#Ars Elemental
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my new cauldron farm is cool too but it lacks efficiency
and my new tree farm concept is cool but needs more work
i mean, cauldron farm with neo is kinda trivial because you can use pipes
a starby with fluid transport could handle it without turrets
to this day, i still don't know the reference my mind used for the magenta siren
but it must be the same that sparkled jacinthe
note: her battle theme is electroswing and is a must-listen
Agreed, her theme is a banger
trying to work on it, chestplate still to attempt transposing from the concept
unlikely to be final in any case, but somehow helps the process of making the model
fair
i must have went through 5 iterations of an animated model before the current one which STILL is up to change
Interesting, Iโve always done models first
the concept arts are models, but take too much time to transpose to BB
and the cat's out of the box, so to avoid confusion in jei they shouldn't all use the medium sprite
better an ugly sprite that mistaking x for y
something went wrong with conditional recipes so they're tecnically in-game already even without the opt-in config
did you ever figure out if flashjacks spawn
I've been looking at the source code ('cuz I do that) for Sirens. Do multiples really not affect loot speed?
each has their own channel goal to give progress to the shrine, so they should
but there is a little fallback just in case they wander too far, where the shrine will get a progress on a timer too
yeah i saw one the other day
mountain peaks, base archwood forest and flashing forest are its biomes
small tweak to these, even if wip they remain
at least i have an image always at hand
now the hard part are the light because i'm not too sure how to handle them without strafing too far
How have i never seen one jeez
same spawn rate as buncles, i guess?
eidolon and hexerei ravens are rare too in my experience
idk why birds are harder to finds
Definitely not
for other biomes it has a spawn weight of 7, unlike the 5 of starbies
35 spawn rate in flash forests
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
it's an interesting mix of effects, too. Trying for a hybrid of existing elements.
oooh looks epic
Found an issue with making red sand with a manipulation infused turret: when using
:conjure_terrain:
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
{ "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.
yea I think adding those to several damage tag glyphs (under scaling I believe?) will also help not getting weird death messages
I'm not familiar with what mojo is talking about, if i come across it, ill come back and tell you though
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)
phantom grasp is simular. displaying death.attack.magic.item
yea
poison spores do work
Life Link does not split the damage when I'm linked to an amethyst golem? But the healing still works
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?
those are upcoming elemental armor sets they arent in game yet but the files are there
Ahh ok thank you. Sneak preview then, they're looking cool
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
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!
ugh sorry, but my question persists. seems like the search results are talking about the enchanter's mirror, not spell mirrors
oh spell mirrors i think reflect spell projectiles off an axis
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
Right now I'm using them decoratively
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?
Yep also discounts
hey! how can i defeat water rogue mage?
Perfect for a bathroom build!
ooo
People play too little with prisms, but it's also a very niche use.
Iirc they were made since the advanced spell prism can't be moved by pistons in any way. I could be dumb and breaks if pistoned? A possibility
Take for example that you need to shoot a projectile around a corner
You can aim it diagonally and make it bounce on one or more mirrors
Is it used for any meta build? No afaik
Do you have an example of a build that's used them?
Can it be used for mini games that more for show, kinda
Just want to wrap my head around at least one usecase lol
Ohh minigames
I forgot about minigames
The whole spell prism thing is perfect for a maze-like
Or something where you need stuff to connect in a certain way
Like leading the beam of a redstone spell turret across, to reach a door
The facing up mirror kinda work also to keep Arc bouncing without losing too much momentum
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
Most of the prism lenses kinda fit into that niche too
Being able to aim the prism instead of break and replace, making the projectile suddenly arc down, adding more bounces, etc.
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.
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
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
correct! you get a ๐ช
uuh bad documentatino
"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.",
Seems pretty clear
I got a curious question. Sorry it's been asked before, but why no Modrinth for downloads? Did something happen?
