#Ars Ocultas /Tome of Blood: Rebirth
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Oh, could you added the Crusher recipers from Occultism to the Ars Crush glyph?
Mostly reffering to things like the Endstone and obsidian crushing, not the ore duplication
both of the mods should use standardised crushing recipes (also interop with machines like mek)
i will check and see if I can make the fix upstream directly
since it was your concept, I wont go forward with it unless you are fine with it. If it is going to be in the main mod, no point in having conflicting designs either
It's really up to you. I usually tell the add-on devs to do as they wish with the caveat that we might add stuff into base later. It's not a perfect system, but it's hard to coordinate that kind stuff in a hobby space lol.
Aparently if you hold the infused pick and the brak book on your offhand, you can break the other tree
I think this is the only way to speak break the trees Since using the pick to brak logs is just too slow
I found the best way to mine Iesnium.
hold the infused pick on your han, then just 3x3 mine with the book on your off hand.
Even if you have no idea where the ore is, you will still harvest it by having the pick on your main hand.
hey, how are you supposed to collect the drops from a crusher spirit in a jar? they just spawn inside the jar and get ejected all over the place. i guess i could make another jar for a janitor but is there a cleaner way?
you can use a starbuncle or a janitor spirit
janitor spirit in a jar works like a item vacuum and automatically pushes to inventory on top
(allay in a jar also works)
I just have a Starbuncle to get the dust and place it on a chest hat smelt things.
Late game I just use a vacum chest to suck items in.
You could also block the suroundings of the jar and add a hopper bellow the jar.
I did IT
I was able to reach the tier 4 crusher without making any of the previous tier, only have to build 4 ritual circles, and I have not smelted a single ore the entire game, besides the 9 iesenium bor the block.
chonky I remember you wanted to port to 1.19 but there no no blood magic, maybe try evil craft as a substitute, it also has blood c:
evilcraft and bm don't have the same vibe
yea you're right, making a new blood system is too much of hassle so I thought using blood from EC would be easier c:
blood in evilcraft is a fluid is the problem. so you dont have a "personal pool" like the LP network in blood magic
makes sense
ars oscura is probably gonna get an enchanted horse
this is the addon is gonna be like lol
good
air variant would be able to glide like elytra
would also make it work with self+leap combo
Bull? You adding a horse or a ridable enchanted Ravager?
didnt realise that image is censored. This one is the correct one
lol. I still think a tamed ravager is an OP idea. Replace the knock back effect with fire or freeze based on Ars Elemental focuses.
that is somewhat my plan for horses
the base form will be like terraria horse mount where it can accelerate. It would highly revolve around making long distance travel viable
each type of elemental focus (or even special ones in future like necromancy) will convert horse to a special type
air variant will be elytra flight while riding and some buffs
fire variants can walk on and inside lava etc
Nice. I can see things like a necromatic horse enthralling undead to create a tiny army following you around wrecking havok.
that was my first thought as well lol
Those are great, I relly like the custom mounts and Air was trully missing one
Would be nice of instead of a Hourse model we had a phantom or similar creature.
Minecraft is trully missing living flying creatures that are not bosses.
Since question, are zombie horses any different from normal horses?
I know that skeleton horse can side underwater without problems
I can't make models. atleast for the initial implementation they are gonna stay horses
I might create variant specific models later. like a winged horse for air
Would be funny if they were phantom models
The problem with making
+
a flying mount is that you can then manage to have (stable) flight before nether
Otherwise i'd already tried out something
The slowfall/glide is the only option that can remain balanced
But like, needs to be able to jump too to be able to glide, so no existing model fits well.
And to be fair, I tried to wait for summon rework but it might take a lot before being started
its not going to a be glyph
it will be a familiar. the way of obtaining will be after nether for sure
now that I think about it, would you want this in elemental itself ?
I was going to make AE a hard dependency anyways
Are you sure?
I find it very hard to acquire the full elemental focus before the nether.
you just need the lesser for foci interactions
That's literally what lesser ones are for
Oh, I had no idea, I though you needed the full one to have that work.
Since the necromancy focus has no lesser version
HUm, Like an Aether Moa?
Would be nice if it summoned that if you have Aether installed
yeah, a chocobo is the only mix i could see fitting
my big problem is modeling and texturing, i don't have a goo
Maybe a "mod compat"? Use a hourse as the defaut, and use the Aether's model if that model is installed?
what is a goo?
We all wish we had a goo
what is it????
what who
you could have a me
Hi, can you help me with how to use the alchemy table?
Righyt click on it, insert the items, And ADD THE DEmon will to fuel it
Isn't this in hellfire?
The alchemy table needs an orb (of the right tier or higher) with a tot of LP in it
If your alchemy recipe needs two of something, you need to make sure they are in separate slots. A stack of two items won't work
Also a lot of the outputs (specifically the Alchemical Reaction chamber tools) don't stack, so you have to keep pulling them out
I would love to send you a screenshot of the error where I'm trying to win Arcane Ashes, but the screenshot program I'm using doesn't work in Minecraft
F2
You might not have a high enough tier of blood orb. I think the ashes needs the t3 orb
Which I want to say is magicians
I already tried to use the 3rd orb of the mod and the message appears that Lp is missing
Have you charged up your orb by setting yourself as the owner (right click) and then filled it in the altar?
Place it in the altar and fill it up with LP to fill your personal LP network. You can check how full it is with a divination sigil
Here
you need more LP
you need to get blood in the blood altar and put the orb in the altar to fill the orb with LP
I might play around with theurgy for ArsOcultas. Would you like it to be required dependency or an optional one ?
former is more easy for development lol
whatever suits you
Always depend on how much stuff you wanna add
Also how much class dependency you end up having on it
Cause stuff like glyphs are pretty easy to keep optional
It becomes gradually harder with entities, inv/caps, mixins and "additional mechanics"
never understood that mod, seemed empty last time I checked
still is to an extent. Its early in development
makes sense
well, Occultism does that up to x6
Occultism 6x is basically end game. I'm having fun with blood magic processing
I wish occultism had better gameplay
You just build multiblocks and use them to craft things (be they items or entities),,,,
There is much more than that that could be done with the concepts of its source material
I want to dig into it (create as well) and use it for everything. That's how I really learn a mod. There's a ton to do with familiars
Those seemed more combat and personal buff oriented to me when I looked at them
Sure. But it's all effectively a potion effect system. You can bind them into a ring if I recall
Yes
Idk, the gameplay mechanics do not feel engaging nor interesting to me
It feels as though it's a proof of concept/prototype even though it's not, and that's,,,not how a mod that's been out for that long and is still worked on should feel
I think the problem is they seemed to want a magic mod storage system. And then didn't know what else to do
The rituals is, building a pre defined multiblock (all of which are rather similar) then putting in items and waiting far too long for some reason, occasionally needing to do one other thinh (usually kill a mob)
It gets very dull
Definitely agree there. Those take way too long
I feel like it could definitely do with an overhaul
But good design is difficult to think of and probably would not be worth it at this stage to implement either
But idk, I'm not at all familiar with the occultism dev
If I had to guess, it's intended for them to be that long so you use the machine accessor minions to automate them instead of waiting yourself
I do feel it could be more interesting to have some system where you get to make your Own ritual pentacles, instead of set multis
You experiment and see what works for what you're trying to do
Then when you get a setup you are pleased with you can automate it or whatever
Probably
But before you get to those, it's,,,,,,not good
That's what I mean about wanting to do a deep dive. See all the mechanics and how they fit together on their own
And in doing so see how I can use them for other mods too
I should probably try to engage with it on that level too, I haven't actually played through it in a long time
I can't even recall atm the extent of what you can do with it
Storage, ore generation, tree farming, item transport, the familiars,,,,,,is tjere anything i am missing?
