#Ars Technica
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@flat summit can you try to see if this build fixes your crash issue?
Also this a7 has the above model for the encased turret.
instantly from booting, sorry for the delay, I'm studying for exam week
will boot up the new build in the background and give you news!
No problem, that studying is infinitely more important!
No(t yet) 😢
I think I need to change it away from the current renderer first, should definitely not be a geo renderer anymore (those are for animated entities)
I'm sure you'll figure it out soon
Did you think about my prism suggestion? I'd love to build huge infrastructure to launch absurdly long spells
it's fixed, praise be!
Yes. I like the suggestion, and I would like to look into it at some point.
But I think for 1.1 I'm trying to wrap up with what's in 'Next'.
There's a backlog of many of the ideas written in here. I did not capture all of them so far, most likely because I just lost track at some point 😅
But I was thinking about that, I think it could be cool if people could influence the priority of that backlog, I'm looking into it right now
Try going to https://trello.com/b/mXXikM5Y/ars-technica now. I think I have enabled a powerup called 'Voting' which allows you to 👍 items
Organize anything, together. Trello is a collaboration tool that organizes your projects into boards. In one glance, know what's being worked on, who's working on what, and where something is in a process.
Oh, I'm not rushing you in any way shape or form! I'm just curious if my suggestion has took. And take it did!
I love the reference image you added, has a very dwemer vibe
for the building gadget, right?
Haha thanks. It is actually the lament configuration, straight from hell.
I do not intend for it to spawn any cenobites however, I just love the design of it
I didn't know what it was, but I love its appearance
And while I know about Clive Barker's work, the only cenobite I'm familiar with is Elesh Norn
thank god she's dead
Damn that's also a cool one
That's magic the gathering. There's a lot of stuff from lore I'm trying to replicate with the stuff in ars, like Urza's powerplant, golem factories, strip mines... My suggestion for prisms is also because of that, somewhat?
Particularly, I want to try and create a dome that dispells entities trying to cross a certain treshold, like spell projectiles. But to do that, at least in the scale I need, I'd need at least 10 more slots for glyphs.
Defense grid, it's called
Maybe also add the ability to hide the turret face with the runic wrench or the dominion wand if you shift right click?
Aren't there already some things in Ars Nouveau that would allow you to make a block look like another block? I mean I think you can just make it look like an Andesite Casing that way instead?
Version 1.1.0-a7 on the way for approval
- feat change the Encased Turret Block model to be cubic
- fix crash related to Encased Turret registration
- feat improve whirl processing physics, it should no longer be a problem to throw items into active whirls. Wearing the Focus of Transmutation will noticeably change the velocity of items.
feat/fix for the last one I guess 😄
you added the ability to encase turrets with mirrorweave?
I did not
Then wym by that?
I thought it was already possible actually 😅 I never tried using mirrorweave
lmao
I'm gonna disable the basic spell turret mixin for now, meaning it won't be possible to encase basic spell turrets. I took a stab at implementing this for the other turrets but it's just too much work, too much code to maintain for my liking. It is probably possible to do this in a better way, but I don't have the Java/Forge know-how to see that yet.
I at least couldn't figure out how I might reduce it to be e.g. 1 mixin or tying the old tile entity to the new block class. I wish I could just slap a virtual block on top of turrets and call it a day - maybe I need to check out the mirrorweave thing down the line when I have more willpower 😅
1.1.0-b1 is under review
- remove ability to encase basic spell turrets - this feature may return again in a future version
- fix technomancer's hat having clipping issues for certain skins by increasing its size
I'll be having a look at making the runic spanner pick up Ars Nouveau contraptions next, but I guess that would also require several mixins 🤔 Let's see how it goes, those on their own is not super bad.
1.1.0-b2 on the way for approval
- fix: crash related to partial model registration (Source Motor)
- fix: lack of translation for Source Motor
- feat: Runic Spanner can pick up turrets, containment jars and pedestals by shift-right-clicking
1.1.0-b3 on the way for approval
- fix: crash related to using modernfix with
mixin.perf.dynamic_resources=trueby removing the arcane shaft in the source motor for now - feat: add particles for Obliterate when it hits the block/entity
Got no clue how Create was able to register those partial models without running into that issue. I looked into converting the source motor to a georenderer but it's not a quick fix. Maybe another time, would have looked kind of cool with two axises rotating at different speeds
**🎉 1.1.0 released 🎉 **
Changelog since 1.0.0
- feat: added glyph Obliterate (crush items and mobs)
- feat: Runic Spanner can pick up turrets, containment jars and pedestals by shift-right-clicking
- feat: added Source Motor (converts source to kinetic rotation)
- feat: arcane press and polish can be colored like the Obliterate hammer
- feat: improve whirl processing physics, it should no longer be a problem to throw items into active whirls. Wearing the Focus of Transmutation will noticeably change the velocity of items.
- feat: added music disc 'pocket factory'
- fix: Technomancer's hat having clipping issues for certain skins by increasing its size
- fix: 'WIP' set item description on Technomancer armor
this spell make hammer stop showing or working, those are amplify III not normal amplify
maybe try to find the maximum that works?
the maximum is 4 tier 3 amplify
so it can be a baseline to adjust for zero
Putting one more will make it not show up
so 16 amplification
I think yea
Yeah this is what I was trying to point out earlier with testing, but you are also right that there's not really a good reason for it not scaling more gracefully. I will have a look into it!
Someone also managed to open a PR and fix the arcane shaft issue with the motor, so I will make a patch at some point this week.
What about 4 tier 3 and 1 tier 1?
You should be fine to just clamp it at a maximum slowness
or cap the amount of amps actually counted
idk how much damage it does compared to other glyphs
That show it and work, but take 6 second for the hammer to land, also 4 tier 3 and 3 tier 1 is the maximum before the hammer vanish
Tho it take 20 second instead of 6
the impending doom lmao
cap the slowness dont cap the size plz 
Couple thoughts:
- Swing motion should be sped up and only the windup should slow down
- Hammer should provide an effect that can be dispelled, so you can stack as many amps on it as you want, but it's a trade off, guarantee to hit or more power
- Possibly allow the amp to be counteracted with an
to speed up the hammer also?
Spider hammer spider hammer
you could use incinerate or ignite
1.1.1 is on the way for approval!
- fix: arcane shaft not rendering for source motor (thanks Sethrow2 for fixing it!)
- fix: Obliterate's arcane hammer scaling (clamp speed to a minimum of 0.6, speed now only affects the charging up, not the swinging)
- feat: better tooltip for Focus of Transmutation
i can't unsee it.
I wish insert act more as a magnent, IE it insert any items on ground to near by containers where it landed
I did not understand, could you elaborate?
they expected it to have an integrated
?