This is all the tooltip gives for me
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)
Because there's documentation, you can't fit everything in tooltips
@ashen wind elemental has bosses now ? ๐
where is this lol
blood magic discord. they requested for compat between ToB and elemental
but I am not sure if that is actually elemental
that's literally him when he spreads misinformation
that looks like a feature request, just worded badly
or they asked chatGPT for info
idk
Could be talking about Ars Plus bosses
I think it's Ars Plus
The hint is that Shadow
I'll let Senate go ahead in terms of testing player response to bosses
also references the flight thread so it's probably just a translation thing
People are struggling even against the water mages that FTB put in a stoneblock gateway
yeah, I'm ngl maybe it's just me but I want my mod to be difficult / challenging so I kinda like when I get that kind of feedback. It's expected and intended
Not that I don't want to change things, just that bosses that aren't difficult are just pointless imo
are these threads restricted to certain thread levels or armor type ?
iirc I made it a tier 5 thread. So Lightning, Hero Holy, Void, and I suppose one day ATAG are the only options for armor
ah I dont think I want to compete against that. atleast in the current state of mod. too much powercreep for my taste
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.
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.
You can also open that with the book icon on the upper left of your spell creation view in the spellbook ๐
Oh, the notebook completely skipped my mind. I'll have to look at it when I get in game. Thanks!
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
I know flashjacks aren't fully implemented, but since they're available I want em ๐
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
The charm itself isn't crafted with the token at the moment anyway
If the natural spawns in archwood forest don't roll in your favour, the ritual of summon animal should eventually make a few
Then once tamed it's like the golem
Dispel or kill to drop the charm
awesome, ty!
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
Umh, maybe it's really too vague
Also because I think it can only be linked to the elemental and the adjustable ones
Ohhh I tried with a regular turret so all I saw was glowing, figured it was very early WIP. Tried again just now with adjustable and it looks cool!
Maybe only slightly too vague, "link to an adjustable turret if you're curious" seems the perfect amount of vague
idk, the vagueness made me want to play with it so it worked on me
I'd probably have to add "on the open at night" too
Because unless you have zombies walking on your door you won't have targets for your linked turrets
I just double-checked and it says "in front of a horde"
Flashjack is cool, my first thought is TD minigames
the reason why it's tecnically wip is that the turrets will aim even if the projectile will likely fail to reach the mob
i'd have to do like a raycast, but projectiles can behave in different ways
hit it until it dies
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
I think you're on an old version
Ah yes, I am. Lots of releases last month!
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
Has anyone else experienced weirdness with the slipstream elevator? It wasn't really letting me sink when I shifted down.
Who thought it was funny to have flashpine trigger lighting when eaten?
And to actually do so inside ๐ข
Same who made the explosive fruit
Killed me inside my home and immediatly burned everything.
which is way worse
Well you really shouldnt be eating every fruit you come across
I wouldn't mind if I died, but burning the ground at the same time is rough
You read its description and ate it anyway?
ah, I remember my first Arcane Isle play through. Choice of starving or eating the funny red fruit. Solved the hunger problem.
(and no, I wasn't at the point I had water to stand in, yet)
Nono
It's the crucible on which starbies make their gold sacrifices
Ah, damn
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
Which version of neoforge is it? The bus errors should be a thing of the past now
I'd advise to use at least neoforge 200
if im reading it right, mclo says its NeoForge version: 21.1.176
Upgrading neo should fix
I'll probably have to declare it in the meta, few mods already declare needing 200 at the very least
Some even require 210 or more
alrite lemme try!
OH MYYY, GOING TO NEOFORGE 200 WORKED! Thank you so much! I've been trying for a few hours and got nowhere aaaaaaaaa
been messing around in creative and the contingency glyphs are so cool
Unsure why people don't get them at all
Didn't seem complex to me, maybe it's how the desc is worded?
it's so cool
is there one for damaging enemies?
if so i could pre-cast a debuff spell
to setup my nasty spells
I get them, Iโm just bad at spell crafting.
hmm true
ill take a look at it whenever my instance unfreezes
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
this reminded me as to why i should ban all subforms from aura (burst / linger & co)
yes i used it on .20 a while ago
i think it was on the old community server
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?
If there was a good idea that is not just cold snap but stronger...
I made spike hybrid also because of that lack of glyph
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
Whatโs 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 canโt tell if Iโm missing something here
Technically, the thread rebalance is locked behind a config because it needs more playtest on balancing
Sorcerer one gets a lot of elemental spellpower
The set bonuses also have yet to be changed based on the armor type
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
esp?
what's that?
