#Ars Additions
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Can you use a book with thorns III + some random enchant for making retaliate?
Well it seems like it doesn't even accept a thorns III
Okay it worked !
because it was made from using combining thorns II, it had an extra nbt tag
so you could enchant it on an item and then disenchant it with a different mod and it lost that tag ๐
are warp nexus teleport locations saved per player?
I noticed that this mod hasn't been updated for a while. Are there any plans for updates in the future?
Should be some theories floating around about how to incorporate the tier 2 codex entries and the tier 3 ones.
But, hopefully, sometime soon.
There's a rework to the Advanced Dominion Wand and a new Memory Crystal in progress, as well as a new mount planned for the next update.
๐
getting a huge amount of log spam from ars additions. could you take a look and see if you can tell me why? thanks. https://mclo.gs/AaQ357V
6434 lines | 16 errors
btw i looked at another major pack "all the magic" and it has the same error in its log files also.
Because you're using a newer JEI version than I've last supported
ahh ok. what version works with it?
I'm away from my PC for the next 3 weeks, so not easy for me to check directly.
ok. thanks for the info. will see if i can figure it out. great mod btw. consider it a must have for ars.
Hopefully prepping to do a release soon:
oooo
Good
What is that? ๐ Is it different from a parchment?
Jarva revived the Scroll of Spell Storage but with multiple slots
I'd imagine spell turret is the name of the spell?
Spell Turret is the type of memory held in the crystal, it's storing the spell and the timer from the timer turret
It's an item to copy settings to and from turrets, runes, starbuncles, item detectors, etc.
Shouldn't it be called Timer Turret then?
There are also Aimable turrets that have extra info
Unless both rotation and timer are included in that type and "optional" if not found
Yep, it copies all data, and just excludes known problem data like UUIDs, etc.
Anything that extends basic turret is supported
Except the Multiphase Turret from Ars Zero probably
Does that not extend basic turret?
It does but has 3 spells
Should work, lemme try it
now commands to actually verify chunkloading
Ars Additions v21.3.0 is now out!
Added
- New Memory Crystal item with a 10-slot radial UI to save/load configuration data, plus slot locking to prevent accidental overwrites.
- Memory Crystal support for Spell Turrets, Starbuncles, Runes, Spell Sensors, and Item Detectors.
- Advanced Dominion Wand overhaul with radial controls for link order and link count (Single/Multi).
- Advanced Dominion Wand can now multi-link connected blocks and nearby entities of the same type, with selection highlighting and previews.
- Imbued Spell Parchments are now generated for every Caster Tome recipe and added to basic dungeon loot.
- Added
/ars-chunkscommand to inspect chunk loading tickets (self, player, UUID, or all). - Added Simplified Chinese localization (
zh_cn) (ChuijkYahus). - Expanded in-game documentation with new/updated entries.
Fixed
- Multi-target wanding now respects claims/protection checks and has stricter server-side validation.
- Migrated chunkloading to NeoForge ticket controllers with legacy forced-chunk migration and stale ticket cleanup.
- Fixed Handy Haversack auto-deposit tick timing.
- Fixed XP Jar rounding by persisting remainder per item.
- Fixed Warp Nexus placement/interaction edge cases.
- Fixed Exploration Warp Scroll interaction result handling after teleport.
- Fixed Enchanting Wixie apparatus animation states being swapped.
- Fixed charm cooldown handling to be per-entity rather than globally shared.
- Fixed recipe result handling for Locate Structure and Source Spawner recipes.
- Fixed multiple edge cases across teleporting, source jar syncing and wayfinder tooltips.
- Fixed documentation wiring issues in the new documentation system.
Links
This has been surprisingly fun to implement so far, model and texture hopefully coming next
So I'm getting stuck with the controls, shift is dismount on vehicles, but it's also descend when in creative mode. I currently have Ctrl/Sprint set to descend, but it's catching me out everytime. Anyone have any thoughts on the preferred UX? I keep dismounting when I intend to descend
To dismount or descend?
descend iirc but might be inverted
it's probably more comfortable if it's for dismount
Ah, I don't really want to move my hand to descend, that's the issue, I mean mouse steering still works
but it only appears once
I may make it ctrl is dismount, but I worry people will get confused
so you'll find people stuck on the broom cause they didn't see the prompt
Yeah, that's my concern
beautiful
seeing how you can make them stay in the air and act as solid blocks I think a recall mechanism would be useful
Hm ๐ค
Space to rise, shift to descent has been ground into my brain so I get it...