Basically lets say there is items on ground if insert is cased on those items then it will try to find an invenotry and put them it, thats what i understood from the descrption i think im wrong
That is how it is supposed to work, sounds like there is a bug then, or I'm missing something
ah, doesn't insert only look for items in the tied inventory?
to insert into the aoe of the zone hit
Oh....
It doesnt work, would love to have a vacuum like that drop to near by inventories
Cooking up a new block. I'll get to investigating Insert tomorrow!

What it do?
Opposite of source motor!
Turn Rotation power Into Source
I wonder if this will be more efficent then sourcelink lava from starbunclemania
isn't this literal passive source generation?
afaik you don't really expend nothing to make rotation power usually
because you can't store it
sourceberry is also a passive source generator
Having create and hook it to infinite source lava and use the starbunclemania source thingy is insanely infinite passive source gen
Tho that seem easiest you can put a starbuncle on a wheel and that to generate source
they're conceptually different
infinite resource by farm != constant passive generation by a wheel
Oh no i wasnt saying they the same
Im saying "passive source generation" isn't new thing
This is true but you can balance it by having this block require a large amount of stress units among other things
that's really the only way you can
Please make it have a specfic roation speed required too
Since this will make sure nothing will passively make it work aside from like source motor/motors/ that one block that change speed
I plan to make it a block that requires some careful setup or it will backfire on you
it should at least either require a windmill or one of those steam engines to be on par with a potiongen
Shoot a random spell if you dont give it a specfic speed
jk jk
Btw what you think of the idea of multiblock source storage?
It's a good idea, yeah!
Let's gooo!!!
I would love to have a giant source tank at the back of my tank with Anta orb that can swapped to input or output giving source or taking source
Note: main reason why multi block stuff was not added, with "not needing it really if not for cosmetics" right after it, is that nobody here knows how to deal with them in the right way
I have a bit more hopes for 1.21 source cap
Simply because at that point all blocks belonging to the multi block would be referring to the same data structure
I don't think I would be exploring that before 1.21 regardless. On that note I checked for Create today, it's still "In Progress". They're also moving to NeoForge
(Which was pretty obvious)
I guess, either way it was nice to know I can look at examples for NeoForge integration from both Ars and Create when the time comes
maybe a consumable?
something that's spent and needs to be constantly supplied
It will make it inferior choice for source generation
but will make it balanced
Why bother making lower class source generation if its not ment to be a better alternative to what exist
Maybe it could require an infrequent supply of source berry for example
Idk honeslty, i cant really give you good suggestion as my way of generating source for Ars X create is the starbunclemania Lava to source conversion, give me enough source to run everything in my base without touching any other source gen alterntive
And i have a sub source gen that use milk
my old suggestion was consuming source gem blocks
they are renewable, although require infrastructure for automation
and can be crafted with no source input in imbuement chambers
my idea was that the source "alternator" "grinds" the blocks to release source
An entire gem block is bit too expensive
also this is what i was talking about in term of source
Absolute Bonker
Oh, I know that one
Starbunclemania
personally, I think a source gem block would be fine, but that's up to zeroregard
It's supposed to be a high-end source of... source
I wonder how much source it gonna generate tho
to offest the price be it source gem block
again, it's only a suggestion right now
It should be at least above 2000
Source
To offest the price be it each source gem is 500 source needed
and require 4 source gem to make 1 source gem block
500 x 4 is 2000
Oh, but you don't need to spend source to make gems
Waiting on the source gem to be made
it only accelerates the crafting
Is littilry just k1lling yourself irl, you are wasting time that you will never get back
That's why you automate it?
Hm?
Just, automate source gem crafting?
Yea
Thats what i did?
Im just saying that source gem require 500 source to be made
If you want it to be effiecent
6, more and you will start causing lag as the imbudment chambers are entity
Oh?
Yea
they are entity
They are designed to not have shit ton of them
In your system
6 for a lot of source gem and 1 for each esseance
And you are set for good
As there isn't something in the game that require constent source gem/essance
With the alternator using source gem block then upgrading your area work would make sense
But it use source block and is not giving 3k-5k source then its not worth it or should be using a different recipe/something to cost
Honestly for me i love using experience gem as a price system, easy to automate always useful and even can be used as excess source rather then excess XP
Maybe it could make sense for the input item to be amethyst shards, as that's something that can be automated to fetch, isn't that easy to get and is also the item needed to create source gems anyway.
It largely comes down to balancing; how often the input item is consumed, how much stress units and RPM is needed and how much source it produces per minute - these should be chosen very carefully.
What the...
Someone hasn't switched all item rending to not use item entities I suppose 😮💨
32 item entities shouldn't make the game lag on its own but anyway no reason for the item entity to exists in the first place
I'll make a PR to clear that out
maybe have the consumption rate be proportional to input speed?
and have output speed be just like that too
Please keep in mind the source cost to make source gem, as if the output is lower then the source gem cost then it gonna make it objectively one of worst source gen aside from agriculture source link
There is no cost. The cost is for rushing it. In large enough quantities, enough imbuement chambers will do as much work as one with a source jar to the side
Do you have evidence of what you claim?
How much imbudment chamber to match imbudment chamber with source
Don't forget cost of space and way to transfer ameythst to each imbudment chamber
Not everyone have space to put in a 100 imbudment chamber
Space is free. Comparators are effectively free. Once you set up automation and tell it to stop after a couple stacks, you can walk away and do something else while it produces, then never run out
Are they now?, last time i checked most players usually take a lot of time to setup said space, and when you start the world you dont spawn with "free" comparators, even if lets say you do, and once you setup source automation of 50 jars each with a funnel that rain down amethyst to each one of them, are you seriously still telling me that this is "better" more "efficient" then just using source jar and cut out half of the imbudment chamber cost
Also you need a gold farm to make this much imbuement chambers, sure you could jar a zombifed pigiln for passive nugget but that Take source or if you have create make a gold farm with red sand, but at that stage no sane player would not have a source farm aswell
I'm not saying anything about efficiency, "better" etc. I'm more asking what your actual use of essence is that you feel you need to have it running constantly for source
I'd have to calculate, but much less than 100 imbuement chambers. Besides, whatever space you need to do this with proper automation, comparators, threshold switches and etc will be worth the hands-free source gem production
Because it's not too difficult to set up full automation from amethyst to essence in less than a 16x16 area. Once you've got it set up to automatically run with zero input, you're done.
il wait for your calculation once that happen il believe your statement
Honeslty idk, i usually just sell it or use it as currency with other players

i even stated this in one of my points
that you dont need that much essances for you to waste gold on this much imbuemnt chambers
also with added charms from ars addition imbuement chambers got a second usage that i really love "Recharge" recharging your charms that give u passive buffs
which circle back to one of my point about imbuement chambers don't have a lot of usages to craft a lot of them
So you're saying that passive imbuement chambers are too slow for the essence you don't need
When did I say that? What I said is that excessive crafting of imbuement chambers is a waste of resources since they’re hardly used again; only a few things even require a constant supply of essence or source gems. Having imbuemnt chambers running on source jars is objectively much, much more efficient. Even if you don’t need the essence constantly, it’s still a net positive to have a few imbuement chambers running on source rather than the huge, ongoing negative of crafting a bunch of imbuement chambers that only run passively once and then you’re set for good. Your statement makes it seem as if the imbuement system is flawed from the start
Also you under valuing how Slow imbuement chambers are without source
People have definitely set up fire essence passive generation as their base source generation before
Hence why i said "only a few things even require a constant supply of essance", one of them is the fire essance to source
Now does burning fire essance generate enough source to pay back the source cost from crafting it + crafting the source gem + giving you extra to work with?