Elemental Spell Power
Spell Power, but just for that element
tecnically that's the name of the one stat that works for all 4 elements, the right name would be School Spell Power
They're attributes in Sauce
hmm is it percent based or flat ?
should be flat
allr
while ESR is an exponential decay formula.
interesting
i should add AE to my dev instance to see how it interacts with the leveling system im making
can't have things be TOO strong
maybe try to exclude them from the damage boosting?
so something like -100 ESR is a 2x damage taken and +200 ESR is a 0.5x damage taken
ohh ic ic
that's good
but apparently values are doubled in the current build so...yeah
heavy armor has a fuckton of resistance and light armor is more glass cannon than it should
anything for more damage
In case you missed it, Sauce is the library shipped in my addons, has some of the common parts and some new attributes
like, the base for the custom MobEffectInstances...or the core code of enthrall...or the liquid source
interesting
is there a way to download it as a library instead of adding AE as a dep?
via maven currently, it's Jar-in-Jar-ed
ic ic
you can copy over the snippet from elemental build.gradle i guess
alright ty
it's specifically for JiJ it but should be easily swappable to a simple implementation
ah right, i simply added the snippet to the readme
aight ty
question since its jij will it cause issues if our two mods have different versions?
check the registry for the attributes, it might be what catches your attention
or will the two jars keep it separate
it should load the latest, as long as the ranges specified allow it
aight
ill look around in it
but i did want to make some sort of more specific class system that allows you to increase efficiency of some schools
since rn AT's leveling system is really bare-bone
maybe sub classes ?
with custom glyph interractions?
we'll see
i think it should allow to avoid strong dependency from elemental like you had in the past?
yes
i don't even remember why exactly you had it
i had AE as a dep in the past but i think i removed it at one point
it was for the items
i think
looking back at the .20 branch is painful
interfaces like the ifocus or ischool are in the lib for example
ah that's good
note, i think the spell crit system does need explict enable via the bool inside the main mod class
that one is tecnically a percentage increase of spell damage
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?
it'd be quite neat for my project as i have an idea
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
It's a flat increase to glyphs of that school
Still need to get around doing the models >.>
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
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
@ashen wind
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
yeah, Break is an earth glyph and gets the benefit of the amp from the earth focus
The Sauce stat?
Nope
It's damage
The armors do increase amplification though and work on break
oh, I thought it was the focus doing that amp
If you want to add a perk for affinity, you should do a specific one that work in a similar manner
Adding amplifier modifier if the effect is break
There should be an event for that, something named modifiers
What do you mean by that? Earth armors add amplification in general?
Where can I find Sirens? Ive been looking through so many warm oceans but cant seem to find any
They're unfortunately a bit rare. Shady wizards can sell their tokens though once leveled up.
Shady Wizards sound like the way to go
Shady wizards are just nice in general to have a bunch of.
Their spawn mechanic is more similar to fishes, so they might spawn after a bit or anyways their spawn pool can be rerolled
It's not like a cow or a starbuncle that spawn immediately and you will still find them if you unload the chunk
Unless they're tamed, they despawn/respawn
Also, if you're in an archwood forest they're usually found in the underground water zones too
Yeah to make sure I was going through the warm ocean with the boat, waiting for some time
Like 10 mins
Make sure to use the dowsing rod or magic sense since the sea is big
Yeahh will do that next
Yes I figured
Does the flash Jack have a familiar form?
If not can I suggest it being a discount to
spells
Along with being able to hang on to it as a paraglider
can you bring back the imbuement chamber recipe for mark of mastery?

Lmao
We have that
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
already works with
though afaik?
The acceleration might not be taken into account once the target is acquired
The actual behavior of homing is defined in base Ars though
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
How do you get the slipstream elevator to give you levitation? I can't seem to figure it out, only slowfall when crouching.
Keep in mind that levitation is probably considered a negative effect due to shulkers
so if you have something that nullifies those, it's likely blocking it too
if you're on it and it's consuming source then it's def trying to do something but can't
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
Yeah. The atm gear. I took off my gear and those levitate blocks worked
Which is frustrating I guess
Ahh i see, thanks for figuring that out
Will a production method be added to nullify
Could the charm be further enhanced? Let the charm be able to forcibly modify the owner of the target creature
As in, a recipe?
There is one if you enable it.
The glyph is just disabled by default as is it's default recipe.
