its own that unsure where the extra step would place, aside maybe as replacement for the wilden tribute in mark of mastery creation.

lone sundial
#

Hmm

#

I mean, the only structure I can think of that could use that is the arcane library

ashen wind
#

That's in Additions and is already overrun by Wilden

lone sundial
#

Yeeeee ik, just thinking of possibilities

ashen wind
#

Plus, it's a ruined place and not thematic for a specific element

lone sundial
#

Its just, as it is currently it is free

#

Wilden are really weak and the loot from library is crazy

fickle kettle
#

ruined library overrun by wilden implies pristine library overrun by mages

stark condor
#

Pretty sure that's just called an SMP

ashen wind
#

Just saying, we're gonna need 4 dedicated big structures

#

Recycling the library won't do it

#

Also because the environment can be important to give a strategic edge to the mages vs a smart player

opaque vine
#

But what if
Actual supermassive mage tower

ashen wind
#

Do it and we'll see

#

I build boxes

opaque vine
#

Bet

lone sundial
#

floating somewhere in the void, massive tower torn from reality

#

there could be a crater-esque structure that spawns with a compass leading there

opaque vine
#

Though these are for the mage enemies

lone sundial
#

like, crater in overworld, gives a compass to find beeg tower in the end

opaque vine
#

Perhaps
Though it also depends for what purpose mages will have

lone sundial
#

i dont understand what you mean by purpose

#

they evil

#

maybe corrupted by void

opaque vine
#

Yea but what will they give when killed
What reason do they have for existance?

lone sundial
#

i mean they dont need loot per se

#

if the reward is in the tower loot itself

#

thats what we have to figure out first

opaque vine
#

Tru that

ashen wind
#

I'd like the structures to be exclusive of the elemental forests

opaque vine
#

Y'know what would be cool?
A series of buffing totems powered by different essences
And some of their key components are in these towers

quick helm
lone sundial
#

Huh

#

Do I have to attack again

vestal shale
#

alex, do you have any plans to release more content related to Sculk? For example, generating Sculk through rituals

lone sundial
#

Tie it to anima things

quick helm
lone sundial
#

WHU

#

WHAT IS THAY

ashen wind
#

If you want strong enemy mages, Senate's Ars Plus have them

#

Literally bosses

#

Will have to try face them before I go back on mine

#

Power level is different obv

quick helm
# lone sundial WHAT IS THAY

Structure for the final boss in Ars Plus. I just bring it up since itโ€™s pretty much what youโ€™re talking about.

lone sundial
#

Is... it in 121.1

quick helm
#

Nah, Iโ€™ve been too busy irl to update. After April I should be able to get back into it though

lone sundial
#

I want that blueprint so bad

outer crescent
#

hey quick question uhhhhhh does necromancy focus not reduce nullify defense even tho it says its school is anima

and also what does the bangles not using sauce attributes actually do (Im still very much new to all this stuff)

opaque vine
#

nullify defense is special

outer crescent
#

Kinda figured

ashen wind
#

ND is not damage

#

There's nothing to reduce

#

The bangle thing is technicality, means that now the tooltip will show +2 [school] spell power

outer crescent
#

Ahhh ty

#

Also a balance questionโ€”Im not gonna pretend like I know what Im talking about with this, but

The anima bangleโ€”the heal/wither part

What are your thoughts on making it so that it only applies wither to live mobs and only applies heal to undead?

cause rn it feels like a nerf in pvp cause of the randomness

Again, idk how easy that would be or if its actually a dumbass idea I just wanted to run that by another person ๐Ÿ˜ญ

ashen wind
#

It's 50% chance to heal just 1 damage to both, the only use case where it's gonna really matter is if you're already dealing too little or you are using a rage glove abuse spell

vestal shale
#

alex, what are the update plans for Elemental in the future? Will there be any major updates to Anima?

ashen wind
#

nothing in the plans for anima at the moment, it was moved to the library mod also because Jarva wanted to expand on it with subschools

#

right now the only thing similar to a roadmap for elemental is the road to 1.0 that is basically having the mages, their structures and the armor restyle fully deployed and working

vestal shale
#

Understood

outer crescent
lone sundial
#

is rust from elemental, cant remember

#

cause i was using it just now and the rust effect doesnt scale with augment sadly

lone sundial
#

idea, beeg archwood tree that combines the different colours, has whirlisprigs spawn next to it n stuff