Who know
It's identical. By design
Identical as in doesnt give you extra back or does?
It takes 2000 source to turn a gem into a fire essence. It burns for 2000 source
If you're paying source to do the whole process, it's negative since it took 500 for the amethyst to gem
Cuz if that the case having source gem block give you less then 2000 is balance even if its net negtive as ig its designed that way
Ah
Too balanced system imo
By design
il stick to my lava/milk source gen
And see how the alternator would work and see if i add it or not
Guessing to push players to try out all kinds of other source genning
To not have a 2 step infinite loop be a self contained generator, correct
which by the way, with create is already completely bypassable
even moreso with starbuncle mania
All you need is a spout depositing lava on buckets, a mechanical arm, two depots, a pedestal, a brass hopper and a brass funnel
With an endless lava source
the only reason for an alternator at all to exist is to have something that can quickly produce copious amounts of source
And if you're expending THAT amount of source, you might as well automate everything on mass-production levels
I could see maybe different items having different yields
like, nether stars releasing truly ludicrous amounts of source
or totems lasting more than source gems
idk how zeroregard is gonna do it
I certainly need an outlet for nether stars in my modpack...
Sure, but you're also just hand waving away the endless quick lava source
And as always we don't balance around create. We balance on vanilla. You can do infinite lava in vanilla too. It's dripstone
The point is though that "endless source" is more than just a couple hoppers or starbies. You need actual farming builds
If you're building a 10k lava source in the overworld, or running a train back and forth to the nether, cool. We got you to build it. That's a win
With fire essence. You can either build a big passive imbuement system for a generator, or you can use source to speed up the essence and have an item-based battery
Stack of fire essence is 12.something jars of source storage. Repository of essence is 691 jars of battery
Yeah, I was too aggressive in where to put this creative tab.
I will look into fixing that, shouldn't take so much effort
Yees, much better. Thanks Ars Elemental, copied directly from ya.
What do you depend on Elemental for?
You mean in general right, not about these tabs? I depend on Elemental actually only for one thing which is the Mark of Mastery to make the Technomancer armor, as I wanted the armor items to be the same Tier and feeling as the ones from Elemental.
I was thinking to maybe depend on more from Elemental but for now nothing is in works to rely more on that.
If nothing else comes to mind in the future I guess I could decouple usage from Elemental and find some other item instead of Mark of Mastery.
I took a look, it still seems to be functioning for me. What does it do for you? Or are you doing something different than I am?
You can set up conditional recipes that use the mark of mastery if it exists, if not use a different item, so you can remove the dependency on Elemental
This is what I do for All The Arcanist Gear
Worrying more about the aesthetics than the balancing so far but I'll get out of Blockbench eventually
I use it with a turret, without item frames
How does it work lore wise?
The Source alternator is powered by Create's kinetic energy, and accepts crystal shards in its inventory. It uses two pneumatic stompers to crush and break them down, and applies heat until these turn into liquid source. The shards undergo intense pressure, releasing a dangerous amethyst steam that is toxic to inhale. The resulting liquid source accumulates in an internal tank and, once enough has been collected, is transferred to a nearby source relay.
I love it, maybe add lava as cost aswell?
If you do include an input for items, where is it going to be?
that stand is Bs
Also maybe make it accept ameythest shards instead of source gem?
Trying my best to fill what little gaps you left in the explanation, but... I'd imagine that the rotational energy is to pulverize the solid fuel, and what it actually does is use the same arcane principles that the imbuement chamber uses to charge the atomized fuel with ambient source, creating source-gem analogue nanoparticles. The constant movement prevents the full nucleation into source gems, and allows the heat to destabilize the partially nucleated particles down into crystalline powder again, releasing the source within the containment chamber to be redirected.
Of course, the crystalline powder needs to be flushed, so that explains the "steam"
It's just very hot amethyst powder
From what little I understand on crystal formation, particle pulverization, "actual magic", ars nouveau lore and mechanics, this is... Fairly consistent?
I don't know yet, gotta make some small input on that front part
Again, zeroregard takes aesthetic decisions that make sense from lore and science perspectives
You tell me. I was totally crap at chemistry and physics in school. Only barely scraped by for electrical engineering in university. I'm but a simple programmer
I'd suggest the input be a black part
Mm yes but that part is the rotational input
On the other side that's supposed to be the steam output you shouldn't stand close to
Aren't those the "crushing" heads?
Yes. I was thinking to put something else on top near those
Hm...
Maybe have either the item input or the exhaust on top?
Then whatever you put there, you put the opposite on the golden part
I'd suggest the input, tbh.
I'll try noodling around next time I'm at blockbench
keep cooking, king
nah bro it's consisent trust fr
Fym, some of the stuff the stand did make absolutely no sense like the impaling scene
it was just showing the future to bucciarati
There is a 3h video that explain all the plothole in this stand
I recommend watching it
dw i know it's hella inconsistent im joking around
at least it wasn't as bs as s6 jotaro
whaat?
You watched s6 right?
you're talking about s6 and not s3 dio?
White snake ambushed the fastest stand in the show
yea
That was insanely BS
I still think this was insane nerf
i can believe he had a blindspot trying to protect his daughter
yea, his durability goes way down in the stand stats, he LITERALLY got nerfed
zeroregard come to see what we talking about his mod just to find 2 nerds yapping nonsense
A what
let's move to #off-topic
allegory for stands lol
i have no idea what you were taking about, but you have my seal of approval: 🦭
on a more serious note, can you make a conjure dome ritual?
a bit unrelated to create or ars, but it'd work on the basis of what you give it for materials
so if you give it glass, you'll make a dome out of glass
and you'll need a lot of glass if you're doing a big dome
That's very specific. I think I would rather work on the Builder's Gadget, that would allow you to conjure many shapes
I did work on it briefly but I saw that it would take quite some time to implement properly as I have to make a custom user interface etc
i see fair enough
thx for considering it anyway
can you make the whirl glyph, when augmented with
or
, actually pickup living entities and do dmg depending on what the whirl was accompanied by
lava, soul fire, fire dmg
for example
Probably should be
for damaging entities.