What's the tree farming?
I remember there being a foliot lumberjack
The last time I used it it was,,,a little weird
It would sometimes just Not
I presume that it's been improved since because that was a long time ago
I like to see what all I can use things like that to do outside the mod
Like, can I build a farm, can I automate harvesting or generating other items
In ars magicka 2, there was a flicker that basically just cleared blocks around it. Intended for digging a room out of a mountain. I used it to harvest mushrooms by automating planting and bone mealing to make large ones that the flicker broke
I kind of complained about that earlier on how occultism feels lacking on its base functions.
A lot more could be done wit hteh third eye, soul gem, and those mechanics.
lol, I was able to "speed run" and I got to the x6 with just making the bare minimum.
All I needed was to make the devining rod, the pickaxe and summon the demon to get the red essense
everything else I got via ars or create.
I literally only started smelting my ores after getting the x6
I just find it sad that occultism does not use much of its base material and the foundation of the mod progression.
Other world wood is only used to get the ash for the chalk, the other stone you mkae the bowls and that is it
it's not being actively worked on I think
it is considered as a finished mod and will only get qol things
I did saw a few updates a few days ago.
But I think it was mostly polishing and fixing bugs
klikli wants to focus and work on new things instead
the current mechanics of theurgy look fun
resource conversion but doesn't feel broken
Yea, hopefully theurgy turns out better designed
I kind of like how occulsitm is a smaller-focused mod. Yeah, you could do things like player/world-specific ritual circles. Add things like AoE rituals. Create a demonic dimension with a mini-boss and major-boss fight. But I don't think occulism needs custom armors, more tools and new trinkets.
Occulism already has a fun little familiar system with the blacksmith familar able to upgrade other famililars. And the riciulous way you get the "final" familiar using a goat and a golden apple.
I would like to be able to use the blacksmith to upgrade my ars familiars. If only costmetically.
But that's an Ars want, not an Occultism want.
that would be neat
how would you want it to work
What ever way is easy to implement? I don't have ideas for augments. The Occultism blacksmith just takes most +1 things and makes them +2. Like giving the dragon familiar a weapon for combat.
I can think of a few thematic cosmetics. Maybe a little pentagram to hang from the front of a Wixie's broom and have her followed by flying lit candles. Or turn the ears on a starby into horns. A pallet swap perhaps to dark 'infected by demonic power' textures. Make the familiars cackle randomly.
I probably need to just break down and learn blockbench at this point.
thats sounds
should be straight forward to do. will need to save some nbt somewhere so that it persists on respawning the familiar
maybe even have a capacity somewhere
what capacity?
They mean capability, I'd guess?
capabilities are overkill for that
Hi, not sure if it's been reported or of I am doing something wrong, the mana attunement perk for the living armour doesn't work, or the armour can't learn it in any case, I am using heretic armour, there is enough points available, and I am casting a lot of different spells but it doesn't seem to receive that perk
I found it trained mostly with combat spells instead of other spells
Also make sure you have enough upgrade points available of course. But the first couple levels are pretty cheap
I just afk'ed with right click on with a harm spell, but it did not even train the first level
I am also not wearing a training bracelet
At a guess, did you just fire harm into the air or at something that actually could be harmed?
you need to consume mana to learn it
okay that worked, the problem was the spell i was using wasn't hitting anything i guess, thank you ๐
with ToB?
ha, nice
discord media dead
yeah
lmao nice
would it be a nice idea to put a blacklist over what all traits heretic armor can take ?
or should I scrap and reimagine the armor entirely ? (for whenever 1.20.2+ happens)
do whatever you want
I tried the armor, and I have to say that the main traits I focus on are the mana one, and some physical improvements.
That it is now feels alright. What were the re-imagined options you had in mind?
as of now, there is no reason to use normal living armor over heretic which I feel is wrong
its good this way
make heretic worse at defense
that way living armor is good for a physical build and heretic is good for a mage build
Why not drop the level from iron to gold armor?
Just add the same recipe but with the gold armor as the base
I do like the idea of modeling it more after the sorcerer set. I almost say go leather for defense
Still able to apply brilliance to increase armor level. But that's at the cost of the upgrade points that you get with the armor in the first place
The armor already resembles a bit the sorcerer robes
Interesting idea. No armor defense at all
Just make a custom recipe for BM that has you throe in the sorcerer robe in the alchemical arrey.
heretic armor would basically be a glass canon build
doesnt matter given that you get armor toughness traits
Heretic. You go all in on upgrades
could make it leather too lol
could make it not give any armor
Because to get it "back" to regular living at that point would take quite a few upgrade points
Heretic robes, not heretic armor
And it already had reduced points
I'm trying to keep mine under 200 at the moment
hm I will talk with bailey and others to see if I can make perks into traits as well
that + armor nerfs should make it pretty nice
and super strong if you need it (will make it so that you can get a lot more stronger in endgame )
Would be interesting if we could "corrupt" using the enchanting apparatus when placed near the blood altar. As it would drain the blood instead of source.
What about heretic version of threads?
You craft the thread normally then place in the blood altar to get a powerful but corrupted version of it.
What's the perks into traits idea again?
either we can do it so that trait capacity depends on a perk (which is way easier)
or we can do trait level giving you perk capacity
Traits being blood magic. Perks being threads?
Yes
Perk capacity is kinda tied to the item isn't it?
Or maybe the factory takes the itemstack and you can check the tag?
I can't remember
Well, you have the stack
I think you can already switch through different configurations
oh cool let me test it
although this might be more fluid to use
but then I will need to ensure that thread cannot be taken out if capacity is filled
Hum...
What if you could make a Living armor perk into a thread by using the training page as material? The power of that thread depends on the slot you put on the thread level.
Your options there if it's dependent on a thread is only base and the 3 levels of thread
I think it's better if thread levels are based on living armor traits instead of the other way around. Otherwise I can guarantee someone is going to post a "bug" that they can't put the living thread into their battlemage
The lv 3 options could just translate to the max level of that perk.
thats true
Well, if you have a perk that increases your thread slots, you could have all armor pieces do that, and splot the max point total over all 4 parts.
Opposite is also true though. People trying to figure out how to apply the mage thread trait to regular living armor
Only the chest piece gets living traits remember
Also quick side thing. Need to remember that if one piece of armor gets unequipped, broken, or the player dies (and then has nothing equipped) then you lose all the living traits
My socketed upgrade is a little annoying. My sigils keep popping into my inventory when I'm swapping threads
Which is sort of an "order of events" thing where your armor pieces wouldn't have their upgraded thread slots as you're taking it out to add threads
So perhaps the living trait should be the level of thread slots while the thread count is based on the mage armor tier?
So you've got 1,1,1 in your legs until you get the thread upgrade perk
No idea how that'll play with things like gliding thread and undying threads though
I also need to make sure it is capable of " living evolution " via the ritual
I could make it so that level of armor decides trait points
+-----------+----------------+
| | Living Points |
+-----------+------+---------+
| Ars Level | Base | Evolved |
+-----------+------+---------+
| 1 | 30 | 60 |
+-----------+------+---------+
| 2 | 80 | 160 |
+-----------+------+---------+
| 3 | 120 | 240 |
+-----------+------+---------+
My main general issue with living armor is you can't really specify what you want until you can also do living evolution
thats true
maybe training bracelet could be improved and have an inbuilt search or something
Or jei/rei integration
JEI interaction is a nice idea
hum....
Idea!
What if you convert all the perks into Threads, and then you add a thread to the armors, thats how the training goes?