Context keybinds as in "press shift twice" instead of holding it is hard in MC, isn't it?
Otherwise you could do double shift to dismount
High likelihood of people "accidentally" discovering that if they missed the instructions
I mean I could probably do double-tap to dismount
Heresy.
Rebindable, sure, but it should match expectations by default
You should only need to rebind to fit your unique style, not as the default
fair point
It feels intuitive to me, but that's a fallacy waiting to happen
yea
Going with this approach:
Single-tap to dismount on the ground
Double-tap to dismount in air
Action bar prompt after the first press
That sounds good!
Sounds good! Maybe a client side config to disable the reminder?
f for removed butt handle
What kind of recall mechanism? I was considering making it a glyph to summon the mount and have it expire, but also could have a permanent item mode
why not a "fly towards where you look" kinda thing
like an alternate control scheme?
oh thats been talked about nevermind
control binding would be so much easier if modifier keys were normalized
like alt+shift to dismount
instead of double tapping shift
ctrl+scroll to increase/decrease max speed...
kinda because you can't look around while the veichle works that way?
This already works, there's both key and mouse steering
Beta testers welcome, there's no way to craft the carpet currently so you'll need to spawn it in, but let me know how it feels to fly and use.
o
oh im gettinng these in my world
might be handy to have the carpet slowly descend if the player who was last on it is nearby but at lower y
i might have fallen off.
lowkey if the dismount was tied to double jump instead of double crouch
Could be interesting, have the carpet follow you if you move further away
i like how the carpet leans left or right a bit when i press a/d
it's kinda funny how when i dismount at high speed i'm like almost off the carpet because it kept moving for a second, then it creeps back under my feet :D
Yeah i was happy implementing that, it also leans up and down when looking in that direction
Slight desync will look into it
Oh, and the lean stops when you get too close to the ground that it would clip into the ground
oh neat
collision for standing on the carpet seems very generous
hm is it just like 3x3 blocks, any blocks the carpet intersects with?
i think it would be a bit more fun if there was higher inertia at higher speeds, like if braking took a bit longer :v
make the speed feel a bit more ~visceral~
Thread of High Insurance Premiums: magic carpet now handles like an ice boat
I'm tempted to suggest stuff like getting knocked off if you collide with something at high speed but I know I'm going to beat myself up over it once that actually starts happening to me
lowkey though that would be very funny
Turn on hitboxes, it's just because it's angled
ah
I haven't actually rotated the hitbox, I'm unsure on what's best
hm why am i moving so slowly right after standing up? am i colliding with the carpet or something?
Possibly? I'll look into that
Looks cool cant wait to use it
oh i fully clipped myself into a wall and died, rip
give it a try and your feedback can help shape its full release
Don't think I'm a fan of how the carpet angles forward when looking down
but also understand why it happens
being able to make it semi-transparent and maybe a little less visible when looking directly forwards would prevent it from having the same issue shields do of being obstructive
it's angled down, but also you're looking into your lap because your body doesn't render to you
the max speed is reasonable if a little on the slower side - i keep finding myself hitting the sprint key for a speed boost and being jarred by nothing happening
feedback on collision detection 
tf lmao
I think I may do a high max speed with a longer acceleration curve
do you envision this as something that will be available very early on in a playthrough and have its capabilities be upgraded modularly?
Like magic armor
right now this competes with like...
for distance travel
I'd consider a summon magic carpet glyph that's t2 but for shorter distances
summon lesser magic carpet
as it stands it just strictly loses i think. it's too unwieldy, and the functionality of being able to stand on it after dismount is good but also replicated by
.
I honestly think this concept would be better served as magical equipment
Leap and Elytra is good for distance, but it's not very handy for precise movement, which is what this fulfils a mixture of.
I think it would be fun if a slightly less lategame version wasn't steerable, it just goes in a straight line, maybe with a little drift even
not sure if a straighline one would be much useful
I'm picturing, like, "I'd like to be on top of that hill/mountain/tower over there" without it being a full time movement option
like dungeon loot evilcraft brooms
but that would mostly be covered by 
yeah
hmmmmm
maybe leap is too early game :v
leap isn't too early game, bounce is LOL
complete fall damage immunity
so for precision movement your envisioned usecases are like, building and structure exploration
and maybe mining, yeah?
ngl bounce is usually relatively late for me because i never find slime ;_;
i think right now the tuning is a little conflicted
lol yeah, finding the slime is what takes me the longest
It feels more like Happy Ghast +, so Post nether and a bit hard to get, but not otherwise hard locked.
it wants to be both a viable if suboptimal travel option but it also wants to be capable of precision movement
I'd argue the flying carpet could be put earlier due to the happy ghast existing
if it offers similar utility
Happy Ghast doesn't exist alongside Ars, yet
forward acceleration having drift and being stronger than any other vector makes precise movement difficult
Vanilla Backport is a very solid mod, and โhereโs where vanilla chose to stick this featureโ isnโt a terrible balance metric even for features that donโt exist yet.