I was also thinking to maybe allow mixing (Create) with 
yea but what about recipes that create fluids
from solid materials
and superheating
imagine not having RFToolsBuilder
Its block allow you to build massive circle/sphare/cylinders
its such a save for massive projects that are not cube
Question does the runic spanner change how fast the rune charge?
it also is chunk based building meaning no lag for server :D
How
How what?
You right click on a rune with the runic spanner
Welcome to the Ecole des Arts-Mecaniques.
God, I need to get this server situation figured out, I want to open it to the public but I've been so darn busy lately.
Job interview on Friday, should have time after that.
It doesnt work for me
Also is it possible to make it 1s delay ish?
Best of luck! I have a 4th and final one tomorrow...
You are right, I must have broken it at some point 😦 I will look tomorrow at some point
Woah, that's a lot of interviews. We're only doing two for this position.
did I just get accepted to a school of magical engineering I hadn't even applied for?
btw zeroregard sir, are you planning on uses for the waste amethyst smog?
I didn't plan on that but I'm open for ideas. Would be cool to be able to capture it to use for splash potions
Would also be really funny to capture it into regular potions and watch Amethyst Golems drink that to work faster 
Does anyone know what this is for?
This cannot switch the mode of the robotic arm
Put it directly on it
The runic spanner is only for setting the cool down on runes but this is unfortunately broken at the moment. I will hopefully get some time to fix it today
Yes, those. But there is a bug
Wait, it's actually working fine. I was testing too quickly yesterday
This video has no sound. Do you hear a amethyst-esque sound when right-clicking? You can't see the cooldown without wearing Goggles or the Technomancer's hat
And I see what you mean now, thanks! I will have a look at it, that is definitely a bug.
Damn, seems like Create is checking specifically for the WRENCH item, instead of the item being an instanceof a Wrench.
Time for a Create PR
Honestly yeah, that's probably a better approach. I think I would need to make a dozen mixins otherwise.
Either that or I just make a separate tool for this, if it's only for adjusting runes anyway... 🤔
Have you added your wrench to the "forge:tools/wrench" tag?
Nope
I have not done that, but good point! I wonder if it will fix the issue though. Create checks like this:
AllItems.WRENCH.isIn(heldByPlayer);
...
public static final ItemEntry<WrenchItem> WRENCH = REGISTRATE.item("wrench", WrenchItem::new)
.properties(p -> p.stacksTo(1))
.model(AssetLookup.itemModelWithPartials())
.tag(AllItemTags.WRENCH.tag)
.register();
Looks to me like it's looking at the specific item, so looking for "create:wrench" and not the tags (?)
Hmmm. Could you send me a list of which mods you use?
It may work, it adds it to the tag and uses the isIn method which sounds like tags to me
Alright, thanks! I will give it a try right now
Uhh some of the mods i complied them myself i need to send you the mod folder instead
Fair enough, that works too. Likely one of the mods does something with a RuneBlock mixin, adding an inject for "use" that is run before the injection Ars Technica adds. If that one cancels the run, Ars Technica doesn't get to do a check for the runic spanner.
Let me test with just the custom mods and technica
Why do you mixin to runeblock?
Btw you should prob add dependecy for ars elemental in curseforge/modornith
As when i tried to use it without ars elemental it crashed the game
Binary elimination could help a lot with narrowing down the issue
I think the mod itself should already have this listed as a dependency and complain if you don't have it installed 🤔
It didnt tell me
I need ars elemental
Also i have a hunch on Create Stuff And addition
Huh weird, maybe it does not function specifically for elemental. But it is at least mentioned on the Cursforge page that you must have Ars Elemental installed
Okay so good news, it was not any of the custom mods
Bad news it was not any of the custom mods
Il just send the modpack
One sec
To be able to have specific behaviour for when you are wrenching a rune. I get the rune tile from there (which also has a mixin) so I can set a custom ticksUntilCharge value
Btw how low can you make the rune?
recharge delay
It's only from 2 and in increments of 2 seconds up to 32 seconds. I'd like to make a better interface for this some day, similiar to the ones found in Create, so you could fine-tune it better and set it down to even 1 tick.
The ticks until charge is just used to track a specific cooldown, not each cooldown, and you should be able to utilise useOn for the wrench
1 Tick Rune..... 
You have no idea what the stuff im gonna use this for
Yes indeed, so I introduced a new variable in the mixin called ticksUntilChargeCount which is what ticksUntilCharge gets set to instead of the hardcoded 20 * 2 value found in RuneTile
Ah nice
Could maybe make sense to just introduce that into Ars Nouveau itself at some point instead of hacking this together :v
Yeah would make sense
The tag fixed the Runic Spanner issue. Thanks a lot @opaque gorge !
can you send an early access file for the mod i would like to test the rune recharge change
Yep, one sec
However I don't know if this fixes your issue, @glossy escarp . It definitely fixes the deployer issue @south iron had
But doesnt Fix the Rune UI not showing?
You're wearing Goggles/Technomancer's Hat?
Goggle and the monospy thingy
Very strange, seems like the mixin is not loaded at all then
Do you think something overrided it?
I don't know why it's occurring because as far as I know, this is kind of the point of mixins, that you can add functionality on top of existing classes, so the idea is to not override completely. You target classes to 'mix' into, where you can instruct for new interfaces to be implemented, or to inject into existing functions. This RuneTileMixin implements IHaveGoggleInformation so unless someone else added the same thing which I doubt, it should not be overwritten here.
But perhaps some mod is doing something funky with mixins in general, I don't know the depth of this.
Okay so its a mod that something to the wrench or it trigger when you have goggle, have you checked the modpack i sent?
I love this from nerd prespective duo to me using amethyst for both ars and hexcasting
So the golden spinny things are gravity manipulation that move the source once filled, but how would this look vertically?
In practice in terms of gameplay I'm not sure how nice this amethyst CD slot is. I was imagining starbuncles delivering the shard but you could also have that handled by other means, it's just an inventory. I'll cross that bridge when I get there, think it's time to start implementing something soon.