#

has all the fruits, could be hollow or something

#

rare one

ashen wind
#

Meh, spin that to ArchwoodGood

#

They want to add more trees so it would be cleaner to keep that into that one addon

lone sundial
#

never heard of em

ashen wind
#

It's simply another thread in addonchat

lone sundial
#

yea i assumed i just meant i never saw that addon mentionned

ashen wind
#

Still unreleased

lone sundial
#

ah. i see

outer crescent
#

this feels like a dumb question but is there a spot in the config where I would be able to look at some of the raw numbers of the glyphs and armors in this mod

#

for instance, how much a level of rust would reduce

or how much damage a point of spell power would buff a given spell by

ashen wind
#

Spell power is just a flat increase

#

Rust is -15% armor points per level

#

Base value of the glyphs are in their own configs

outer crescent
lone sundial
#

rust didnt show me a level

ashen wind
#

It's a potion effect

lone sundial
#

just that enemy had rust

livid flint
#

Im trying to craft the Nereids armor set, but I keep ending up with the aquamancer set?

#

nevermind... im dumb

shell cove
#

is there any way whatsoever

#

to apply sliding onto boats

opaque vine
#

I can hear the free bird from here

ashen wind
#

nope, i need a marker on the entity to be able to edit its friction

#

and the potion effects are only supported by living entities

opaque vine
#

We need to be able to ride animate_block s

shell cove
#

hmm

#

wait that'd be hilarious

#

just make an ice block and make it have ice boat mechanics

#

then that summon block thing would be even more useful than as a blood sacrifice spell

#

literally the best source of evilcraft blood i can find in a short notice lol

rough whale
#

What was the healing announcement about?

ashen wind
#

a 1.5x on the healing received for everyone

#

instead of being applied only to those wearing earth focus

#

there was an OR that somehow slipped ther

shell cove
#

i see

vestal shale
#

It seems that water foces cannot correctly prevent the enemy from restoring health points. For example, when the boss loses the target, it still restores health points

ashen wind
#

Is the Frozen status applied?

vestal shale
#

yes

ashen wind
#

Also doesn't work on mobs like the chimera that don't use the heal event

vestal shale
#

This boss is still restoring its health points

ashen wind
#

Well I can't really tell if Frozen gets applied or not

vestal shale
#

is this a BUG๏ผŸ

ashen wind
#

If the mob is immune to potion effects no

vestal shale
#

This creature did indeed have an effect

ashen wind
#

But not Frozen

#

Could be because it's into lava so the frozen effect can't trigger

#

Try putting a freeze before beam?

#

It's constantly applied that way, no?

vestal shale
#

I tried to freeze it even without lava. I think alex might need to give it a try himself

#

I can't succeed ๐Ÿ˜ญ anyway

ashen wind
#

Never tried to fight EC mobs afterall

vestal shale
#

It seems that the ability of water focus to prevent life recovery needs to be implemented in a different way? Prohibit all treatments on the code

ashen wind
vestal shale
#

๐Ÿ˜ฎโ€๐Ÿ’จ that is to say we can't freeze these bosses

ashen wind
#

it's the damn fire boss

#

i wouldn't argue that's not a legit immunity

vestal shale
#

I hate these bosses with abnormal immune states

ashen wind
#

you should be still be able to hex and life link it to reduce its constant healing

vestal shale
#

Can the effective conditions of water foce be modified? It is hoped that the health restoration of these bosses can be prohibited

ashen wind
#

No, it's an explicit check on if the entity can be frozen because other devs must have the option to say "this one is immune to this kind of effects"

vestal shale
#

ic

vestal shale
#

alex, are there any update plans for ars elemental recently?

feral vine
#

You summoned that asteroid, didn't you?

frosty ether
#

Would it be possible to add a deepslate randomization tag, even if itโ€™s empty?

opaque vine
#

Oh hey cauterize is actually a cool idea
Reverse mna rend

strong elm
#

i wish the elemental focuses had more interesting effects

opaque vine
#

how so?