Adding a thread to s slot means that you will be "training that slot" to increase in level. A slot without a threat get no training.
yeah that would work
should be straightforward to add that as well
that diverges from the main mods too much. I have a similar idea for an armor set but that would be for a standalone mod
I was thinking on leaning towards the Ars aspect a bit more than the BM aspect
I really like the Thread system, as its easy to use and foreword, but they have kind of few threads
The idea of zero defense makes me think of i think it was thaumcraft 3. Maybe 2. Runic shielding was a specific set of armor that I don't think had defense, but added the regenerating shielding hearts
that was really early builds of tc4
Seems that Occultism updated to 1.20.4
I think is the first "big mod" to do so
ae2 is also
Oh, for Ars Occulta, what about a Glyph to summon an Afrid and other demons mobs? Like how you can summon skeletons/ vexes/ phantoms.
I am going to use that for familiars
really nice how Occultism is added new demon models
Yeah
Would be possible to add the "Devining Rod Shot particle" to Ars Occulta, without having Theurgy installed?
Yes, as that mechanic reminds me alot of how Ars has the ore finding ritual.
I was thinking if would be possible to enable that feature on the diving rod, wihtout theurgy.
Because I don't really want ot install theurgy just for that feature. ]
That sounds like you want me to replace theurgy's mechanics which I am probably not gonna do
anyways pick an occultism familiar that I should put in ars first
there are too many and tbh I am not sure if I know all the specifics about them
Ender Dragon?
There is a dragon familiar in Occultism, but it's not the Ender Dragon. And until you upgrade it with the blacksmith familiar, more of a speed bump which triggers creepers.
Is this the place to ask about crashes and errors regarding Tome of Blood, or shall I try bug reports?
Because oddly I'm getting the ability to go into worlds with it installed, but it crashes my server before it even loads.
Are you talking about the older version of ToB from 1.16.5, or the new one in 1.20.x?
1.20.1, in specific.
Sry, but I had to ask, for clarification. Sometimes, people find issues in outdated versions and come to the wrong thread.
As for the crash reason, logs would be the most useful way to figure out exactly why you're crashing.
I don't play this version, so I'm not qualified to give a better answer beyond that.
yeah you can drop the logs here
I hope this uploads right. The first is copied from the console, the latter is all the log it gives me in the report. And it doesn't give me a crash report.
Also sorry, i forgot to mention the version the first time, absolutely forgot that was important.
that forge version is not supported
anything after forge 47.1.3 is not supported/untested. Use that version of forge or neoforge instead (applicable to base ars nouveau also)
this can or cannot be the reason this failed but could please check and let me know ? :)
also feel free to ping me to get my attention
Ah... That would make a lot of sense. I'm trying to figure out how to change forge version using bisect, and I'm definitely struggling with it.
I will keep that in mind when I figure it out, I've usually got an aversion to pinging people after some issues with others.
I did have it functioning on single player, and I did also have it running on a server under the same forge about a week ago. Not that that helps much.
I have to sleep now, but I'll try working on it more tomorrow and get back to you. @steel frost . (I use the auto pack installer and add mods after, so I'll have to figure out how to undo that to get an earlier forge for the server to see. A task for another day.)
@steel frost Okay... So, I tried several times to downgrade without breaking things, but downgrading breaks a bunch of my other mods quite painfully. So unfortunately I can't give good information here, becasue I can't get things to work right without crashing everything.
Sorry it took so long. I did get it working once on a pack running the newer forge, but that was before Ars updated too, and I no longer have access to that server information either. Also sorry I wasn't a lot of help in the long run.
Yeah no worries :)
isnt the best way to kill the wilden chimera to use the sacrificial dagger next to the blood altar ?
never tried.
But doesn't the chimera destroy blocks?
Yes, the Chimera destroys blocks. The sacrificial dagger does a kill on a mob, not sure what kind, so should skip the nomral damage limits on bosses.
The only time I've let the Chimera anywhere near my base is when I'm using Identity for the morph glyph and playing as the Chimera. Which, with a regeneration beacon, mendosteen, plenty of self-sacrifices runes and a working 300% altar of tranqulity bellow is just insanely good for fast blood.
A gaggle of captured witches is still fastest, but the lag will kill your game.
someone please tell me how sentient wrath feels
I have no clue if it feels fun or needs any changes
feels quite nice to use
I designed it for for fight hordes of enemies
does it feel fun ? would you use it often ?
I like it, I always pair it wilth Sentient Harm to farm Raw will when fighting.
also, just realised that placed a otherwood on a whirlispring farm the best way to passively get that block
Using the blood network when mana runs dry is a great idea. Not sure about the living perks, feel like there should be a next tier 4 like ars elemental unlocking reactive 4 for all armor parts. I know it has nothing to do with the add on but blood magic in contrast to the past feels kinda weak and not worth it...
Most things can be done with ars only useful thing is the hidden realm ๐ฅฒ
blood magic scope is very different than what it was back in 1.7.10 days
its focuses more around utility than power creep
blood magic has fallen
Since I already pinged, reminder to mark ToB as ars_nouveau:spellbook so it can get the protection of 4 elements - alex
i did make myself a sentient wrath spell
makes quick work of raids
i did the same as my old cold snap. Projectile, wrath, wrath, amp amp
well.. beam aoe aoe instead of projectile
also i didnt have my big gem in my inventory, but its quite effective. i'll have to pull out my big gems of each flavor as well just to see how they play with it
if i recall, you dont generate will with their deaths?
i guess unless i offhand it with a sentient sword....
Yeah you dont but I considering to change that
redo how will drops work in general. make it more satisfying
what is beam ?
maybe? Or is there an actual beam form that I don't know about? ๐ค
that is good to know. I specifically designed it because you said it needs a T2 AOE type spell
yeah maybe. I thought beam was the flamethrower shape glyph that gets requested a lot
Nobody attempted to make it yet afaik
flamethrower shape would be a pain
Ray, sorry yeah
Please loosen Registrate version requirement from [1.3.3,1.3.3] to [1.3.3,) to allow more compatibility with mods also using Registrate @steel frost
Players are blaming me for crashing ATM9 lol
well I copied from them so that is why kek
I will let them know. I can get rover to make a bug fix for 1.20.1
what mod do you want it to be changed for ? Ocultas or ToB ?
A delight mod that uses Registrate
EIO should be out. fix for my mods should be out soon :)
can create a version for 1.19.2?
Blood Magic in not in 1.19.2
I forgot, but did you made so one could use Arcanist armor in the Heretic Armor crafting?
Or am I forced to make the living armor first then use the magic Fiber to convert it?
Just wanted to convert my curent Arcanist robes into Heretic variant instead of making a new set, as mine has some inbuilt stats that I rolled.
Was it on purpuse that the Heretic Hood has 1 less thread slot at tier 3? Unlike the Arcanist Hat that has 3
Yes
remind me why? I understand removing the chessplate threads due to the armor upgrades.
living armor upgrades can scale to an abnormally large amount because of downgrades system.
it would be super broken and would overshadow regular ars nouveau armor. I dont like the current state either and I would nerf/rebalance it in my next iteration
๐
๐
Zealous is upgraded Loyalty. Your trident doesn't leave you anymore and instead you throw a clone of existing trident.
The tool, bound by loyalty, spawns clones to assail the enemy, never straying from its master's side.
idk why but i love this
You will never be unnarmed
Are Obscura enchantment descriptions on the Ars book?
not yet
Few thoughts on heretic overall. Not requests, more thoughts on ideas that I may not even agree with.
Thread for adding living armor points/capabilities. Means any ars armor can use this system. (Might satisfy the request?)
Living armor upgrade to add threads. Means any living armor can take threads.