Recipe toggle is in Ars Elemental common config (I think) and glyph enablement in the nullify config
ic
thx
Could the charm be further enhanced? Let the charm be able to forcibly modify the owner of the target creature
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?
I looked through entire texture folder and can't find it... ;_;
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
well the school itself is actually in base ars nouveau
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
Hmm... so stuff related to Anima are partially in the base mod... just not necessarily marked as official/base magic school?
the definition of the "necromancy" school is in the base mod as incidental leftover
and the anima school was built on it so it can't be removed without breaking stuff
but for others to use it without elemental, before sauce, it would have meant a very likely clash with elemental
Hmm... I see...
welp that explains that then
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! ๐
that could lead to toxic events
like imagine all of your dogs suddenly became mine overnight
or your iaf dragon
To be fair, the dogs could be slaughtered rather as easily as mind controlled, no?
not killed aurellia
stolen
I don't see a difference. They are gone lol
However, there is such a scene: the dragon eggs I painstakingly obtained were stolen by others, and the hatched dragon recognized the thief as its master. Moreover, the thief showed off in front of me. So this is the only way I can think of to take revenge
checks out
This seems like a weapon. I can choose not to use it, but I can't do without it. After all, I can't guarantee that there won't be any thieves around
Is this why I want this feature
you might be able to choose
but what about everyone else who uses this addon?
They can also choose. What's the difference?
If someone chooses to be a thief, you can also snatch it back
Noticing an issue with elemental 0.7.8.0
This started popping up after updating
wonder how broken it'd be to turn that on with infinite spells enabled >.>
30 glyphs, plus that. rofl
well not much more than the usual gatling
just scale that up in terms of aoe or multiple harm->ifr instances
ok found, that's a pretty old issue actually
i'm guessing that since they're not fully implemented, there's no customization for flashjacks yet?
customization?
like how you can dye wixies or starbies a different color
currently only red for the flapjack
didn't really find good color matches at the time
but at least the original reference had to make it
...ah, i was thinking it had no colors because wololo doesn't seem to work on familiars
Ooo is there any pics/videos of the geysers somewhere? That sounds really cool
in #1470454442498195669
very simple visual to be honest but they do what they're meant to
Ahh the vertical one is nice!!
bees hitting hard with the summoning stats from affinity and equips
it would be solved, but file is stuck in review
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 ๐
seems like our minions have the same issue as some terraria minions: iframes
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
Meh, you can use contingency death on the summon for that
With
the glyphs after the summon glyph are propagated on the spawned summon
loading it now, thanks ๐
Oh wait lol, that was ars technica that updated, not this. Guess I'll die then ๐
Alex, you think you'd consider adding your bee summons to this tag by default? https://github.com/TelepathicGrunt/Bumblezone/blob/1.21-Arch/common/src/main/resources/data/the_bumblezone/tags/entity_type/hive_lifeline/takes_player_damage.json
It would allow them to interact with this enchant from bumblezone
already talked with TGrunt
rofl
seems the tag is only used by them so it shouldn't have weirder interaction than the bee shield
yeah, should be pretty safe as it's in their namespace
the only other usage i found is in occultism
so it's fine
i have to update few entity tags anyway
oh, wait yeah there's "#the_bumblezone:bees" and the common tag
or just straight into #the_bumblezone:hive_lifeline/takes_player_damage
I reuploaded for the tags and this time it got approved quickly
Should at least be different...
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
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
As an aside, water jet? very fun. love it
Ah, I'm not the only person experiencing kubejs complaining about the nullify glyph?
I shouldn't be too concerned about that error right?
try .3
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
That'd be pretty cool
It seems that oxidize is not working properly?
I used it on creatures with armor, but the armor didn't seem to have decreased
To put it more explicit in what it means, the target need to have at least a diamond level armor
Armor points are less valuable than what people might think when there's high damage involved
But I equip the villagers with netherite chestplates and then attack them with netherite swords, it makes no difference
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
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
Has there been any consideration of enabling slime to be amplified? Increase the size of the summoned slime
yeah i did notice yesterday, the magma cube texture can't be used directly apparently
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
it's not a direct upgrade
makes sense to have a bit less strenght when there are secondary effect at play
ic
The summoned magma cube cannot walk on the lava and will be burned to death by it
i was fixing fire immunity but i don't think the normal one "walk" on it?
aren't those only the striders
there's a small check that allow jumping
Have you considered making a separate variant of slime summoned through necrotic focus?