vestal shale
#

It seems that cauterize's conditions are too strict. If the player has Fire Resistance, it won't take effect either

ashen wind
#

well yeah, you can't cauterize a wound with fire if you're completely fire immune

vestal shale
#

Personally, I don 't think this shouldn't even come into effect conditionally. It should be an upgraded version of dispel, after all, this is a level 3 magic

ashen wind
#

as if people aren't gonna abuse it for turtle master

vestal shale
#

At least, I personally suggest making some modifications

opaque vine
#

also irons fireward ring
and the thread of immolation hypothetically

ashen wind
#

immolation doesn't negate fire damage

#

it simply boosts damage if you cast while on fire

opaque vine
#

depends on how the dmg is applied i suppose

#

what if, instead of fire dmg you make it hell/magefire dmg (magic)? looking at the glyph from a modpack viewpoint there are just to many ways to be fire immune

ashen wind
#

against simple fire resistance, the fire focus would do the conversion

opaque vine
#

Even against yourself?

ashen wind
#

Ah sorry it was mage fire that does that conversion

#

Fire focus work on the fire immunity of the mob, I kinda expect some mods to just cancel the damage though

#

What I was thinking was hellfire, it should do the swap for fire resistance

#

What I was thinking was hellfire, it should do the swap for fire resistance

opaque vine
#

same actually

lone sundial
#

I think it would be cool to have a glyph that negates dodging, be it endermen or shulkers teleporting and such or players having dodge chance

#

I think itd be a neat lil thing

ebon bramble
#

That would be a cool glyph. I remember Iridiumbuncle was trying to think of interesting support glyphs for Ars Astrologique i think (or maybe it was Ingressum) a while back. Not exactly support, but maybe Iridium would be interested in making this?

The "support" version could also be interesting, status effect that makes you teleport at random (like chorus fruit) when a projectle approaches you, like endermen. Or when you run low on health, like shulkers.

This would be different from contingency glyphs + blink because 1) there's no contingency that resolves immediately before being struck by a projectile, and 2) blink doesn't accept randomize (though if it did accept randomize then contingency health + blink randomize could handle the shulker type situation)

strong elm
quick helm
strong elm
#

like the summoning one copies some of your spells on your minions

ashen wind
lone sundial
#

?

#

Against endermen dodging through teleport?

ashen wind
#

Enderference

#

Blocks the entity from teleporting

lone sundial
#

I thought that was moreso designed as making you non teleportable

#

Hmm

ashen wind
#

Infuse or splash potions can make others have it

#

Arrows won't work against them anyway

#

They have projectile immunity

lone sundial
#

Yeah idk, a whole potion to kill endermen is kinda much

lone sundial
#

Also does enderference work on tp commands?

ashen wind
#

No that would block admins

lone sundial
#

Darnnnnnn

#

I was hoping the /home commands from ftb mods would be blocked by that

lone sundial
#

Hard to get working reliably

#

Still a potential thing tho

strong elm
stuck dust
#

Is the overflow healing on the heavy sets supposed to be working? Doesnt seem to be working in my dev environment when i was getting all the Elemancy stuff caught up.

ashen wind
#

How are you trying to trigger it?

stuck dust
#

I think the issue is that it wasnt pulling the latest version from the maven though intellij. I just made a curseforge profile and it's working

#

was wearing wealdguard and standing on a cactus ๐Ÿ˜›

#

okay, it seems to be inconsistent. Standing on cactus with full mana in wealdguard SLOWS the damage as intended, but it's not healing even though mana is full

ashen wind
#

It heals before damage

#

And standing on a cactus deals so little that it's probably being rounded down too much

#

It's a bit more evident with the nether guard standing on lava

ashen wind
stuck dust
#

Okay, that got it working. Now to figure out why it isnt working on the Elemancy stuff...

ashen wind
#

You're overriding the getTier, no?

#

The check for the armor count should be "if it fills the damage absorption map, check the tier string and update the corresponding counter"

lone sundial
#

Nerds

stuck dust
strong elm
ashen wind
#

Summoning and Manipulation doesn't have direct damage glyphs so with those the base mod had to be more creative

fickle robin
#

oh finally reporting the behavior for the manipulation turrets, they target the opposite direction to normal turrets with block spells. Such that touch break pierce will break the turret

ashen wind
#

you're on latest this time?

fickle robin
#

this was the last time I was on the server

#

did you fix a bug like this recently?