Thread to add elemental set bonuses. Apply the pyromancer bonus to your sorcerer gear. Heretic (if it still exists) can then get the elemental bonuses. Elementalists can choose to multi class.
Living upgrade for elemental set bonuses. 100+ points to gain the set bonuses in your standard heretic gear
the first 2 are hard/impossible to do due to API and how they work internally. for example take living perks, almost all of the bonuses/debuff specifically check if player is wearing an instanceof "ItemLivingArmor"
Third sounds nice but that is something Elemental needs to do. I would happily adapt to if alex wants to do it
The "set bonus" is kinda the most meh part of the armor
If you wanted to actually mean the effect with 4 pieces
Armor points thread should be easy to make via attributes?
Oh wait, did you mean the living points for upgrades?
Yes
Yeah set minutes I mean the effect when you've got all 4. Like the pyro wanting to be on fire. Geo Regen underground, etc
A tier 3 living armor thread that boost element could be a option as the living armor is limited in thread slots
and new update can let you specify the condition to apply the thread
I just know chonky has had mixed thoughts on heretic in general (at least based on things you've posted here for ways to improve the balance)
(example is the book threads, they can only be applied to the spellbinder and not to armor)
I haven't used the elemental armor much because I haven't been able to pick what set I liked
So I might be missing some of what they do
Compared to t3 heretic. Obviously they've got a lot more thread slots, higher base defense, and then elemental bonuses
But base defense is irrelevant, there's a living upgrade for that, you can get a lot more defense than you need
Thread count hurts, I'll admit. But I do feel it improves the balance. It's a choice to make, and choices are good
And consider that normally I'd have gliding thread, but 25 upgrade points is a lot more cost effective than one of my level 3 threads
I cant find a clean way to make it work. living armor is very restrictive and I cannot make large modifications until wayoftime come back
there are already other other addons which overshadows elemental armors already. like the verox's addon and the ATM addon
honestly, I will just leave the current heretic set alone. I dont see blood magic development resuming any time soon
I know I said I will get the new Ritual out today but working with blood magic is painful. It still has remnants of 1.12 and older code and its not fun to work with at all. I had the ritual working and started writing documentation only for it stop suddenly working with no way to debug.
BM code in general makes me very uncomfortable
Don't worry. No need to rush for arbitrary deadlines
I hopped when they ported to 1.20.1 skiping 1.19.2, it would be a co9de overhal
I ported the mod myself but I never got the chance to do anything more that just port.
Hello there, i was trying to play multiplayer with some friends, and seems that either ars oscura, ars oculta, or ToB were causing clients to be unable to connect to the server...
I am currently investigating the exact cause of this issue
Alright, thanks ๐๐
I will check
fixed in latest
Not sure if this is a base ars error in 1.21 or the add-on, but the game crashes when I try to break a Jar with a spirit inside of it, the game crash and the item disapears
send me the log
I forgot if this was a planned mechanic, but from what I see.
The In/out put of a Crusher Spirits in Jars is the same?
Using a hopper I can input ores into it, but the slot for the input is also the same slot a hopper can extra items from.
Unlike a furnace where a hopper can only extra from the output slot.
I can no longer interact with the Crusher UI inside the jar
shift rightclick doesnt work ?
no longer meaning? it used to work before but it broke now ?
Yes, I shift right click with an empty hand, but after the last Ars update in 1.21 it stoped
OH, found hte problem.
IF I have anything on my off hand, it does not work
yeah because shift right click is the action for using off hand item
Strange, becaue when I do it, the off hand item is not activated at all
I would love it if the spirits wouldnt drop the item in world but would just export into the inventory above the jar like an interface or chest. This would save on a bit of lag without taking anything away from it.
lag? what kind of lag ?
spirits throwing dust on the ground is how the original mod is designed. I will not be taking it away unless there is a major flaw with it
Also, Ars itself has multiple solutions to that. Starbuncles naturally pickup lose items to store if not given a filter. Allay in a jar are the Ars Nouveau version of a vacuum hopper.
there is also the janitor spirit in jar. its same as allay
To be honest, I've moved from using the jar'd spirits since only the low-end crushers and foliot traders decay. I can setup little 'offices' in-game with Marid crushers and the transport foliot to manage import. A Starbuncle in a bed can import anything dropped.
As long as you prevent anything the spirit can process from being dumped into the path-able area you don't have to worry about the entity getting up and walking off. The tps cost is not much more than the jar if you keep that path-able area small.
I do need to look at how to properly do a BM node-to-Ars integration. I have questions about what things in Blood Magic count as inventories to target a bookwyrm at.
if you need help, let me know. I can confirm it from code
last thing I messed with in BM was teleposers and I already know they do things like cut multiblock structures in half or move things without causing block updates.
I love teleposers
making a bit of the jars really drops the fps when looking at them
dropped items are notoriously bad for lag thats why 90% of devs try to avoid it as much as possible packs like atm add extra stuff to servers just to combat people using farms that drop items.
I don't really see a problem. This wasn't designed for large scale structures like those. if you have a suggestion to make it not drop items while keep the mod's design in mind, I would be happy to implement it
maybe something like if there is a allay or janitor jar nearby, then it automatically dumps it into its nearby chest
you could try to put the bookwyrm in a jar and it collects a 3x3 or a 9x9 area around it. Since the bookwyrm already is used for inventory movement in ars
or foliot janitor
and its literally made for crusher spirits
so if you place one in a jar all crusher spirits around it dont drop items but it teleports to him or something
https://spark.lucko.me/XvcOXWmQmU and the jars seem to tick a lot
also can we have a setting to turn off the marids rendering inside?
its heavy on fps
that is something you will need to ask base mod for.
@potent meteor what do you think about this ?
the rendering in the jars?
yes
ah oki
this is a server profile, you need to take a client profile
sparkc or smth iirc
there is a c somewhere to tell it to keep under check the rendering thread instead of the logic one
./spark help
oof
forgot to unping
sry about that
all good
Here sorry for being late i was porting ae2 textures, the tps makes no sense in this profiler bc even f3 says mspt is 60
https://spark.lucko.me/2LhePz7Wd4
idk how a client profile helps considering item drops is a tps issue
you were asked because you said the marid rendering was heavy on fps
Well, the tile entities do indeed take a lot of your tick time
30% only mobjar, 50% overall. Pipez is on the second place with 13%
pipez makes sense since im using them a lot for this build and that isint good
I tried using mekanism pipes with a marid crusher in a jar.
Piping some raw iron sometimes it didn't get processed and got piped in the output pipe, sometimes the result(iron dust) would get dropped far away.
Is there a way to use any kind of pipe with crushers in jar? Or am I doing something wrong?
Not sure if this would fall under an Ars Occulta feature, but would be nice if we could use the summoned creatures from Ars as a sacrifice in the Occultism circles.
Mostly looking at the Vex, Horse, Wolf, skeleton , and the decoy.
it does fall in the scope. I will look into it
whats the best setup to keep a constant lp flow into an orb for tome of blood usage? i have a lot of sacrifice runes but essence transfer from the altar to the orb seems quite slow
don't know if displacement rune would accelerate it
Speed runes will speed the transfer into the orb
Displacement is for external pipes
(and generally useless)
Speed increases the rate of processes in the altar though, whether that's making slates or filling orbs
I think my altar has 8 or so speed runes. At some point, it stops mattering though
It does make upgrading your orbs harder though since you need to keep LP in the altar to avoid negative progress. But that's not a big deal if you've got the LP generation
i could probably swap out the capacities for more speed runes
acceleration runes
There's lots of different runes. They do cool stuff! Try mixing and matching to see what works best for you.