"this thing is like happy ghast but faster" isn't great positioning, idk
Have you played with it? There's not a whole lot of drift and you can steer with your strafe keys
playin with it right now
i'll take some more time with it before i say anything like super conclusive
and also take my words with a pile of salt because my standards are weird
It seems precise enough for building/utility help
I think the movement is perfectly fine for like building and stuff, unless you're in a very cramped space
so filling a similar niche to the Hexerei brooms
can you roll it up and put it in your inventory?
The positioning is:
- Building aid
- Alternative to creative flight
- Good travel option
- Less obtuse than a happy ghast
- Potentially Upgradeable
the elephant in the room for me is the ritual of flight, I think
Yes, it's like a boat, you'll break it and pick it up
This would be an expansion on the flight ritual
Most likely used in the crafting recipe
Hmmโฆ I could see this wanting to be post Dragon, but not wildly post - maybe just wanting chorus
I don't think they invalidate each other anyways
oof, movement inside powdered snow blocks feels bad but i think that's just a property of being inside powdered snow
If you limit the time for lower tiers it shouldn't be much more powerful than having belt of levitation
right, the belt exists too
lots of snow particles
not entirely - since flight ritual is in a limited area inherently. But if you're doing extended building in an area, the experience of using a carpet needs to outweigh the benefit minus the cost of setting up a ritual
a ritual can offer benefit to everyone within the radius
that too
Summoning it with a glyph is probably a worse option than having a lower tier item
i dont like summonable mounts
If it's a glyph it would the low tier one anyway
like ephemeral summonable mounts
huge benefit of not taking up an inventory slot/a "remember to bring this along" memory slot
If ever the summon rework is successful it would look weird to have it behave differently
I think it would be quite strange for this to be summoned
i guess but I just think theyre boring conceptually. They compete with non-mounted movement options
this is a woven piecec of fabric
Since one of the points Goo mentioned is giving them infinite duration
likewise
a carpet is inherently a crafted thing
unless you propose there are free-roaming carpets that you can summon to do your bidding
might have been in DMs or here but jarva you mentioned toying with the idea of using the thread system to make it upgradeable
can two people ride the carpet like boats?
Yes*
I have not tested this
my thoughts boil down to theres a lot of cool fun stuff you could do with this concept but nailing down its place in the equipment ecosystem and making sure it has one gotta come first
I guess I'd see it less like a summoned creature and more like a mageblock that happens to be carpet shaped and moves
also i gotta say it the double shift dismount makes my skin itch
Not many good options there though ๐
I thought double sneak would get in the way more than it did so far, and not falling to my death but just standing on the carpet helps too, but yeah I wish there were more keys
ctrl i guess
Fun idea. Jarva could even pitch it to his bosses as marketing ๐
i think its because my keys have a lot of travel distance so having to double hit shift with my pinky every time I want to dismount is grating
im not on a little butterfly switch keyboard these are cherry browns babey
I would vote for the carpet to be:
A) A familiar
B) An item
Summoning it via glyphs feels odd to me.
The idea of wild carpets roaming is really funny to me though, I must admit.
Does not compute in rapid reset hall effect
ah, i have sneak on my mouse thumb button always, b/c i noticed i'd always let go of shift at the worst moments by accident
a hall effect keyboard?