#

I can hop on and check again

ashen wind
#

i did fix a little thing before releasing the last batch of glyphs

#

i'll boot to test that exact spell

fickle robin
#

yeah, that spell breaks the turret on the test server's current build

ashen wind
#

let's see if the debugger helps finding out

#

if the adjustable turret work and elemental don't then there must be a way to fix

ashen wind
#

so i can say @vestal heart 's fault

#

seems that the direction passed needs to be inverted?

fickle robin
#

yeah, that's what I've been doing with reverse_direction

#

but that behavior is opposite to normal turret behavior

indigo oracle
#

soooooo why cant we dye t4 armor?

quick helm
indigo oracle
#

eesh so i just have to deal with being green i guess.

#

#uninstall

stuck dust
#

All the t4 and higher armors are set textures and cannot be dyed

slow crystal
#

some Flashjack feedback:

  • flashjacks attacking mobs, with what appears to be an attack related to the turret they're guarding: cool AF
  • homing projectiles hate Flashjacks. my latest playtest was 9 elemental turrets, with homing projectile spells. 9 flashjacks became 3 after a few seconds.
  • aside: homing projectiles also hate Ars Artillery turrets.

i'm not 100% on this, but i kinda wish the Flashjacks were able to stay behind the turret they're guarding. Flashjacks jumping out 10 blocks in front of the turret, in its line of fire, while also being able to be hurt by the turrets, is disappointing. maybe if we could revive them like the Flare Cannon.

ashen wind
#

Ah, I must have made them projectile proof during testing

#

Cause that was happening at the start

slow crystal
#

right on. IDK what the side-effects would be, but the player in me wants those Flashjacks to be immune to projectiles from my turrets.

#

aesthetically: I love lightning parrots. They're conceptually awesome. IOW: thank you. โค๏ธโ€๐Ÿ”ฅ

ashen wind
#

The two concepts were actually a cardinal or an hawk

#

But with that size and the blocky aesthetics I can understand it ended up looking like a parrot

slow crystal
slow crystal
ashen wind
#

Intended to be a tribute to this pal

#

But can't make something so smol

#

There are a red and a blue color variant for it

slow crystal
#

ooh i haven't dyed them yet. gonna do that today.

shell cove
#

i gotta ask, can the multihit functionality of water jet be used elsewhere>

#

like say, for a lead glyph?

#

wait i keep forgetting is 1.21 the one with the good lead mechanics?

ashen wind
#

WJ can only work like that because it's a single entity coordinating all the logic, so if you meant for example homing projectile targeting no

#

Unsure what you mean for the lead

shell cove
#

so you hit the spell on a mob, that mob becomes the headd of the lead chain and anything else hit by the water jet is tethered to them

ashen wind
#

Attaching mobs to each other is a newer feature than 1.21.1

shell cove
#

ah

#

yea mb

#

backporting upddates got me lost

ashen wind
#

If you meant the piercing part of WJ then depends on the case

shell cove
#

perhaps ill bother you when mc finnally makes a big upddate

ashen wind
#

I can't exactly remember how it behaves with multiple mobs in line

#

I think I just draw a line between two points and hit all

shell cove
#

i just remember the random augment specifically targetting dif mobs

feral vine
#

So a single cast of this one spell did this:

#

It also made a royal mess of grass and flowers, but yikes that was a lot of points.

opaque vine
#

That's #1399054187958112348 my guy

full agate
#

it seems like elementals turrets facing up and using touch use down as their hit direction?

#

touchconjure terrainaoepierce makes some dirt at turret level

#

7 in total because one tries to be placed in the turret

ashen wind
#

Ars bug

#

Fixed in server build

full agate
#

was it PR'ed?

#

ah i see it

#

lgtm but im not bailey

burnt fox
#

for mana bubble how much incoming dmg is reduced and can i make the number higher with amplify?

heavy sleet
#

Looks like Conjure Terrain has a little issue in 0.7.9 beta

Touch > CT > Amp > Smelt should give stone. But it currently gives Cobblestone instead

Touch > CT > Amp x2 > Smelt does still give Deepslate as expected.