Yay demonic slates...
use both speed and acceleration and you will have insane speed
blood nodes are your friend for getting slates
or even just starbuncles. but they might need some sort of hazmat gear working in that area
I have a starbuncle setup with redstone controlling em
Just flick off the starby handling that tier of slate
i like the blood node ability to keep a certain number of output items in an inventory
I don't use blood magic that much that i nee dto keep slates in stock. If anything i just wanted the xp tome and be done with it
But now tome of blood and having near infinite casting is pretty nice
fair. if you do much more with blood magic, like rituals, you really want at least reinforced slates to be fully auto
Hi! Do spirits from occultism (crusher) decay inside a containment jar using Ars Ocultas?
Ty!
wats the closet item transfer mod can you compare blood nodes with?
thats like a 1.12 or earlier mod isn't it
I guess laser io is close
Yeah laser io is probably closest. Individual nodes that you place down, wireless. Set each side via a filter system
ic
I think laserIO is each node can be in or out. Blood magic has specific ones. This node is only input vs output.
Modular routers as well I suppose
That's what I've gleaned from reading the book
Modular routers im more familiar with
Though modular routers can also handle things like placing blocks and buckets and such
Would be possible to fix the problem of breaking other world wood with the break glyph when you have the third eye effect?
The way things are now, the break glyph is not affected by the third eye, causing oak logs to drop
i got this ticking player crash after dying
i resolved it by deleting the living mage armor / heretic's armor from my NBT player data
i don't know if it's caused by tome of blood or blood magic
the crash log mentions blood magic, though i fixed it by removing a tome of blood item from my inventory
i can't further analyze the crash log because i don't know how to read the stack trace
i reported this in the blood magic discord as well just in case
okay nevermind, apparently this is a known issue with blood magic
https://github.com/WayofTime/BloodMagic/pull/2045
also it has probably been suggested before but i would like the ability to dye the tome of blood
hey is version 2.0.1 of this only for MC 1.21.0 or is it still good for 1.21.1?
How does tome of blood work for 21? Doesn't blood magic not exist yet/ever?
Yeah there is no release for Tome of Blood on 1.21
oh wait do you mean ars ocultas?
that makes sense. I was wondering when I shipped 2.0.1 for ToB lmao.
Ars Ocultas /Tome of Blood: Rebirth
Any chance of this being flagged as 1.21.1 compatible? Just for the sake of it showing up in CF client
@oblique marsh I am assuming this is for ars ocultas ?
i cant test it but if it works fine, I can update the CF page right now
Yeah. Thanks. We'll let you know if we have any issues
Sorry for delay, had to deal with a hurricane. Here is a combination of four crash logs when attempting to move around in several places while wearing Tier 2 Heretic's Armor, plus bonus server readout from trying to use a tome of blood with tier 2 heretic's armor.
I had stress tested the server prior (yes I know there's a ton of mods) before regenerating the world and starting fresh. As I was stress testing, I skipped to tier 3 heretic's armor and never bothered to test the tier 2, so my suspicion is it might be that particular tier, not sure about tier 1. Also not sure about the effects the armor has on a tier 1 tome of blood.
Edit: this is regarding Tome of Blood: Rebirth
I can now confirm that once you upgrade to tier 3 heretic's armor, the crashes and problems casting cease to exist.
that's very weird
Can the glyph Sentient Wrath and such allow you to obtain demon will?
Hey again. I posted on the BM discord before I realized this is probably more appropriate here.
I am speculating, but the server admin and I think this crash report was caused by an interaction between my blood pool and my Tome of Blood. It may involve just pulling too much LP at once. Which should have just killed me (and makes me wonder if I didn't have an extra orb in my altar to fill with blood, since I've heard that two orbs share the same total blood from your network.)
Anyway, we deleted everything Blood Magic on my person. All that was left was my tier 3 heretic's armor, the Archmage blood orb I had, and my tier 3 tome of blood.
We deleted these and I was able to log in.
A friend on the server has about 5 blood orbs of the same type she used, and still uses for automation of making slabs, etc. So I don't think it's the blood orb by itself. I don't think it's the armor, because that doesn't draw on the blood orb as far as I know.
So that leaves the book.
Below is the report.
Anyway, I crashed after dying to the Chaos Dragon in the End, and am now being laughed at by people in the BM server because of it. ๐
as VT said on BM discord, this is a known issue with a fix ready
I actually think this might be another issue entirely, or the same issue but with a different cause. I think it had to do with the Draconic Evolution's chestplate that has shielding. The shielding doesn't respect Blood Magic's desire to do actual health damage to you, and I think it's causing an issue. I've stopped using the shield to see for sure though. I know I said this in the other discord, but it's more for if people stumble on this and experience the problem in the same way. I will test all the variables even if just by playing actively. There's just so many things it could be, but this didn't happen in this specific way before I equipped the chest piece
Oh and a request? It would be great if Mint Tea was recognized by the Alchemist's Crown! ๐ (I hope that doesn't come off as snarky!)
Not sure if this was intentioned or not, but when a crusher is inside of a Jar, it can pick up items that are on the floor.
It's picking up the ingots I spent, even when there is no way for those items to be inserted into the jar
Yeah that's intentional
They basically retain all their normal features, so picking up items is normal for them
Crusher spirits can still pick up blocks. The spirit jars just made them more... for lack of a better term portable
....
Thought the jar would Isolate them
So they would only pick up things I hopper inside
jarring them just make them not move around. I have not changed their fundamental behaviour
Could it be made so we can use a ars allow scrolls on the jars? so I can block them to picking up ingots.
I will try
BTW, I think it would be great if the various items Tome of Blood brings to the game were able to be stored in the appropriate Bag from Ars Elemental! And if it eventually integrated the special potions Blood Magic adds to the Alchemist's Crown. It's always frustrating that odd potion types from different mods can't be used with it, and it limits its value.
This kind of enhanced functionality might be needed, and a possible future goal, for the Wixie familiar, the potion jar, etc.
can you make it a feature request on github so that i dont forget
Hihi, uhm so I'm having this odd bug where I can't place my Spell books into the blood altar?
There is to upgrade a tome of blood but the books won't go into the altar at all so you can't get on in the first place
It'll pop into the altar for a second and immediately go back to your inventory
I have the archmage tome of blood (I did that awhile ago) and had no problems with upgrading to that.
For Occultas how about an Imbuement Chamber recipe for every possible sacrifice?
Each one would require a containment jar of the appropriate creature, a block of lapis lazuli and a manipulation essence.
Feed the chamber a chicken egg and it outputs a sacrificial egg which you throw into the golden bowl and triggers a successful sacrifice.
Beyond the more humane sacrifice it'd be a great help for the more difficult to target mobs like bats.
Probably needs a Source cost of say 5k or so.
In my head canon creatures in containment jars believe they're living their best lives so my conscience is clear. ๐
@steel frost I have a question in regards to configs for Tome of Blood Rebirth.
Is there any configs for the heretic armor that change the limit for the amount of equipped Heretic Armor pieces you need in order to get the full benefits of it (In other words the living chestplate modifiers)?
I'm asking since if such a config exists, it'd do wonders in my modpack.
Have you heard anything on 1.21.1 Blood Magic?
nope not anytime soon
the author is on hiatus. I ported the mod with their permission to 1.20.1 but I am not interested in continuing
go ahead I would say
Double reminder: no anima armor until summons are reworked
will they be reworked?
I'd really hope the planned rework won't fall in a continuous devhell
Because at the moment it's time for the docs rework, who knows what's after it
Might either be something Mechanical
Or something about more esthetic customization
is anima meant for summoners ?