Yep
thats interesting. didnt consider that could be a thing
Does explain why I enjoy double shift though honestly
yeah double press on a thumb-bound button or on a less clacky keyboard is significantly less painful
but when I type it sounds like i'm beating a robot to death
Typing being my full time job, my wife would kill me.
https://wooting.io/wooting-two-he
Not a beauty (it may achieve that with the full metal body) but it's got some very fun functionality that I am hopelessly underutilizing
autonomous carpets
Would a longer delay in the double-tap help? Or is it just the tapping?
it's the tapping, really. Delay would help slightly but then I would worry about descending too much while trying to dismount
I'd worry about dismounting while trying to descend in small increments 
The whole reason the double-tap dismount exists is because I was so used to descending with shift in creative flight. I kept dismounting mid-flight when trying to descend.
yeah thats muscle memory you gotta build around. I acknowledge the problem and i don't fully disagree with the solution
i don't think there's a flying contraption in this game that i haven't accidentally dismounted to my death from
so anything's fair really
the hexerei brooms had a rebindable dismount for the broom, since it also had shift to descend... but the default keybinds have them both as shift
I think I changed descend or dismount to caps lock at some point...
something like that would work
tho having something like a whisle to make it pathfind to you (or teleport if its out of range) would also be cool
one day someone will take on the dishonorable task of getting multi-key bindings to work consistently
not dishonorable. unceremonious
and tedious
I am kinda partial to the kind of thing they did for the happy ghast, where they take some of your look vector for going up or down
If I recall the Aladdin animated series correctly, whistling for your carpet is a great way to get dumped in a lake
I think it also does that from what I understood?
Yeah it does
oh, or like the epic mounts or whatever that mod was. The flying mounts have a sort of threshold for when you look too far up or down to start ascending or descending
You can press forward and just look where you want to go
like ascending/descending without moving?
I found I really liked that, as it gave me some freedom to look around without altering my path too much, but when I wanted to go up or down it was easy
so like, it goes on your look vector for up and down, but only if it exceeds a certain threshold
and otherwise keeps your Y value constant
Xacris, have you tried the beta jar?
not yet, I'll try to make time to check it out
Ohhh I love this. Like a ghast, but one that was actually trained lol
Prototyping
yoooo
May I suggest Carpet folding it's front when mounted and looking down? Would require model tweaks for it to work, but could look more natural than angled carpet.
i was gonna suggest semi-transparency but this is a cool idea
Also... It would be funny to put that carpet on Lamas ๐
I'm not sure I understand
You could roll it a little at the front for it to not block players view
Carpets aren't just a stiff slabs irl - they are fabric that can be rolled
dropping this here so it's visible for future reference
The model and texture are still just placeholders
I love this magic carpet so much
The biggest damper on my productivity is getting distracted flying around on the carpet
lol
can the passengers be any entity
let me fly my happy ghast around on the carpet. ghasts should get to take breaks too.
Unsure
This flying carpet reminds me a lot of the one from "Aladdin".
Maybe you could tie those magic carpets somehow to Desserts... potentially to Archeology?
Say... you find pieces of Ancient Fabric that could be used for few things - including flying carpets?
also you could automate production of them with our magic archeologist crabs. ๐
I do like the idea of tying it to archeology, we don't have enough uses for that currently
i think thats more because archaeology in vanilla is half baked and not very interesting to begin with
Honestly... more archeological sites with more variation on what you brush and where you brush and what challenges you are facing... could make it a bit more exciting.
What if there was Suspicious Soul Sand (original, I know) that instead of falling and crumbling would occasionally spawn a (Withered?) Skeleton that holds on to something and you had to fight it?
Or a group of suspicious blocks that didn't had gravity like Sand or Gravel but had another challenge to make extracting goods from them possible?
The problem is there is only soo many ways to make brushing any more interesting without having to resort to a brand new minigame in a game
it would help to have more uses for Brushes though... Archeology and Armadilo Scutes are fine, but having more would be an improvement.
this is honestly one of the rare occasions where I think a feature would just be better off removed
minecraft is timeless. the world is supposed to be a blank slate. why are there suddenly ancient ruins?
And why are there so few of them?
such a concept should have been much more substantial
but mojang is horrified of adding anything more significant than a new biome at once. there are no "nether update" scale changes in minecrafts future
I suppose having more structures have blocks that provide something when brushed could make brush as a whole a lot more worthwhile.
instead it was only a handful of them... and it was any with sand or gravel in them already - I suppose suddenly having gravel appear in spawner rooms might be too odd if we look at pregenerated structures, but honestly I wouldn't mind some more radical changes to some of the structures here and there.
By radical... I refer to slight palette tweaks here and there that utilizes new blocks added over the years.
Only recently did they introduced copper blocks into a structure - before that we could make them and use them, but it seemed like the rest of the minecraft world didn't bother with including them in any way.
If we can find mineshafts with wooden supports underground, would it be too big of an ask for jungle pyramids to include say... a bit of bamboo for variety?