Is it a BUG that the Water focus cannot prevent the boss from healing itself after losing the target?
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.
what the best way to use geyser offensively
it's not a damage glyph, it can kinda be used for CC
best way?
trolling
You have to tell people how to do the trolling, too.
thats the real troll
geyser and wind shear id assume
then grav maybe?
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
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
I get the logic, but it's worth considering a small increase to base since all the other spells can take advantage of bubble as well
Like cold snap would also work with water element gearing
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
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
Back with another weird orientation issue ๐
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
Is it tied to missile?
maybe, was just trying to rework things here to use projectile
yeah, projectile works fine. It is hitting the bottom of a block though
I've had troubles getting the manipulation turret to work in general
Recently?
yeah, on the test server
While testing for the flashjack it seemed kinda fine
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
Wasn't that fixed as well?
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
spell on the test server and had to swap that out for a normal turret shooting

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
The mages existed before the armor kinda
oh?
i have to ask jarva next to make it so the atag armor counts as all types, master wizard should be revered
At the time the armor was still in arsenal
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.
I believe alex had difficulties in the past getting them to implement spells well
though he might revisit it
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
I see. I'm looking at them for reference on how to get an entity to cast spells.
??????????????
whu
im getting them spawning in elemental forests
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.
Hmm
I mean, the only structure I can think of that could use that is the arcane library
That's in Additions and is already overrun by Wilden
Yeeeee ik, just thinking of possibilities
Plus, it's a ruined place and not thematic for a specific element
Its just, as it is currently it is free
Wilden are really weak and the loot from library is crazy
ruined library overrun by wilden implies pristine library overrun by mages
Pretty sure that's just called an SMP
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
But what if
Actual supermassive mage tower
Bet
maybe in the End?
floating somewhere in the void, massive tower torn from reality
there could be a crater-esque structure that spawns with a compass leading there
Though these are for the mage enemies
like, crater in overworld, gives a compass to find beeg tower in the end
Perhaps
Though it also depends for what purpose mages will have
Yea but what will they give when killed
What reason do they have for existance?
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
Tru that
I'd like the structures to be exclusive of the elemental forests
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
Gotcha
interesting you say thatโฆ
alex, do you have any plans to release more content related to Sculk? For example, generating Sculk through rituals
Tie it to anima things
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
Structure for the final boss in Ars Plus. I just bring it up since itโs pretty much what youโre talking about.
Is... it in 121.1
Nah, Iโve been too busy irl to update. After April I should be able to get back into it though
I want that blueprint so bad
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)
nullify defense is special
Kinda figured
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
Ahhh ty
Also a balance questionโIm not gonna pretend like I know what Im talking about with this, but
The anima bangleโthe 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 ๐ญ
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
alex, what are the update plans for Elemental in the future? Will there be any major updates to Anima?
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
Understood
Ahhhhh ok, ig most of my spells being multi-hit nullify defense was making it look WAAAAAAAAAY off
is rust from elemental, cant remember
cause i was using it just now and the rust effect doesnt scale with augment sadly
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
Meh, spin that to ArchwoodGood
They want to add more trees so it would be cleaner to keep that into that one addon
never heard of em
It's simply another thread in addonchat
yea i assumed i just meant i never saw that addon mentionned
Still unreleased
ah. i see
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
Spell power is just a flat increase
Rust is -15% armor points per level
Base value of the glyphs are in their own configs
so plus 3 is literally one and a half hearts
per level?
rust didnt show me a level
It's a potion effect
just that enemy had rust
Im trying to craft the Nereids armor set, but I keep ending up with the aquamancer set?
nevermind... im dumb
I can hear the free bird from here
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
We need to be able to ride
s
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
What was the healing announcement about?
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
i see
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
Is the Frozen status applied?
yes
Also doesn't work on mobs like the chimera that don't use the heal event
Well I can't really tell if Frozen gets applied or not
is this a BUG๏ผ
If the mob is immune to potion effects no
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?