I wasn't thinking to allow vertical support for this block to be honest, at least not at first
that work fine
Later down the line you could even do a redesign in 1.21 or smthing just like how ars redsigend a lot of the stuff
if you have AE in the mods.toml, it seems me switching to having a versioning that display well on maven have broke it
I have is in mods.toml like this:
[[dependencies.ars_technica]]
modId = "ars_elemental"
mandatory = true
versionRange = "[1.20.1-0.6,)"
ordering = "AFTER"
side = "BOTH"
it should become simply [0.6, ) now
1.20 > 0.6 so if they use versions before the switch there won't be issues
but if you look for 1.20.1-... and the version of AE is now 0.6 it will say incompatible
having version with just version number is cleaner imho
you're not going to be able to use another mc version anyway
i can see little particles like imbuement chamber working for the part where ameth is
as if the amethyst collect the source from air then it's squeezed away and collected
I tried disabling mods one by one until it was just down to elemental, nouveau, create and Technica. I think it's a problem with Technica itself, seems mixins in general are not loaded correctly
So some sort of compilation issue, I'll noodle around later tomorrow
Fair enough
I think I might have a brilliant idea
beauty
Zeroregard, sir, do you perchance know about a fantasy setting called Kaladesh? They use a kind of magic contained within a steam medium in there
So their machines and artifice use pipes and such, kinda like the dwemer? But not really. There's a lot of art about it too
there's bound to be something that inspires a use for amethyst smog
I'm not familiar with the setting but would be nice to look up some art for it soon!
Some personal stuff has come up, I still need to fix that mixin issue but I think I'll need to take a proper break from "cooking" otherwise for a while 😢
Take your time you are not on a deadline nor you have to meet one, you can put as much ingredient as you want but you can never rush the furance or else it burn up your cooking
How did you make it bigger and multiply it?
Size scale with
and "multiply" is just shoot more projectile
just a couple of ideas
you could make the splash potions of amethyst smog give blindness
there is not a potion of blindness in the game that i know of
and perhaps maybe even make it a glyph
and perhaps an automaton familiar
Why would ameythest give you blindess
Have you not eaten these before?
They energize your senses
Make the potion allow you to predict the future
Call it potion of epitaph
... Abigail?
what
I think the construct familiar makes sense, but something akin to a permanent automaton would be better, as familiars can be dispelled. Of course, I don't know how zeroregard would do it, or if it's feasible at all
IMO, I think they could be used in dynamic spell prism lenses, or large source batteries
I'd imagine those as small blocks that can be stacked like create tanks
and they'd need a block for input and output, like pumps
passive, but respond to redstone signal
Early on I did have in mind to make a robotic tin colored dog called a Tincur. The only idea I had for it was that it should boost the output speed of schematic cannons and bark when the cannon was not printing (missing material) but I instead moved this perk to the Technomancer armor.
I think having a Create-centered familiar of sorts would be really nice though.
maybe some different types?
a thopter, for example
maybe only one, but with modification modules
Excuse me, I never realized that Obliterate came with a huge ass hammer animation and now Im using
🔨
⚡ 
To just Mjolnir stuff to death
you can drop the delay, the hammer casts the remainder of the spell after it concludes
which includes it's fading
alternatively, you can substitute delay for lingering
May I ask if this angle deviation will be fixed
And it will be washed away by water
I tried for quite some time to fix it but unfortunately didn't find a solution yet. From what I can see, after I refactored the renderer, it's exactly the same as the one in Create. It's also not consistent, it might be perfectly aligned and then not when you exit and re-enter the game.
The water issue I have fixed though
1.1.2 on the way for approval
- fix: runic spanner not being able to set cooldown on runes
- fix: runic spanner not being able to pick up containment jars, pedestals and turrets
- fix: technomancer armor set bonus not affecting schematic cannons
- fix: thread of pressure not working
- fix: source motor being destroyed by water
- feat: cooldown range on runes expanded from 2-32 seconds to 1-32 seconds (hope it helps you a little bit @glossy escarp 😉)
oh my
following the trend of t3 threads, can you make the thread of pressure act as a 1-time shield when at full pressure, but only at full pressure
getting hit and activating the shield should take some pressure away to make it balanced obviously
Well since its one time useage it can also work like
+
+ Air focus
As in the prassure get released in a shock wave in a very small radius
Like
for the pyromancer or like the drown spell for hydromancer etc etc, tho that seem the mod is moving more toward ars with no create componenet aside from the pressurized tank
I like that idea a lot, and I think it would be really nice to expand a little bit on the other elemental armors like that.
Maybe just regular steam for Technomancer, lightning (static discharge) for Air, burning for Fire, drowning for Water, slow or extra knockback for Earth
Dont forget this is for ars elemental so you can use the elemental glyphs too
Like the pointed drip stone for earth
Ah yeah that's a good one!
earth shrapnel ?
for water, what about steam that blinds you
Yk not all of them have to work as a debuff and such, for example if you have hydromancer armor you could have the recharge speed triple when you are underwater
Thats just an example dont think it should be implemented
As iirc hydromancer work does give u permenent breathing underwater
Since steam is made out of heated water, maybe placing it on the fire one give you extra capacity, placing it on water make it recharge faster from the moist in the air, or the reverse work too
Ie water give you extra capacity and fire give u faster recharge
hmmm
now im really conflicted
because this concept is very interesting
but it's much more in depth than a thread might allow
so,,, what about
a pressure trinket in the body slot
it can be placed down and it can be charged like the back tank
Technically I think it's possible but like the complexity might be a bit tricky to explain in a tooltip
oh yea
But what would the reason for using that be if you have back tanks and threads?
because the body trinket slot is not the body armor slot'
in fact, it could share it's pressure with said items
My friend released a smash spell and collapsed. Can anyone take a look?
Can I still post it on GitHub after posting it here?
Yes of course!
I opened the log, should be an easy fix. You can post it on Github but it's also not necessary, up to you
1.1.3 on the way for approval
- fix: crash related to a null reference when casting Obliterate
Thanks for the crash log by the way @south iron. ❤️ If you experience some bug again in the future, the debug.log or latest.log would be more than enough to send
It looks goofy though. Much cooler when the lightning hits right after the hammer. Also, if you have Amp3, you can make the hammer STUPIDLY big and slow.
Or make it overflow until the animation doesn't even play but it's damage is instant
Oh, it's immediate. What I meant is that the delay is merely enough so the lightning isn't no-selled by i-frames
looks the same as yours, but saves 2 glyphs
minor "bug" in that this mod's recipes call for hardcoded brass ingots from Create instead of using Forge's tags; making it hard-to-almost impossible to craft the items if pack makers have disabled Create's brass for another mod. filed a github bug report so that this won't get lost in the discord
made a pull req on github, hope it fixes things; i mostly know enough modding stuff to fix 1.7.10 mods so forge tags are a bit new to me
Just dropped a comment for you
in the interim, would kubejs help as a bandaid? seems to be the modern equivalent to modtweaker
Yeah you can add tags with kubejs, or even a datapack
the issue is swapping create:brass to ingots/brass
but it seems like kjs scripts can do find/replace
Yeah you can do that, need to swap the item for the tag
well, i managed to do something right with kubejs after almost 2 hours of trying to fix this
@regal slate can you try this build to see if it's fixed?
yep, deleted my kubejs fix and it appears to work
hey
so i just had an idea
what if
the obliterate glyph
could hit twice
with the
augment
and since it's hitting twice, the remainder of the spell would also hit twice
this could also be used in automation lines that require a back to back cruhsing wheel recipes (like sand)
1.1.4 on the way for approval
- fix: use tags instead of hard-coding references to brass ingots for recipes. If a modpack has disabled/unified brass ingots to any mod other than Create, it may be impossible to craft those items unless you find a workaround to get Create's Brass Ingots. (Thanks Purple-Towel for fixing this!)