Cherry was recently added few drops ago... people have been suggesting villages out of cherry - which I guess could be a fun excuse for new villager clothing to be added in too... but some kind of structure showcasing new wood in action would be dope.
Say... a sanctuary?
Pale Garden was a drop all on it's own... a structure appearing in there would be great for putting Resin blocks in spotlight! Maybe even incorporate a bit more of archeology in there as well?
What if we had aged resin with a different color and you could create an ancient pale oak heart to summon a different variant of the new mob?
jar it and farm it with drygmies
how do i obtain a memory crystal?
Ah shit, I forgot the crafting recipe didn't I
Did you make that spesifically for this purpose?
Yes
has anyone here experienced a little annoying bug that causes the warp nexus to cull its surrounding blocks when placed?
Which version?
Most recent one
It might be a mod conflict now that i think about it...
Do you have distant horizons?
Most recent 1.21?
Yes and yes
There's a bug report with distant horizons currently, I have a fix planned for next update
oh ok lol that's not two mods i thought would conflict at all
mods tha use rendering tricks will be foisted by mods that fuck with rendering, sadly
Also MoreCulling needs a fair bit of config, if you have it installed.
Is there a way to disable arcane permanence rituals after they've started? Like, an out-of-game option such as a config option that disables the ritual, including already-running rituals? The config option in ars_additions-common.toml says the option just enables/disables the recipe, not the already-running rituals
yeah i thought that might be the culprit
Noticed that all the recipes in Additions don't show up in the book
They do show up in JEI tho, otherwise that would be a showstopper bug for me
Is this latest version?
I didn't think about that. Your best bet is probably to set it to require source every tick, so it's not possible to sustain
Hmmm... along that line of thinking, maybe I could set the source required to just any number > 10k in addition to requiring every tick?
Oh, I guess either way it'd be alive one tick when rebooting
Unsure if I put a cap on it
Are you on 1.21?
The comments say # Range: 1 ~ 10000, so I guess 10k+1 probably isn't an option
yes, 1.21
The latest version of Ars Additions provides a command to hunt down all loaded chunks
Oh that's nice!
/ars-chunks
i still think the commands need a cleanup
Definitely
should all just be under one /ars or /ars-nouveau
the problem there is that i dont know how to let addons add their commands inside
mixins would work, and also be ugly
Just have the main mod dispatch an event with the CommandDispatcher
Or whatever the command type is
1.20.1-1.6.7, the latest available for 1.20.1
1.20.1 is no longer supported, so won't be changed
I have JEI and I'm using that yeah
also id say most people have moved on to 1.21 at this point
REI is usually my preffered one but it caused a crash with Create's shopkeeper UI so I've dropped it
Someone convinced me to switch to EMI, so my server switched over, and I have regrets ๐
i love EMI
are you using it with TMRV
no that should help if anything
JEI was always instant
or at least, close enough to instant that I didn't notice it loading
its the opposite for me
Anyway I'm sorry, I'm hijacking someone else's help
JEI loads in sync
EMI should be async
JEI makes world joins very slow
EMI lets you join the world then wait
If you have a lot of blocks (Chipped, Bountiful etc) you have to disable the vanilla recipe book with something like NERB, had a lot of performance issues related to items because of it in the previous iteration of my own pack
Alls I know is I open a fresh world, hit "e", and by the tme I hit "Ctrl+F" JEI is ready. With EMI, I gotta wait about a minute before I can search EMI
yeah thats because EMI lets you join first
JEI would do the loading on launch and during world join
Ah, I see
"it's fine, they don't care" 
lmao
Thanks or the tip, I'll give this a try! I don't think we have all that many blocks but I'll try it anyway
lol ๐ my apologies
I mean, my "issue" is a tiny issue and they don't care so eh
also probably this too
With EMI, subsequent openings should be fast, if they're not then yeah try NERB
It's not that we don't care, it's a lot of work to maintain even one version of a mod. Maintaining multiple just isn't sustainable for me, I have a full time job and two kids, any time I have available is going on new features and not trying to maintain features on a version that gets less and less players each day.
In my experience, that's usually the norm (only maintaining the latest version of the mod). Maybe critical bug fixes for old versions if critical bugs are found, but often not even that.
Sorry if that seemed offensive, didn't meant to.
but yeah I get it, it's a pretty minor thing anyways since JEI can cover it
I have some questions regarding the 1.20.1 version of Ars Nouveau :
-
Does Spellweave exist for 1.20.1?