Working as expected in 0.7.8.6 as well.

ashen wind
#

Fixed in the 0.7.9.1

#

It was only setting stones while randomized

burnt fox
delicate pine
#

nvm, found the class in ars

#

and yes that is how it is from what im seeing

ashen wind
#

The depositors and collectors have asymmetric transfer rates, yeah

delicate pine
#

yeah makes sense

full agate
#

does the chaining lens just duplicate the spell? thats what it looked like in the code but that doesnt seem very chain-y

#

i looked into it because i noticed it was elemental instead of neg

ashen wind
#

Chains the spells together

#

Made to dynamically attach glyphs to turret spells

#

Specifically requested for Conjure terrain

full agate
#

ahh gotcha

#

could i chain augments? like projectilepiercex9 + piercex6cutpickup

ashen wind
#

Probably, for pierce you would just use the proper lens tho

#

And reminder that it respects the max spell length limits

full agate
#

ah

patent mango
#

how does the trinket pouch work?

feral vine
#

It's a bundle that you can put in a curio slot.

#

Also has a hotkey you can use to open it.

#

Basically, the pouches are an Ars backpack.

opaque vine
#

it spessifically stores curios

feral vine
#

I think it also stores charms, tokens, parchments and warp scrolls, too? Or has that always just been a modpack config I've been used to?

ashen wind
#

before 1.21, the two bags are limited to categories of items

#

in 1.21, they're just backpack and upgraded backpack

opaque vine
#

ah ic

feral vine
#

I think it is interesting that in 1.21, you cannot put a bundle into the Trinket Pouch or Spellbaster Bag unless you dye or rename it.

#

I use bundles of ritual tablets, spell scrolls from Not Enough Glyphs and patreon tomes to organize my pouch.

#

But I think it might be a missing bag-in-a-bag filter.

outer crescent
#

question about cauterize, is there some sort of bug that makes it kill you instantly from any hp?

#

I used it on myself when I had these effects and it one shot me

#

this is the spell I used

outer crescent
#

Also, if I have mana shield active and I use cauterize, it does like a bajillion damage to me but doesn't kill

#

scratch that, it just kills me instantly

#

actually, cauterize kills everything instantly

full agate
#

code seems normal to me

#

could be a mod interaction maybe

sterile flame
#

Technical question for Alex (or others who may know): I've been looking around Elemental's repo trying to find where and how the Elemental armors handle their damage absorption mechanics (ex: Heavy armor gives overhealth after absorbing damage into mana, Water set refills oxygen when about to drown). Could anyone point me in the right direction?

ashen wind
#

it's in the Sauce Code

#

pun intended i guess?

#

the only issue with using it right away for non-vanilla schools is that i don't have an hook to add the additional reduction for a set that is not hardcoded

#

otherwise, if one were to set the damage absorptions of that school and implement the armor interface on their armor class it would likely pickup the set bonus

outer crescent
full agate
#

no idea tbh

#

if you have a mod list maybe someone will recognize something

ashen wind
#

i'm pretty sure i tested it standalone and it wasn't acting weird

#

tested without the air armor?

#

i can't remember the roshambo at the moment

outer crescent
#

it just does a lot of damage

#

does the damage scale heavily off of spell power or something?

maybe im just a glasscannon

ashen wind
#

nah, usual base damage + spell power

#

uh, let me double check if it's applying power twice

outer crescent
ashen wind
#

do you have some weird curios?

outer crescent
#

my illiteracy is showing
wdym curios

ashen wind
#

the accessories or whatever you wanna call them

#

the slots for rings, foci etc.

outer crescent
#

i mean

#

two air bangles

#

I took them off, still instant death

ashen wind
#

i guess those three are just charms

outer crescent
#

oh yeah thats warden protection, enderman aggro and piglin aggro

ashen wind
#

the only weirdness was that there was a duplicate add for the damage spellstat, but nothing on you would provide any at all for cauterize

#

so i'm clueless on why it would deal so much

outer crescent
#

so its probably a weird mod interaction then?