Kazuma you are a madman
i mean, it just makes sense
the implications are waaaaaaaaay more exciting than that
that is essentially a linger effect, except it isn't limited by position
it follows the target
You'd need to limit it to not interact with linger, or wall, otherwise...
It'd get out of hand very quickly
yea pretty much
hmm
if there is a way
perhaps make it possible to make the hammer usable after linger but not before linger
but
no still
you can't do the exact same as linger
because yes you can apply linger twice
or thrice
but realistically if you do that you lose the homing advantage
and since linger was used it would also restrict further use of linger/wall/burst
Frankly, I'd much rather Zeroregard cooks whatever he has in store than go back over already good features
I really want a large source storage option Ç.Ç
May I ask if it is possible to create a device in the future that can convert the fluid of the created medicine into medicine
You mean potions?
I do not fully understand, I'm sorry. In the image, it's a pump/valve (I forgot the name) from Create. Below that, which block is that?
Just asking if there will be a device in the future that can convert potions between create: motion and ars_nouveau: motion jar into each other
Not my video but alex did work on something like this
wow
Why not add it? Just asking
Alex added it, baileyh the mod author need to approve it if i remember correctly
Can powerfulJS implement this feature? Just ask awa
pretty sure we need baileyh approvel for it to be added, i dont think kubeJS can make it work maybe im wrong
well, one could attempt to recreate it using my PR as a base i guess
it's an event to attach the tank that acts as an interface and the actual tank that converts in/out fluid <-> potion
I would do it myself if i didn't have a record of bricking mods with my codes
Maybe zeroregard can implement it as feature for ars technica?
Can schematicannon configure 1tick cooling, technomancer'helmet, etc. to accelerate?
I don't think there is a configuration on how much speed ars technica can give, currently its on 100%, However you can increase schematic cannon using create own settings
I said the configuration has been changed to 1, can ars Technica still provide acceleration?
Ah the answer is No cuz anything below 1 tick will cause a lot of lag
Ars Technica just removes a tick cool down every other frame, whatever the schematic cannon cool down is set to. Not 100% if that means it has no effect for a 1-tick delay.
if (technomancerNearby) {
boolean subtractCooldown = world.getGameTime() % 2 == 0;
if (printerCooldown > 0 && subtractCooldown) {
printerCooldown--;
}
}
Again not sure but I think @glossy escarp is right in that no, it does not accelerate it further.
Technically I guess you could do it, what would happen is to simply print 2 blocks in 1 tick. I don't think it would lag noticeably more than just having two cannons run at the same time
I'm getting this weird crash that I don't know how to fix
Java.lang.NullPointerException: Registry Object not present: ars_technica:pocket_factory_disc
Could you share with me the full crash log?
Speaking of which, there is already a glyph3 crush. Why not allow it to execute the stone grinding formula
Hammer already does that
If I understand correctly, you are asking why the existing Crush glyph does not perform the Create crushing with this mod.
I had considered it, but then I am tampering too heavily with the vanilla Ars Nouveau experience. There could be something like adding a specific modifier to get it to crush in Create style instead of how Ars Nouveau does it, but I figured it to be too complicated.
Then I opted for the hammer, as it would distinguish it from the existing Crush glyph, while giving it further use-case as a weapon.
Very valid question honestly and I was hesitating for a long while on doing that instead of the Hammer, but also the hammer is a lot of fun to use imo 😄
Wall of Hammers?
A fan of hammers.
One hammer to rule them all.
Can we stack the items synthesized by glyph_pack together from the beginning, as a large quantity can cause them to get stuck
I think I understand what you mean. Yes, we can I believe. However it might be a bit until I can have a look at it
ah, that optimization might actually be useful for all item entities spawning glyphs
but unsure on how it can be implemented, maybe by collecting the results first and then spawning them in a separate step like i was doing in my belt turret prototype
But would it be too late to execute the formula of the stone mill with a third level spell?
The hammer spell does process items like a mill / crushing wheels
can we have a glyph simulating potato cannon
it spends vegetables just like potato cannon but with magic
and maybe compat with sourceberry pie
for a hidden achievement
It sound more of a replacement rather then an option, i prefer enchanter cannon
nah it needs to be food
that too
Easy solution, make mage blocks edible
alright! we finally found a use solution for the amethyst smog, mageblocks!
as an item!
Speaking of mage block i wish the block was slightly transparent
1.15 days
use gem blocks
Maybe 1.16 too?
ima be real
I mean can't i just make a resource pack to change mage block? 
that's really interestnig
interesting
but, i wish there was more defense options in general
Btw its not first time people asked for this
Im pretty sure there was feature request for shield/barrier like spells
idk man shielding is hard to do
This is a wiki page generated automatically from the Patchouli Data in the Ars Noveau github repository. Therefore, it's pretty janky
smart people stronk too
Thin as a trap door, and have the transparency of stained glass, that nullfie any spell get contact with
i can't see how that might go wrong
Nu uh
You can still use normal tools to break it
then... anti magic?
Hell even throwing a brick work too, but its just immune to ars magic
Yes
Cuz currently we have no way of defending against magic
Void Prism is a joke
Imo
hahha
pantomime
What it does?
basically the best spell for placing blocks
can't really say how
it just is
unless ur in an edge case
a better
+
?
yes
Still no Laser Form
shows u an outline
Fancy
how would that work tho
Sry i ment channel
is it just keep applying the spell every 0.5 seconds while u hold it?
cuz like, that'd be neat
but also
i think...
Basically when you channel, all mana regan stop
We need to talk to Alex about that
just hold down ray?
I went on vacation for a few days, checked halfway through for funsies and Ars Technica was at 21K downloads.
Now it's at 46.000 downloads, wonder what made it spike so quickly
adding to packs
Ahhh makes sense, thanks
Also east asia talking about this mod a lot
Woah. Congrats Zero.
Runic Spanner cannot retract the assembled mining truck
nice
First, congrats on the downloads, zeroregard sir!