-
If it does, can it be used on "magical" armors (a.k.a Armors from Ars and its addons)?
Not without Ars Additions, in any version and I'm unsure if Jarva implemented it in 1.20 already.
No.
Fly-by kidnappings would be fun
How would you want it to work? Just lock current speed?
mhm, or even just keep moving in the current direction at some speed
If I remember correctly, I have seen it in both my 1.20.1 Ars modpack and the issue tracker on Ars Additions GitHub (regarding 1.20.1 bugs)
Are the scrolls added by this mod single use?
Which scrolls?
the ones that looks similar to spell Parchments?
There's a lot of them added by this mod
Imbued Spell Parchments? Yes they're single use
Ah
They're single use caster tomes
They cost 0 mana
You can technically make more of them if you're smart about it
I don't think so, but they still cost mana then
right
And it depends on if the spell binder checks whether you should be able to cast that spell
For example whether you know the glyphs it has
Which it probably should
No, it shouldn't
It's also made for when you want to give a set of spells to people or try to roleplay with just a set of premade spells
Fair enough
it should? iirc it's a base mod thing though not Additions
but yes Reactive should Proc per piece of Armor but if they all do then you might not have enough Mana to cast them all
do you happen to know the chance of proc that reactive 4 gives?
I think that just a 100% chance
baller ty vm
aight its not, I just stood in the middle of a pack of zombies and it didn't go off once
interesting
and there was a spell inscribed on the parchment used in the recipe
you had enough mana
and you upgraded it all the way (4 uses a wilden tribute)?
Nah, they tried to apply it via an anvil
ah
how'show's the carpet coming along
Good to know
Any other ideas your working on
is there any way to fix a Warp Nexus if you break it and place it back in the same place?
Not without Creative/Commands
Hi, is there a way to make custom locate structure rituals with a datapack or such?
Yes, they're just recipes
Contribute to Jarva/Ars-Additions development by creating an account on GitHub.
hallo mister jarva, how would you consider making it so you can somewhat upgrade wixies, either by stacking them like buncles or otherwise?
i think i remember you saying something about that, really im mostly asking cause of certain things id like to have automated without using icky tech mods
he hates me smh
Jarva will do what jarva wants
i knowwwww lol
Family and life always comes first. Patience ๐
Indeed
yeah i did remember you wanted it as an option, just didnt know if you were just saying it in passing or not lol
Eventuallyโข
yeah no rush at all lol, i would just really find it cool to have that big production without 5 billion wixie stations lol
would you rather
have wixie speed up or
enapp speedup
enapp?
enchanting apparatus
Hi guys, so i turned off caster tomes for ars nouveau but i still get these things from ars additions and i can't turn them off in config
can someone help me with this pls?
Can you turn those into regular spell scrolls?
I think those aren't considered Caster tomes
How did you turn off the tomes? To remove the imbued parchments you should remove the caster tome recipes
i think they are regular spell scrolls, or idk
yeah but some of them can be used and i wanted to turn them off so it would be balanced
trough config just disabled them
ServerEvents.recipes((event) => {
event.remove({
mod: "ars_nouveau",
type: "ars_nouveau:caster_tome",
});
});
KubeJS script to disable the tomes
I don't support the config
thank you, where should i write that?
If you have KubeJS, in the server_scripts folder
alr, thanks <3
um
Hii
I'm new in all this haha
buut I have a question
(if you don't mind
(maybe you know the answer or not, idk
why isn't tha ritual of arcane permanence working?
did you enable it in the configs?
oh
how do i do it?
jskwjdkw
its like a special config or its just mc config
?
you find it in one of your config folders it should be like "Ars-Additions-Server.toml" or something
Yeah, and then make sure it says "enabled" for it to actually work?
or something, I dont really know how to code T-T
it doesn't require that much knowledge to code ๐
and if I wanted to use it on a server (it doesn't let me upload files) how would I do that?
do i have to do it by writing in the server's console?
the Server admin would have to make sure it's enabled, I think?
aghh T-T T-T
im the admin
jdjwdjsjw
mm
well, so im gonna go search inside the server to see if im able to do it
thank you very much T-T
you're welcome
I'm trying to look into it myself to help further
Ah yeah in your .minecraft server there should be a folder labled "Config" and in that you find the "Ars_Addition-Sever.toml" file, open that and it will give you options for the Ritual of Permanance
you do have to be online for it to work
yess
i was looking at the same folder haha
but i cant find the config to enable its recipe T-T
ah
i wasnt looking at the .toml file jwjsjws
thanks!!