I tried to freeze it even without lava. I think alex might need to give it a try himself
I can't succeed ๐ญ anyway
Never tried to fight EC mobs afterall
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
Ignis is tagged as freeze_immune
๐ฎโ๐จ that is to say we can't freeze these bosses
I hate these bosses with abnormal immune states
you should be still be able to hex and life link it to reduce its constant healing
Can the effective conditions of water foce be modified? It is hoped that the health restoration of these bosses can be prohibited
how to do๏ผ
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"
ic
alex, are there any update plans for ars elemental recently?
You summoned that asteroid, didn't you?
Would it be possible to add a deepslate randomization tag, even if itโs empty?
Oh hey cauterize is actually a cool idea
Reverse mna rend
i wish the elemental focuses had more interesting effects
how so?
It seems that cauterize's conditions are too strict. If the player has Fire Resistance, it won't take effect either
well yeah, you can't cauterize a wound with fire if you're completely fire immune
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
as if people aren't gonna abuse it for turtle master
At least, I personally suggest making some modifications
if ars additions exists the fireward charm would heavily interfere with the spell
also irons fireward ring
and the thread of immolation hypothetically
immolation doesn't negate fire damage
it simply boosts damage if you cast while on fire
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
against simple fire resistance, the fire focus would do the conversion
Even against yourself?
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
same actually
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
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)
arent they generally just number boosts?
Time to make a damaging glyph that's the pegasus from lancer
wheras if you look at the focus of summoning or block shaping, they do more interesting things
like the summoning one copies some of your spells on your minions
There is a potion against teleport
Infuse or splash potions can make others have it
Arrows won't work against them anyway
They have projectile immunity
Yeah idk, a whole potion to kill endermen is kinda much
Idk exactly how it works
Also does enderference work on tp commands?
No that would block admins
? ๐ค

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.
How are you trying to trigger it?
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 ๐
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
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
You likely need to pull the latest sauce too? The armor set code is there
Okay, that got it working. Now to figure out why it isnt working on the Elemancy stuff...
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"
Nerds
As far as I can tell, my ElemancyArmor.json mirrors the ElementalArmor.json, so I'm not sure what's wrong
Damage/number boost, mana cost discount , mana Regen under some conditions, a passive ability and adding side effects to specific glyphs
Summoning and Manipulation doesn't have direct damage glyphs so with those the base mod had to be more creative
oh finally reporting the behavior for the manipulation turrets, they target the opposite direction to normal turrets with block spells. Such that
will break the turret
you're on latest this time?
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
i did fix a little thing before releasing the last batch of glyphs
i'll boot to test that exact spell
yeah, that spell breaks the turret on the test server's current build
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
yeah it's an issue inherited from the adjustable turrets with touch
so i can say @vestal heart 's fault
seems that the direction passed needs to be inverted?
yeah, that's what I've been doing with 
but that behavior is opposite to normal turret behavior
soooooo why cant we dye t4 armor?
I donโt think thatโs ever been an elemental thing
All the t4 and higher armors are set textures and cannot be dyed
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.
Ah, I must have made them projectile proof during testing
Cause that was happening at the start
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. โค๏ธโ๐ฅ
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
A lot of folks don't know that Cardinals are Jays. Aggressive buggers. I grew up in Ohio, where they are the state bird.
My bad, the chirp plus the model made me think parrot. Cardinals and Hawks are rad. I like dinosaurs. ๐
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
ooh i haven't dyed them yet. gonna do that today.
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?
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
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
Attaching mobs to each other is a newer feature than 1.21.1
If you meant the piercing part of WJ then depends on the case
perhaps ill bother you when mc finnally makes a big upddate
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
i just remember the random augment specifically targetting dif mobs
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.
That's #1399054187958112348 my guy
it seems like elementals turrets facing up and using
use down as their hit direction?
conjure terrain
makes some dirt at turret level
7 in total because one tries to be placed in the turret
was it PR'ed?
ah i see it
lgtm but im not bailey
for mana bubble how much incoming dmg is reduced and can i make the number higher with amplify?