Secondly, have you perchance watched Arcane? There's a lot from it I can see becoming inspiration to you
You should a way to save contraptions and then cast them as spells
Like you could build a turret and then summon it and make the it cost more the more blocks it has
Could even add a thread that decreases the cost
I watched a few episodes of the first season but it wasn't really my thing story-wise. I liked the aesthetics and the setting though.
it's pretty much all I think you'd like though
the aesthetics are just chef's kiss
can you spoil us anything that's coming to technica?
Well, I did actually do something tiny today, added a recipe for crushing Amethyst Shards into Amethyst Dust
So a continuation of what I did before.
I'm wrapping up my current job next week and will have some time for side projects in december, however ars technica is one of three projects I want to work on, so won't be super much... If I finish a source alternator that would be great
oohhh, cool!
is the recipe done in the create crusher? and is the amethyst dust the fuel for the alternator?
Yes and yes!
I've been thinking, and there is so much you could do with the amethyst smog! Synthetic crystals that can be drained for mana, giant arrays for source storage... Honestly, I think the direction you're taking the mod can be a whole new foundation for ars
Seems like Starbunclemania already does the job very well of handling conversion to source as a fluid, that was more or less what I had in mind. The only thing I would want is adding a recipe for (heated) mixing of amethyst dust with experience (the Ars Nouveau items farmed by Drygmy, as well as the XP item from Create) to convert to liquid source.
Version 1.2.0-a1 is being processed
- feat: added crushing recipe for turning amethyst shards into amethyst dust
- feat: added mixing recipe for creating liquid source from amethyst dust and experience gems (or experience nuggets)
Note that for now Starbunclemania is required; this will likely be an optional dependency later on.
At the moment the relation is this:
- 1 amethyst shard gets crushed to 3 amethyst dust
- 1 amethyst dust + 1 experience nugget/gem yields 250 mb of liquid source when heated-mixed in a basin
This can be a nice way to turn that excess XP from drygmy farms and excess shards into source for your base.
i wonder how would this interact with amethyst dust from hexcasting
Just as expected, i only get ameythest dust from hexcasting
i dont get the technica one
Zeroregard, sir! How do you feel about multiblock source storage using some byproduct of amethyst dust?
Since ars technica now require starbunclemania and create, the source multiblock storage can be create fluids tanks storing fluid source and imo this is far better and stick true to roots of Ars (and if you have fluid multiblock mod you can make all type of fluid storage design)
We dont need more ways of storing source, transferring it however... that's another story, if zeroregard can add anything that allow the speed up of source relays that will be much better then having multiple of them to keep up with the demand
Like a source relay that use rotational force or something, that can act as a large area radius to give source to near by stuff just an idea
Ah, I need to check that out, thanks for pointing it out
I think a multi block source storage would make sense. I didn't get how/why amethyst dust would be needed for that though?
Yeah that might make more sense indeed. Not sure if the liquid sourcelink itself would be a bottleneck if you have a big storage tank of liquid source.
it should be the sourcelink with the least bottleneck compared to others
usually relays are the bottlenecks, as they can only carry 1000-2000 source
What did you mean by this btw? You can crush amethyst shards to something like hexcasting:amethyst_dust in that mod or? I looked at the source but couldn't find a recipe for it
you can get amethyst dust by breaking the clusters with hexcasting
Ah okay gotcha. Do you think it would be better to add an optional recipe for hexcasting to be able to make liquid source with that as well, or handle it in some other way?
uh, someone else learned the power of animated item textures
add a tag for the recipe, i'd say
so both can be used without the need for another recipe
just a required:"false" in the tag json
Thanks! I will have a look at that soon
not the liquid source but source and normal ars sourcelink they are really slow in massive stuff
Yes
Would love that
So i can use the hexcasting dust for any other recipe you add ameythest dust for in future
Cuz believe me i have a lot.... of them i use 3.1 mil/day
Using the saturated, spent smog as the battery medium to store the source
I equally fear and await this with bated breath
I might be moving away from the alternator and amethyst smog but I was thinking to make use of the amethyst dust for something fun like potions. Didn't come up with anything specific there yet though.
I mean I at least don't see much of a reason for an alternator when the mixer+basin from create does the same. The only thing I would like otherwise is a combined mixer+basin, like a centrifuge block, so it takes less space.
Well since starbuncle have dependency for now, you could maybe add recipe for the wixi cooking thingy? instead of a new basin block
Yeah, that's a good idea. I have never used the wixie for mixing, I need to play around with it
in my opinion, there is so many basin/cauldron like in the game rn
Question
Is ars elemental still dependency?
Basin, cauldron, wixie pot (dunno the name) and what are the other two??
If yes you can try having this fella as a mixer maybe?, since mixer require heat and he do have a lot of heat
hexerai and iron spell book cauldrans
Yes but only because Mark of Mastery is needed for armors. I was wondering to not have it as a dependency, but on the other hand probably 95% of users have that mod before getting Technica anyway
Honeslty true, it almost have same download as base ars
I mean if it's just about adding a xp+amethyst to liquid source recipe for the wixie you don't necessarily have to have it heated. But maybe I misunderstood
Why not lapis and xp gem tho?
And instead of making liquid xp
It mak condense mana that then you can use block to convert that fluid into source
And the output is very large
Tho maybe we are drifting away from create + ars
Hmm that doesn't sound too bad, but yes it should be a large quantity of condensed mana in that case, because I think lapis is not easily auto farmed (there's the ore excavating Create mod, but I think no way in vanilla)
Eh, you wouldn't need SBM to add a new wixie crafting type
But while item -> item is pretty simple, working with fluids might be kinda painful
I had to try with fluid items tho, not really fluids
So maybe plain fluid stacks from the recipe will be easier
This might be pedantic, but centrifuges are used to separate mixed fluids and solids from the solvent, tho'. I imagine you're talking about something with paddles to stir the mix, but on the walls instead of a central shaft?
Yyyyyes. Clearly I don't know what a centrifuge really is 😅 I just meant to make a heated mixer-basin that takes the space of 1 block instead of 4 (1 is a gap). Maybe the more appropriate name would be a Reactor or Mixing vessel. If I make this block it would be purely a Create thing, it's nothing to do with Ars Nouveau per se. It just would happen to make mass production of liquid source better, as a bottleneck can be the mixer, even at maximum speed.
Woohoo
this mod is amazing. dozens of pigments like this, not sure what they are used for, colouring spells?
It even adds a "Thought Knot" which seems to do nothing. I am inspired
I don't think I can reverse the recipe logic so that you can use ars_technica dust for any hex-casting recipes though, I guess the author would need to replace the item with tags in all of the recipes.