๐ซถ ๐ซถ
Welcome
hii
(sorry to bother you T-T
im trying to make a source spawner work
but i cant figure out how to make it start functioning with a containtment jar with a wither skeleton inside as the intented spawner type
(im not a native speaker so dont hesitate to ask me if some parts of the question arent clear enough o smth
nevermind it worked hsjwhdjwhsjw
Needed source?
Yeah kwjsjw
I thought I needed to get the skeleton to enter the source spawner (like in a normal spawner, i guess), but turns out the problem was that a wither skeleton farm consumes a lot more source than what I expected jwksjw
Might be able to abuse a really old idea. Have it spawn regular skeletons, but place it in the nether
but wouldnt it spawn regular skeletons? I mean, now theyre able to spawn in soul sand valleys, so I dont think the spawner would spawn wither skeletons (as I intend it to do)
(Im answering to what I guess you mean jdwjs
It's been years since I've messed around with it. But there at least used to be a thing where any skeleton spawned in the nether had a 75% chance of being a wither skeleton instead. Used to bring vanilla skeleton spawners to the nether to make a quick wither skeleton farm.
Probably doesn't work anymore, at least definitely not in a soul sand valley, but maybe try in a nether wastes
Other than that, there's a lot of ways to make vanilla-based wither skeleton farms incredibly effective with ars nouveau warp portals
Unrelated, interesting. From 1.10, a wither skeleton with a tipped arrow will use those arrows if they have a bow.
And until 1.21.4, wither skeletons wanted to pick up bows...
Could be an interesting way to have an infinite tipped arrow
how can i disable certain glyphs from being discovered in the ancient codex entry?
if its even possible
The codex entries will use all enabled glyphs. If a glyph is enabled in the server, it's possible to obtain in the codex
how do i disable a glyph?
Each glyph has it's own config.toml in the /config/ars_nouveau folder
Is there a way to assign a target to a Reliquary if said target can't be hit with Projectiles or Touch?
Just a guess but maybe something like 
might work
I've never used the reliquary though, so take my thoughts with a grain of salt
Sadly, Mark (the glyph that binds the target to Reliquary) cannot be augmented with Sensitive,
Well it's augmenting the burst with sensitive, which should work?
Unless mark does something deeply strange?
What Azalea suggested should work
(Good example would be
:mark: should work)
Nope, Still nothing. The projectile just passes through the intended target and the reliquary saves the coords of the block it hit instead.
BUT, I did just get it to work! So I'm using a mod called Doggy Talents Next. The dogs in question are under a permanent "No Friendly Fire" rule. This means that any possible damage coming from the player does nothing to the dog. HOWEVER, I just noticed an option in the dog's menu to turn Friendly Fire on and off. I turned it off and viola, I've finally marked my dog and can finally make a healing spell for it.
OH WAIT
:mark: and hit the floor under it
Nice you could figure it out though
I did try that spell combo but it only marked the floor underneath the dog. In the end, it was turning Friendly Fire on and using
:mark:. Now the sad part is I thought the unstable reliquary was unbreakable. It is not. It last like 4-5 spells and broke.
Yeah you'd need an eternal stella from Forbidden and Arcanus for that and have the spell end with mark (Can use turret)
Yeah but I decided to not have Forbidden and Arcanus. Felt like having it was too much. Anyway, thanks for the help. ๐
i never thought of that
lovely
although it still means i cant have a perma mark, sadly
There is a vanilla Minecraft command that can make something unbreakable but that's up to you if you want use commands in a survival playthrough.
Hey, what does Spellweave do? I'm just now noticing it in JEI.
Ah I did not see that it was recently added and explained on the General-and-help thread. My bad.
It should have an enchantment description, might be something I haven't released yet ๐ค
are there any applications for the reliquary on spell turrets?
Can confirm, no description in the book. Just the recipe.
The mod Enchantment Descriptions doesn't see it either.
...i may be stupid, but also this is my first time messing about with datapacks.
i notice the "id" and "tag" sections are both listed as "ars_additions:", even though most of the structures found by the ritual are vanilla. why?
...how would this effect things if i was trying to locate a structure added by a different mod entirely?