The focus is basically a variant/enhancement of the summoning one afterall
There aren't many anima spells since the dark themes aren't very fitting for Ars
that should be changed lol
It's basically the necromancy in the less gritty aspect of harnessing the cycle of life, rather than altering and twisting it for nefarious purposes
time to make ars dark
thats the thing, dark doesnt imply nefarious
dark magic is just magic that is shunned by other schools because it feels wrong. not because it does evil things
atleast that is what I believe
I am unsure on what could be done that is not a whole other mod worth
Cause for the heavier stuff I should rather put them in Eidolon since it's more in need of endgame stuff
But either way, the point is that a good chunk of anima is working with charm and revenant summons
do you have full creative freedom for eidolon ?
if you want ideas, i got plenty lol
So a rework of summons would lead more room for anima stuff to power them up or give more optional summons, without having to redo them post rework
i wanted to get into chaos magic as a counterpart to source (not a replacement but an extension). Had quite a bit of lore setup
Technically yes since the author called himself out of the modding scene, with a do what you want
In practice, the standard for that mod start extremely higher than an Ars addon
oh did not know elucent was fully out
And I am mostly out of time to focus on big features across all mods
This is why everytime I release small things
#790662279804485633 message
I didn't want to release the fork I was porting until I would be comfortable and fleshed out all the things left unfinished, but some moron decided to simply PR the incomplete changes to their own fork (didn't even know it was possible) and release it
The fallback of that thing was tragicomic
Feels like they didn't even test it well before doing that, to not realize the chanting system was still broken (as Elu was reworking it but what was in his mind was likely too huge) and people couldn't use half or more of the mod
I think elucent posted some indev clips of the rework. it looked really good
I havent touched the mod since 1.16 tbf
I kept the reworked chanting visuals but scrapped the whatever was boiling in the pot
is there 1.21 ? can we have that on the server :P
It's in 1.20.1 as latest
consider porting /jk
And I promised I should at least give it a final update in that version so the plants have more uses
Since after porting, there won't be time to support both
oh plants? is that the third school?
I faintly remember something about 5 schools. 2 on which were in 1.16 (the light and dark one, dark barely anything though)
There was just the dark path in 1.16
I got breadcrumbs of a light path in the beta branch
And tried to invent something to at least have parallels in the theurgy, but it's heavily lacking in equipment
Only thing in the assets was "stakes against vampires" iirc
Which is like, pretty lame to me since I despise the vampire hype
I gave the light path the skeleton lord armor, excusing it as a Paladin of the Grave thing
Which might work, it's a common cliche, one side wants to twist the order of life and the other wants to protect it
One strives for personal power up and undeath, the other is more selfless but can counter the other
Yep, everyone does vampires
The herbs should be usable by both in a way or the other, but the light path has the censer in theurgy so I think I can make a variant of the rituals.
Consumable AOE effects
(i know very less about eidolon since 1.16 version was very barebones)
i exploited the soul enchanter and it only had the a small demo of chants
I'd say the most interesting thing is the Summoning Staff
Paired with either a ritual or the end of Dark path chant, it can permanently charm an undead and store inside it
So you can have your thrall army, that can summoned and then bonked back inside the staff
Also the raven cloak because it has a very nice aesthetic and basically a ring of jumping + elytra
finally had time to work on ocultas again
crushers now automatically push to nearby inventories
I didnt want to do this initially as it bypasses the usecase of allays/itemjanitors but it was making players avoid using crushers because of the itementity lag
Cool, the mod has been growing on me and I think it's going to be a must have for me from now on.
I forgot about smelters, I should add support for that as well
I love this so much
Has the "Glyph summon" as ritual sacrifices get added?
no
what part did you hate?
lol
those are cute
Blank page
chonky is it possible to make otherworldly blocks mineable with spellbook if caster has demons dream
I will add that if possible
loot tables are funky
I will have to check what occultism does
@keen shale which blocks do you wnat support for ?
mainly just otherstone and otherworld log
looking at the code, that should already work if you have the potion effect
they dont though :(
I will investigate
look at who i found on the test server :p
I thought I already asked that request.
Yeah I know but I finally got some free time to look into this
figured out why
ars uses a fake player to break the block
that fake player does not inherit effects
easiest way around this imo would be mixins
but ocultas doesnt have mixins set up
I see. let me think for a bit to see if this is the best way to do it
@keen shale I will get to this as soon as possible. currently getting through some uni backlog. I hope you dont mind
oh no problem at all
im having issues with occultism unrelated to this anyway lol
(easy magic enchanting table messing up ronazas contract)
klikli is very welcoming about changes and suggestions btw
if you feel anything needs to be changed, do talk to them and/or send in a PR
no idea i just copied it from ars controles which was auto generated lol
magic numbers are fun
so this doesnt fix iesnium breaking
my pr to base ars would :p
I dont like that
mages dont carry tools around
oh is that what bailey was talking about just now
yep
the one to base ars is a blanket fix to tool incompat
give me an example. there might be a better way to fix it
the classic one would be atm ores but those also have a fakeplayer check
why are they checking for that?
iesnium ore happens to also need a specific tool
ยฏ_(ใ)_/ยฏ
the decisions of the atm team rarely make sense
yep
Gotta make sure you can't cheese Unobtanium earlier than their progression allows
when you create a tool say a pickaxe in effectbreak, copy over some components from the spellbook to the item
I dont remember if 1.21.1 has it but all "digging" behaviour has been moved from the digger class to a component. it would also let you put certain behaviour on the tools
like occultism iesnium pickaxe. its special effect is also a component. so I could simply add a crafting recipe that adds the component to the book and that would allow the spellbook to mine occultism blocks
I shouldve put this here
I started typing and forgot to check the channel ๐
thats a less blanket solution but sure
now you have to add a recipe explicitly for support instead of just being able to use the tool in your inventory
which seems worse to me
I dont see explicit recipe to be bad
and one could argue, if you have the tool already in your inventory, just use it directly
spellbook for me has always been the only tool that I want to carry
also for the record im 90% sure atm doesnt use components
cant you use the atag spellbooks now ?
they will have to soon
digger item class is gone
theyre using tags to determine breakability
thats where the ores are
and then using Tiers
which is pretty much just the old mining level system
whats the point of the tag
ยฏ_(ใ)_/ยฏ
is it even like requiresRightTool
pretty sure its just what Tier requires
I dont see anything related to the tag in their block. I guess that is just for show
as in for jei and such
oh wait im stupid ive been sending 1.20 because thats still their default branch
but it is still tag based in 1.21
way harder to go through their code without cloning since github only indexes default branch
im so confused
this seems outdated
theres barely anything in their item registry
but that branch has recent commits
ah of course everything is in ModRegistry
can I just say, their code is kinda hideous
Allthemodium_Ore WHY IS THE CLASS NAMED LIKE THAT
hm looking at their loottables, nothing says that it requires a specific tool
agreed and unsurprised
I once accidentally capitalized a package name in Ars Nouveau so I'm technically not allowed to throw stones, but probably they didn't know any better
im fairly sure its just tier system bs
its why i never want to make my own tools lol
completely arcane system
well its gone so you can be happy
unfortunately every mod is on 1.21.1
Hey chonky have you given any more thought to the sacrifice ritual eggs for Occultas?
@fervent heart I cant seem to recall what this is. can you give me a refresher or something
This bit.
it sounds like a neat idea
but it might make getting eggs way too easy
if not implemented properly, it can have sideeffects like players cloning strong mobs
Guess I'll just have to build a cage around my ritual area.
instead I could add a sacrifice block that consumes source depending on nearby mobjar
this looks very straightforward to do. I have asked occultcord of their opinion and will add it if its not to game breaking
Sounds interesting.
Oh hey I don't mean an actual spawn egg that hatches into a mob, I mean a it looks like an egg but doesn't hatch and is consumed in place of an actual mob and doesn't require you to use a weapon on it.