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.
does anyone know the percentage of this
is this buffer size, input speed, output speed?
https://github.com/Alexthw46/Ars-Elemental/blob/710a1b0900655eba56d7af8cf4a1d0d70359288a/src/main/java/alexthw/ars_elemental/common/blocks/relays/EarthDepositorRelayTile.java#L23
nvm, found the class in ars
and yes that is how it is from what im seeing
The depositors and collectors have asymmetric transfer rates, yeah
yeah makes sense
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
Chains the spells together
Made to dynamically attach glyphs to turret spells
Specifically requested for Conjure terrain
Probably, for pierce you would just use the proper lens tho
And reminder that it respects the max spell length limits
ah
how does the trinket pouch work?
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.
it spessifically stores curios
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?
before 1.21, the two bags are limited to categories of items
in 1.21, they're just backpack and upgraded backpack
ah ic
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.
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
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
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?
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
Any advice on what to look for to figure out what is causing it?
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
I did test it without the air armor, same effect
it just does a lot of damage
does the damage scale heavily off of spell power or something?
maybe im just a glasscannon
nah, usual base damage + spell power
uh, let me double check if it's applying power twice
yeah I tested it without the armor once again, instant death
do you have some weird curios?
my illiteracy is showing
wdym curios
i guess those three are just charms
oh yeah thats warden protection, enderman aggro and piglin aggro
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
so its probably a weird mod interaction then?
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
uh
its not an instant kill its just a fuckload of damage
i hope the crit stat reweighting didn't screw up everything
uh oh
urgh, the base value of the attributes didn't update on its own
I don't know what that means but it doesns't sound good
guaranteed crit with a +10x
-# that seems like a bit of ouchie
Already uploaded the fix anyway
Ur literally goated
Tysm ๐ญ I really like the concept of cauterize, especially because it fits perfectly with how I have my โbuildโ 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 doesnโt remove positive things )
Plus my friend runs a poison build sooo
I gotta fine tune it some more, Im trying to find a way to abuse thunderguardโs armor passive to make this better
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
you should try to post the server crash log on MClogs
itll make it alot easyer to figureout the isse
im getting my friend to do that now (its not my server, Im just a player)
aight here:
oh fuck wait a minute
the crash reports don't exist because we just rolled back the server
god damn it
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 ๐
im in a vc with them rn lol
ah ic
yippee
back up a min
@glass egret
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
ah
Ah huh
It might not be the armor? Could be another mob causing the issue
so it turns out
it was a fucking WEEDLE from COBBLEMON
and the ticking errors on the armor were just uh... "normal" ticking errors...
lol
(so my repeat crashing was because I was loading this chunk)
Also this is so incredibly useful
Thanks!
so uh new fun thing
turns out if you have cauterize on reactive armor and take ANY fire damage, your game crashes
Ah, I told several times to whoever reported this a few months ago to post the log but didn't get it
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
Reactive 4 Cauterize?
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
It happened with using a regular cauterize spell while on fire too
I dont have the log tho but if I crash again ill see what I can do
Thereโs also an issue where if I cast dampened lightning it dies but again
I dont have the log
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.
why is envenom so strong ๐
soooo I found another cauterize thing
it doesn't do anything when used on reactive armor
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
Bringing a Flarecannon Charm along on a raid of a pillager outpost is surprisingly effective
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)
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! ๐
https://www.curseforge.com/minecraft/texture-packs/modded-omelet
When I put this resource pack in my modpack... almost ALL of the spawn eggs had the new coat of paint ๐
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
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
I use a different egg mod in Expeditions, but base Ars mods absolutely have eggs. Siren is not base mod though.
waveclaw notes that
I didn't feel the need for the eggs
No, he said Ars mobs didnโt have them, but the base mod mobs do have them.
You can even see the standard buncle egg there on the other side of his screenshot
"followers"
so ether the charm varients or fammiliars
Yeah, that's a standard starbuncle egg. And there is a drygmy egg and whirli egg from the wild creatures. (No amythest golem)
As golems dont have a natrual form
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?
structures spawn them in then?
There is an Amethyst golem 'home' in Expeditions. I found this hunting for stuff.
We might want to move discussion out of the addon channel for Elemental.
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
What armor/focus/bangle s are you using
Oh sorry I forgot to update this
I figured it out, it was because his water armor was buffing the spell and because I was air mage we needed different levels of amplify to hit 10
so he had too much
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.
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?
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
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.
very likely my fault
oh yeah imma disable that
and push out a fix
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@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
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.