...do the .jsons go in a /recipe/ directory as normal, or do they need a /locate_structure/ directory in the /recipe/ directory to go in?
the id is just the id of the recipe, which is created by ars additions and thus uses the namespace of ars additions.
the tags used are defined by ars additions here https://github.com/Jarva/Ars-Additions/tree/1.21.0/src/generated/resources/data/ars_additions/tags/worldgen/structure
you can make your own tags or use vanilla ones
just follow the directory structure
...so if i want to add another mod's structure, i need to define a tag (or find one, if that other mod has a tag for that structure)... and make an id for the recipe?
...okay it almost worked. there's a recipe, and the ritual runs, but it doesn't find the structure
so i think i made the tag wrong or somethign
ope. i forgot to make the worldgen directory for the structure directory
it works now. thanksmuch for the help qther
Can Wixie Apparatus not do armor upgrades (e.g. tier 1 to tier 2)?
the error message wasn't from retaliate i figured that's my bad, my only problem remaining is that retaliate doesn't trigger on the first hit taken on my reactive armor it only works from second hit onwards
ok i was not sure about it so i had to double check, i don't think this is fixable
to put it in simple terms, reactive activates at the end of the damage chain but the "last mob that hurt the player" variable is updated after it
and there is no way for the retaliate code to know who triggered reactive because the value is not set yet
if retaliate could be somehow delayed, with an augment maybe, that would probably be possible i guess? @covert topaz
since it's a form i couldn't really figure anything out to delay it
relics mod does have a retaliate ish relic
it seems to work fine as long as the 5 second window is up even if the target changes
but it doesn't reset the 5 second window
then it misses another trigger after the 5 seconds and goes again from the second hit
might have to test that again mobs were dying
well i don't wanna clutter the chat with my could be misinformation so i'll leave it up people who know better
I noticed that this mod hasn't been updated for a while. Do you have any update plans?
I would consider Additions to be actively maintained and afaik Jarva has some update plans, just also 2 very young children
Also, Additions has its own whole discord server.
The Magic carpet feature is still pending, when I get time to finish that off then we'll have a new release
But also, the latest release was February 2026
ayo how do I craft the tablet of arcane permanence
Need to enable first via the configs.
it looks like there's a lang file error.
Another year appreciating unstable reliquary existence
is there a way to make a spell cast on a reliquary target without having the reliquary in my offhand?
Only by using turrets
I was intending to use turrets but it didn't seem to be working unless I was holding it
what did I fumble
did I fuck up the spell?
Turrets require the reliquary in an inventory next to them
so if I plopped it in a chest we'd be good?
correct
something i did was use forbidden and arcanus to make a reliquary that just spammed phantom grasp on a maledictus using :recall:
:mark:
so uhhh I tried this and its not working
what did I fuck up
So you marked the entity right?
yes
ok ill switch that and see if that works
And use mark at the end
If the mob/entity leaves then it clears
(If it was in the middle of a cast)
uhhh if the unstable reliquary breaks instantly is it too far away
Nope
Its a one time use
you can edit how much durability it cost in the config files
Is there a schematic of the Arcane library? I would like to repair this one and make it my base
Nice
Is that a mod or website
Both
Look up blockprints.io
Thanks, I appreciate it. I love this Library, and I suck at major aesthetic building
hello, can anyone explain what spellweave enchant from do?
basically it lets you add one thread slot to a peice of armor with none
thx
hello, is there a way to craft a tablet of arcane permanence(1.20.1, mod 1.6.7)
You can enable it in the configs
Hello, is there a way to mark a player indefinitely? Im playing on a local server with just one other player and want to be able to remotely help them with spells. I didnt find anything in the config so far but found out that the mark effect for players wasn't always a thing.
Im playing on the latest version in neo forge
Not by default, but there's other mods that add enchants that disable durability
Thanks for the reply :) The durability is not my problem, sorry for the confusion. I mean is there a way that the reliquary stays bound to a player like it does with an entity? I only found the config option to make the mark effect last longer but not make it permanent or disable the need of it
Putting it in a chest works then having a spellturret cast :recall: <insert spell> :mark:|
Breaks if it casts while offline
Oh, interesting workaroud, thanks :) i will try to experiment with that so i can have the turret cast it on demand ๐ค
You can make it permanent by reducing the cost when used on a player to 0 in config, in config there is also duration on how long it stay bound to a player if you set that to 0 then it will stay on the player forever
Thanks, i will try that next time i get to play :)
i can only find the option to set the marked effect duration, and setting that to 0 instantly loses the mark
May I ask if I can find an apprentice spell book in Arcanet library?
The Arcane Library? No, it does not have a spell book in the default loot tables or any of the structures.