ashen wind
#

a pretty weird one, it's just the same damage source as flare

#

i doubt your config for cauterize base damage randomly have high values either

outer crescent
#

ignite flare also one shots me

#

so

ashen wind
#

uh

outer crescent
#

its not an instant kill its just a fuckload of damage

ashen wind
#

what the heck

#

jumps from 3 to 33

outer crescent
#

huh

#

(was that a statement-question or just a question ๐Ÿ˜ญ)

full agate
#

just a statement i think

#

debugger time lol

ashen wind
#

i hope the crit stat reweighting didn't screw up everything

outer crescent
#

uh oh

ashen wind
#

urgh, the base value of the attributes didn't update on its own

outer crescent
#

I don't know what that means but it doesns't sound good

ashen wind
#

guaranteed crit with a +10x

outer crescent
ashen wind
#

Already uploaded the fix anyway

outer crescent
#

Ur literally goated

#

Tysm ๐Ÿ˜ญ I really like the concept of cauterize, especially because it fits perfectly with how I have my โ€œbuildโ€ set up

(Heal reactive armor with cleanse, and a spell staff move that strikes me with low damage lightning and gives me a shield)

(Cleanse would remove the shield though, so cauterize was baller cause it doesnโ€™t remove positive things )

Plus my friend runs a poison build sooo

outer crescent
outer crescent
#

so uh

#

whenever I wear air armor (which removes earth resistance) it floods the server with this error message until I crash the server upon joining

#

what can I do about this

#

ig there's also this one that has trinkets

#

but whenever anyone wears an elemental armor that removes resistance, this happens

opaque vine
#

you should try to post the server crash log on MClogs
itll make it alot easyer to figureout the isse

outer crescent
#

aight here:

#

oh fuck wait a minute

#

the crash reports don't exist because we just rolled back the server

#

god damn it

opaque vine
#

they should still show up in the logs no?

#

or the folder

outer crescent
#

server is not hosted on their computer so we don't have the file

#

im gonna force crash the server in the same way to get some new logs ๐Ÿ˜‚

opaque vine
#

valid

#

tell them that you are doing that though

outer crescent
#

im in a vc with them rn lol

opaque vine
#

ah ic

outer crescent
#

nvm they're goated and got the crash log

#

@glass egret

glass egret
#

Here you are

outer crescent
#

yippee

opaque vine
#

back up a min

whole arrowBOT
#

@glass egret

:notepad_spiral: Log Sharing

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

Where can I find my logs?

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

How about crash reports?

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

Noticed a problem?

Please raise an issue with @lyric echo

outer crescent
#

ah

glass egret
#

Ah huh
It might not be the armor? Could be another mob causing the issue

outer crescent
#

so it turns out
it was a fucking WEEDLE from COBBLEMON

#

and the ticking errors on the armor were just uh... "normal" ticking errors...

opaque vine
#

lol

outer crescent
glass egret
outer crescent
#

so uh new fun thing

turns out if you have cauterize on reactive armor and take ANY fire damage, your game crashes

ashen wind
#

I can maybe try to look if vanilla throws that error under some conditions or it's another mod that for some reason interact

#

Oh It's prefixed by trinkets so I guess that's the mapper of attributes for the item that multiplies them by a lot

#

If it's a runtime check and they forgot to remove it outside dev debugging then it makes sense

ashen wind
#

I'm surprised you simply didn't die

#

But if it's specific to a type of damage, it might be tied to the armor? As usual if it's a crash it needs the log, main suspect would be infinite recursion until either mana or health are exhausted

outer crescent
#

I dont have the log tho but if I crash again ill see what I can do

#

Thereโ€™s also an issue where if I cast dampened lightning it dies but again
I dont have the log

old hill
#

Thought Id mention, Im working on some textures for items/blocks for the Ars Delight Addon for Archwood Good and Ars Elemental. If you guys wanna take a look at what Ive made so far, I can send the ZIP file. So textures could be tweaked if you want.

outer crescent
#

why is envenom so strong ๐Ÿ’€

outer crescent
#

it does the damage "tick" but doesn't clear statuses

#

wait no
its that it doesn't clear status effects when you're poisoned I think

feral vine
#

Bringing a Flarecannon Charm along on a raid of a pillager outpost is surprisingly effective

outer crescent
#

ok weird question but
is there anything that makes it so that lightning just. doesn't even connect with someone's hitbox

Because when im hitting my one friend with amped lightning he doesn't take a single tick of damage

not like "it hit him but dealt 0 damage" he's not being hit by it at all, like hes in creative mode or something

#

im using this

#

(regular lightning has the same effect)

tribal jasper
#

I just realized Flashjack, Mermaid and Flarecannon don't have a spawn egg like other mobs from Ars...
Of course there are charms and bound scripts for them, but the spawn eggs are missing.