When the sacrificial essence egg lands within the bounds of a ritual circle it gets consumed and the sacrifice is completed successfully.
a block is easier to implement lol
Lol not nearly as cool though.
lel
@fervent heart
I think for now this will do. maybe in future I can make it spawn a dummy mob which player needs to kill
so the new block currently lets u "sacrifice" what the ritual wants in a similar way a drymy does? (but its ritual "fuel" instead of loot as the output)
no drygmy waiting time
Note in the current release of Ars Ocultus: if you have a villager in a containment jar and click on that jar with a soul gem, the villager gets duplicated into your gem.
An unemployed villager gets left in the jar. But if you pickup and place the jar back down you will have all the data restored. Even the trade discount settings will be idential between the one in your gem and the one in your jar.
I have not tested having both spawned into the world at the same time, only that the two are identical and can be
and put into jars, traded with, etc.
soul gem ? I dont think I added anything related to soul gem
Perhaps just a weird interaction between base Ars Nouveau and Occultism. I don't think I tested this in the past.
Is the heretic armor infintely scaleable or no?
What do you mean by infinity scalable?
It's basically the same as blood magic living armor. There's a set number of upgrade points. Each upgrade costs points, and each downgrade gives you extra points
I thought i saw somewhere that someone said you could get a thousand points but its 300 right
Base is 100. The upgrade ritual increases that to 300. Anything higher is by using downgrades
For instance, stormtrooper reduces your bow accuracy. If you're using magic, you could take a few levels of that. Same with the mining speed decrease and physical attack if you wanted
oh so you use the downgrade to nerf yourself but you get more points to use
Yep
Exactly that since it becomes a "pick your poison" thing
Blood Magic armors in general are min-maxer heaven.
This addon's the one that adds Drygmies using a specific weapon (e.g. a knife) on the mobs they farm, correct?
No it should be https://discord.com/channels/743298050222587978/1301539822640435261 since that's where knives come from
drygmies using knives?? thats sounds scary lel
Aight
that reminds me, @oblique ginkgo do you control starbuncle mania?
Yeah
oh cool! I want to see if its feasible to add more functionality to starbuncles like farming hats etc
rituals can do that but see a starbuncle run around is cooler
I should use more from SBM. There's a block breaker and placer isn't there?
In 1.21 yeah
in 1.21.1 Ars' book changed. Can I find the Occultas section somehow or nah?
I dont think so. I will have to rewrite those sections
Has anyone had any issues with jarred crushers and AE2 on 1.20.1? I'm planning on hooking up a jarred Marid crusher to an AE2 system to auto crush raw ores.
Using the IntegratedCrafting crafting interface thingies worked just fine on Craftoria (1.21.1), but I'm not sure if AE2's pattern providers will work on ATM9Sky (1.20.1).
I don't want to make a huge mess of things by making crushed ores go Everywhere.
to solve this "problem", i always had a backpack with magnet upgrade nearby
and an importer on it
would be cool if we could right click soul gems on jars to pickup or place mobs into it
This works, actually. It's how I duplicated my mending villager.
I didn't test that, actually. I just pulled him out with the gem then used a ritual to recapture.
It was then I noticed that the original was still in the jar.
It did flake out a bit and turned into a vanilla villager for a while before regaining the librarian status.
They have exactly the same sale values and lockout values after the process.
I have not added that feature so thats a bug lol
on an unrelated note CommongConfig.CONVERSION_RATE should probably be moved into server config since common config isnt synced
confusing naming yes
but its unused anyway
yeah i thought i removed it
theres quite a lot of things I want to do. i am just a bit burnt out
I have a suggestion for Ars Ocultas, would a spirit fire glyph be too overpowered? Or some sort of augment to smelt/ignite?
I am not sure what it would do
Conversion recipes for saplings, gems, etc.
You can basically take existing spirit fire and treat it as a rune anyway. Toss items in to convert
True
automating it is easier/fun with the actual fire imo
Gotcha, just wondered
I dont want to add glyphs unless they do something special. all other addons generally cover most usecases so it's hard to come up with a fun mechanic
Facts
"I'm a mage, I don't need mining speed, let's take that nerf. I don't need a bow, I have spells, I'll take stormtrooper..."
"alright. Now I've got 2383 upgrade points to play with"
"oh can't forget to do the upgrade ritual as well to bump that to 2583"
Does storing spirits in a jar suspend their summoned time or is it still considered?
in terms of decay time, yes it is suspended
In the modern Occultism the only spirit you need to worry about decay with are the trader foliots. You will replace the furnace and crusher as you progress. The lumberjack is a laggy joke that crushes servers for very little wood. Also, just cannot even handle mangrove and locks up on Archwood a lot.
Can't even handle mangrove? That's the worst one lol
I tried so hard in The Witchcraft to make Occultism tree harvesting work. But it is just so janky.
Funny enough, Minecolonies Forestry buildings will farm any tree stupidly fast once they hit level 3 and get iron tools.
Almost everything else in that mod is a royal PITA. But the miner and the lumberjack are top tier. Like, better than Ars farms good. On the level of Botania.
botania has tree farms??
Yes. Quite effective ones that are self-powered.
Interesting. I learn something new about botania every time
I tried it many times but I just get lost and confused
I watched a tutorial and I am pleasantly surprised. botania is basically the mod I wanted to make but flowery lol. it has pretty much the same node concepts and redstone interactions I wanted
Vaskii did a lot of really cool things back in the day. Akashic tome and the OG Multitool basically solve 90% of large modpack item spam.
And botania was widely panned by everybody as stoopidly OP.
botania seems to be very underrated nowadays. I rarely see people talk about it
the joke is that people only include it for the easy access to dye.
I'm playing a pack with slightly older occultism and catcus for green dye would have been horrid compared to just duping 2-tall green flowers.
I do that. I just get a pouch of all petals just for the dyes lol
even if I dont play rest of the mod
Also, the 'lighting' in Botania are shimmering mushrooms and flowers. That you can turn into floating ones. It's a weird mod. Even for a channel about add-on integrations for blood and deamons in a mod about playing a wiz with friendly pets.
Actually looking forward to bootstrapping Tome of Blood today in Witch Hazel.
I had a ton of fun with it on the Ars test server.
I had quite a lot of plans for ToB. I just have too many things going on at the moment + burn out
Always liked botania. Has a lot of good blocks to work with.. And a lot of tools that can be helpful for building
I think a lot of people got burnt out from it because it was included in too many expert packs as another layer of crafting they needed. Using the altar and such for recipes
Tbh it was panned as "stoopidly OP" due to the perfectly unbalanced old "Balance" Mantle
(That thing literally negated damage from any direction except for the one you were facing at ๐)
But don't get me wrong, I like Botania, especially the Botanic Additions Addon for the Mana Tesseract (since it helped me to transmit mana through dimensions and with the help of Dimensional Doors mod, I could create my main mana farms in a pocket dimension and transmit mana wherever I wanted with the Tesseract)
Yeah, well I might have to fall back on some of that 'stupidly OP'. Just got my Teir V blood altar up and never bothered to check the modlist. WitchHazel: Autumn Magic does not have Tome of Blood for 1.20.1.
I was leaning heavily on high-grade tartaric gems and an enchanted scythe to grind through the Endless Realm.
Depends on what you mean by "work"
Jars != Drygmy btw
To answer both though, they are not blocked on jars or the drygmy. And drygmy gets incredibly strong with them since they're a different mob type than standard mobs
So are both a unique mob with their own loot table, and their drop rates are a lot higher.
100% drop rate means you get a lot of wither/skeleton skulls
yeah sorry i didnt make myself very clear. I did wonder that, i feel balance-wise it does make things a bit too easy for various components / loot availability etc. Thanks for the information!
It absolutely does lol
I recently put a possessed regular skeleton into a drygmy area with a bunch of non drop mobs. I've now got a few hundred regular skulls I'll never need. I need to take it out of the drygmy area already
I only needed the dozen or so for the ritual pentacles
Yeah I think I'll stay away from dygmy'ing them as takes away from the novelty of the rituals etc.
Given with create / ars and occultism I can more or less print everything I need with those mods from spells etc will leave them out and perhaps just use for cosmetic purposes lol
The initial question by the way was because most mobs in jars still keep their standard right-click actions. I'm not particularly aware of any occultism uses here besides the smelter and crusher
And those smelter/crusher spirits are specifically set up by this addon
Ah that answers my question then how I can stop them zerging around my basement chasing each other when smelting a bar / the other then tries to crush.... to smelt etc etc lol
Yeah the initial point of ocultas if I recall was to allow those spirits to work while inside a jar
They pick up items around them on the ground and when done dump them into an adjacent inventory. I think they auto pull from above as well? Else a hopper would work
Ah okay cool - like an allay in that regard then. Will have a test then with that in a little while ๐
(Regarding grab from nearby and put in adjacent chest)
Presumably use the same foliot transporter to take to the jars as you would the guy out of it
The crushers themselves will pick up the items and hold them as they process their stack
So yeah you could use a transporter or starbuncle or bookwyrms or something to send the items to the crushers in the first place. They send their processed output to the adjacent chest
cool - thank you so much ๐
Yeah, the wild hunt creatures are OP in a drygmy farm. The familiars are more balanced. Non-dropping mods that just help tweak your rates overall.
@fallen dune @frosty zodiac
So you can eventually craft that black-box item on the floor, that you put a genie in and it basically RNG "Mines" rocks, but isnt really mining - just RNG creating assigned ore loot etc
it outputs to the inventory assigned to it, but you can use Sophisticated storage hopper upgrade to pull from it so it doesnt clog up
ah, gotcha
soo random question. should the sentient harm glyp drop a raw will item when steadfast will is in use?
I'd think that would be inconsistent with how wills work to be honest. But if you need to do it, please document it.
ok... so i'm not sure where this should go. but this is what's happening
versions in use
Ars Nouveau 1.20.1-4.12.4
Tome of Blood 1.20.1-0.4.4
Blood Magic 1.20.1-3.3.3-45
Thoughts: it does say "drops raw will on kill". And you need extend time to get the steadfast effect (slowness). So it sounds like it still bases it on the raw will
Though did also consume some of the steadfast will as well..
I think there's a problem with Crystalizers in jars, they take and process correctly but they don't output to adjacent storage, just drop items.
crystalizers?
Summons that process diamonds, quartz, lapis? They were added in 1.181.
new spirit "job" occultism added , turns dusts back into their item or extracts gems from ores.
Just released a version to fix that
In the new version, does the pig in the jar actually get consumed? Or is it a wy to exchange source instead of capturing the mob? I wasn't sure since you don't see the inside of the jar after the ritual start
the latter
So it makes it much easier to automate rituals
hey so I have a janitor in an ars jar and he won't pickup/put items dropped around him into a chest or the occult storage system. any idea why he won't do his job? do I need to assign the storage as the "set deposit" first before I put him in the jar? with the wording in the ars book that doesn't make sense to me (feel free to ping me with a reply if anyone knows anything I can send a pic of the setup if needed)
rightclick the jar and set the blacklist/whitelist
I found the gui thanks *shift rightclick
did that ever get into a released version ?
i cant find an "altar" in 1.21 Ars Ocultas ,(so its possible it didnt get ported i guess )
NVM , requires minimum version : 1.21.1-2.2.0 , and im behind on mod versions
I'm trying to use Sentient Harm with a turret but the mobs aren't dropping any will.
Did I do something wrong or does it require a player to cast the spell? (It works from my spell book)
Anybody?
hey. so I don't really remember if this used to work. I will try this today, and try to fix it
Appreciate if you could check, I don't know if it's not working or if I did something off
looked at the code and nothing feels like it should stop it from working so I will need to debug
Did you have a chance to look into this perhaps?
Found a bug on the 1.21.1 version of Ars Ocultas, the sacrificial altar does not drop itself when (in this instance) accidentally punched by a player.
oh, is that a bug? I thought it was just supposed to be immovable in Witch Hazel. Any breaking method deletes the altar.
I made put down and broke three of them before giving up and just doing more murder of trapped wildlife. In the case of the Ravager, really wild life.
heyas
so the sacrificial altar didnt drop when i broke it with extract
also HOW DO IT WORK? xD /lh
I will add a guidebook page for it :)
its meant to . I just forgot to make a release with the fix
place it under the golden bowl
ty!
and then consume sources nearby and provides the soul to the ritual from a jar
so you dont need to manually sacrifice mobs anymore
released a fix now. should be out in a few minutes
I need to figure out how the docs work. once that is done, i will move the old documentation and add the new stuff
Someone pointed me here ๐ I'm trying to sacrifice a villager through the sacrifical altar for occultism... I think I put the containment and source jars near enough but it's doing nothing and giving me the "sacrifice not yet done" yadayada... what could be the problem? where do I actually need to put the jars?
you need to put the altar under golden bowl
I did
I'm loading up the game ๐ is it maybe because of the villager containment jar?
I'm playing atm10 and I just put the villager in the jar and didn't bind it with a ritual (because that didn't work, so I just put them in)
that looks right to me
alright guess I'll need to investigate more, maybe someone on the atm10 discord knows. thanks for your help anyway ๐
so I tested further and it seems to be a problem with the villager containment jar specifically. It worked with a different ritual where I had to sacrifice a chicken
found out what happened, my own fault (obviously): I tried a ritual of binding on the villagers which doesn't work on them, so I put the item in the jar. However you need to use a ritual of containment on the villager to make the jar correctly. so here goes for anyone with the same problem lol
I went up and read Faebuncle's & chonkybuncle's convo about how the sacrificial altar works, but I just can't figure it out. I placed it under the ritual bowl, there's a full jar of source just 3 blocks above, and then I put down a containment jar with the sacrifice in it. Nothing happened, so I dispelled the jar. Nothing happened. What am I doing wrong?
did the ritual start?
The ritual started, was just waiting on the sacrifice
I ended up killing the mob myself to finish the ritual
is it the correct mob?
Yep
which mob was it ?
Villager
its probably something wrong with villagers and sacrifices
The villager was spawned from an apotheosis spawner, so maybe that's part of it? But manually killing the villager did allow the ritual to complete
other mobs should work
I'll try with another mob in a bit then, ty
I just tried again, this time the sacrifice was a ravager. The sacrificial altar didn't sacriice the ravagar, killing it maually worked.
that's my setup
There's 1 air block between the golden bowl and the source jar, and directly under the gold bowl is the altar. I am using the dark bowls instead of the light bowls, not sure if that makes any difference
it shouldnt unless they changed something
Am I supposed to put the jarred sacrifice mob in a specific place?
nope. just nearby
Occultism 1.205.0, and Ars Ocultas 2.2.1
well not instant, the check happens every 5 seconds
Ok, I honestly don't know if I waited 5 seconds or if I was just really impatient. I'll be more patient and try again
yep, I was just too impatient with the ravager
Oh interesting, i jus trealized it didn't actually kill the mob in the containment jar, so now you just need 1 of each mob type and can reuse
yep
Well that kind of obviates the whole jarring mob farm I just finished lol
thats the main usecase
oh lol
hey is the heretic armor not being tagged as forge:armors an intentional thing?