#

also if there are any other Elemental mobs I'm missing... they don't have their spawn eggs either.

#

The reason why I just realized that was because I found a really cool resource pack that applies spawn egg textures from future version to older versions of game and they even decided to make compatibility for a lot of modded spawn eggs too! ๐Ÿ˜„
https://www.curseforge.com/minecraft/texture-packs/modded-omelet

CurseForge

Modded Omelet is a resource pack made to not only backport the new spawn egg textures of 1.21.5 to older versions, but also adapt the spawn eggs of mods to match this new style.
6.0M Downloads | Resource Packs

#

When I put this resource pack in my modpack... almost ALL of the spawn eggs had the new coat of paint ๐Ÿ˜„

#

and the only missing ones are from Wetland Whimsy... and not even all of them as Crane got it's Egg makeover, so others might get it later down the line

#

anyway - that's how I found out Elemental doesn't have spawn eggs for their mobs

feral vine
#

That mod is on Ars Expeditions. None of the Ars followers have spawn eggs as they are not normal wild creatures. I can find the Ice & Fire siren egg, Grimoire of Gaia 4 siren spawn egg but nothing for an Ars Elemental Siren.

#

And same for starbuncles. Only the Ars Fauna ones, which are real wild creatures, have spawn eggs.

#

Like the Giant Carnivous Starbuncle from Ars Fauna

stuck dust
#

I use a different egg mod in Expeditions, but base Ars mods absolutely have eggs. Siren is not base mod though.

opaque vine
#

waveclaw notes that

ashen wind
#

I didn't feel the need for the eggs

stuck dust
#

You can even see the standard buncle egg there on the other side of his screenshot

opaque vine
#

"followers"
so ether the charm varients or fammiliars

feral vine
opaque vine
#

As golems dont have a natrual form

feral vine
#

Oddly, they do have wild spawns in Ars Expeditions.

#

As part of a structure.

#

Looks like, AdorableEggs is the one in Expeditions if I'm right?

opaque vine
#

structures spawn them in then?

feral vine
#

There is an Amethyst golem 'home' in Expeditions. I found this hunting for stuff.

stuck dust
#

We might want to move discussion out of the addon channel for Elemental.

outer crescent
#

heya gang, when I use mana shield amp3 amp3 amp it gives me mana shield 10

when my friend uses the same exact spell, it only gives him regular mana shield

any idea why thats happening

Things we've ruled out:

-Ars trinkets buffs
-Spell power thread
-Ars affinity points

opaque vine
outer crescent
tribal jasper
#

It would be cool if you could use Geysers in Sable physics objects as thrusters or elevators.

#

Unfortunately you can't set them to stay in sub-levels through a tag and make it work - I tried and it spawns on ship, but doesn't stay on it.

feral vine
#

So in the latest 1.24 Ars Expeditions modpack, when I put on any piece of earth armor from Ars Elemental the logs become spammed with [Server thread/WARN] [co.c4.ar.ArsTrinkets/]: attribute ars_nouveau:sauce.perk.fire_resistance is negative and shouldn't be increased. Other fire resistance modifying curios and armors do not cause this issue.

#

Could this be the -X fire spell resist % triggering a bug in trinkets?

ashen wind
#

It's a logging thing they forgot to disable iirc

#

There's an item in trinkets that will multiply the values of all attributes on the player

#

But without checks, it would lead to weird behaviors. So they added that logging to see for example which attributes might go negative, I think

feral vine
#

well, it costs about half my TPS in my world. So I've had to switch from Ars armor to another mod's armor to stop the logging.

#

I also scored a 1.7 Gb logfile overnight with this. Compressed really well, though.

ashen wind
#

Blame @sterile grotto

#

I'd imagine it's smth like one line/tick

sterile grotto
#

oh yeah imma disable that

#

and push out a fix

#

๐Ÿ˜ญ

sterile grotto
#

@feral vine i published a beta build that should fix the log issue

#

check changelog since it is a dev build it has some stuff you might want to disable since they are experimental systems

feral vine
#

I have some major problems with Ars Expeditions that I'm working around now. If these changes stabilize the game I can try the beta build.