Yep
I don't remember if amethyst dust can be used as media too or just amethyst
Because for that there would be an hook to add media sources
What's media in this context?
Basically mana
But it's material that recharges your wand
Not something you Regen on your own
There aren't that many mixing recipes in Create on its own, but this could probably be useful for other mod integrations. This does not handle fluids yet (input nor output) but I'd like to do both. For fluids I guess we can try to take them from nearby containers (storage tanks, cauldrons, etc), and conversely try to insert results in nearby empty/equivalent containers or place it on the ground if there's nothing found.
I would also like to weaponize this, so you can use it to smash enemies together.
And as a fun gimmick I think this could be a great spell to use
on to place skeletons on spiders and baby zombies on chickens, create zombie villagers from zombie+villager etc.
Not entirely sure about the colors, I was trying to go for a 'plasma' look, maybe it needs less orange and more blue. Gotta throw that Hex Casting Bisexual Pigment in there perhaps.
🔨 1.2.0-a2 is under review 🔨
- feat: new WIP glyph 'Fuse'
- feat: added recipe for Amethyst Shard + Greater Experience Gem -> 1000mb Liquid Source
- change: Liquid Source recipe uses tags for Amethyst Dust (you can now use the dust from Hex Casting) and experience gem/nugget
- change: Amethyst Shard now yields 4 Amethyst Dust (was 3)
Liquid Source recipes are balanced; 1 amethyst dust and 1 experience gem/nugget (both give 3xp) yield 250 mb source; 1 amethyst shard and 1 greater experience gem yield 1000 mb.
Fuse is for now used nearly exclusively to heated-mix Copper and Zinc to get Brass, as well as other recipes that call for combining 2 or more items without liquid. Recipes that yield liquid are not yet supported, and recipes that need liquid are similarly not yet supported - this will be added in the next build.
Also as a side note, no 1.21 Create yet, but whenever it's out I will be switching completely to NeoForge and will not be maintaining 1.20.1 anymore.

This mod spell system is so cracked that you can cast a spell that affect someone else in another server, this is isn't exaggeration i saw it live 
What kind of dark magic you using for the particle and sound system, whoever is your particle supplier give them a pat on the back cuz they did such a good job
As Alex described, it's essentially a form of physical mana. In the lore, however, Media represents the manifestation of one’s thoughts. The wand acts as a conduit, transforming these intangible ideas into physical reality. By sequencing thought patterns into a structured grid and aligning with nature's balance of give and take, Media grants the envisioned form, drawing from its own essence to materialize your thoughts in the physical world. 
I could do a sound design tutorial if that would be interesting for anyone.
The particles are:
- item particles (same that occurs for a mixer)
- the same particles used for the whirl but in a specific color palette
- explosion
- camp fire smoke
And also a geckolib animated model for the round part
you might look into SBM code for handling fluids
there's both fluid pickup and place fluid glyphs
the part where it scans the inventory for fluid item handler is a bit cursed, i'd suggest to avoid them
it's a category of itemstack that ranges from buckets to tanks (like meka ones) that hold a fluidstack
but since ars inventory manager has a peculiar handling, i had to do some magic tricks to not cause desync in the itemstack
Question fuse +
= heated mixing correct?, dont add Super heated mixing into a glyph as that will be unbalance imo
At the moment it's entirely heated on its own, but I might split it like this later if there's a need for it.
Got it, cheers Alex
I accidentally made a chocolate top hat. I was testing mixing liquids with the Fuse glyph, and it works great for storage tanks. Testing it without storage tanks, I found myself completely engulfed in chocolate. For a moment I thought the entire world had somehow been turned into chocolate, all you can see in there is brown.
Apologies for the fratellis singing over this, forgot to mute it. At this point pretty happy with how it works. It works for super heated recipes too, but as @glossy escarp pointed out that is probably overpowered
well, can't deny it fits somehow
based song taste
i had to rewatch the video twice to see what u were doing cuz i was listening to the song xD
Btw can u add the ability to add your own recipe if you can? as like config
I think it would be cool af
Also yea no super heat
So I've noticed an oddity about the runic spanner's picking-up of ars nouveau blocks like the pedestal. It just pops it out as an item instead of going directly into the inventory. Will this be changed?
Pretty sure that feature still WIP
the only reason i asked for a split is to not have another recipe conflict espically from the abusrd amount of datapacks out there that add create recipes speaking of which i assume these supported by defualt correct?, as in any mixing recipe is added can be made using fuse too?
What do you mean exactly? You can use any mixing recipe at the moment
Yes, it should be changed. Let me write it down so I don't forget, thanks!
Yes, any recipe! I think we can do a split the same way it works with whirl
1.2.0-a3 on the way
fix: runic spanner not being able to pick up contraptions @south iron
fix: runic spanner wrenchables being broken instead of picked up when shift-right-clicked @potent cobalt
feat: allow fuse to place and pick up liquids
refactor: split arcane fusion entity to have its own particle handler
Wonderful!
you take the sugar, the cocoa and the milk, then fuse these delicous materials together to push out magical chocolate. ars technica: fused chocolate
Do you have something specific in mind? I was thinking at least to give the focus some special perk for the amplified version of Fuse (that will target enemies) but I am not sure about the outputs of Fuse as is, because there are no chance-based outputs for these recipes.
I honestly love the feeling of using Source as an alternative to electrical power from other addons as stored energy. Really makes all the tech and magic feel as one.
Just thought I'd point that out about the source motor. Great little doohickey.
If you ever go through with a source "alternator" though I concur with prior sentiments that it should be multistep and need to be maintained like existing source farms do.
Just putting that out there.
nah
if you need a source alternator, i believe create crafts and additions is best
because you can hook it up to the motor
source motor
If this was ever to be a thing to generate source from rotation. I dont really need it.
I am not sure how it would work in practice. But to me the Focus of Transmutation is not about doing something specific with liquids or blocks, it is mostly for altering item entities.
oh i see, just super heat then
honestly it's really interesting and refreshing to see how a focus is made
i tend to forget what the word focus actually means lol
I'm moving away from implementing it. I thought to have instead a beefed up heated basin-mixer combo, that possibly could need both source and rotation. So it's expensive, but takes little space and can mix faster than the little kitchenware looking thing from Create.
Oh that's a much better idea! I likey. More involved than strapping a device on.
oh i misinterpreted entirely your sentence mb
a source alternator... i don't beliieve it is needed
well no, I dont either
Regarding liquids, I thought about making a new glyph. But maybe you people know if this exists already?
I want to be able to remotely (projectile + this glyph) consume liquids or items from containers. For the liquids it would consume X mb e.g. of a storage tank as if the contents were first poured into a potion.
The name would be "Telefeast"
oh my god
this actually has not been implemented the way you say
there has been a saturate glyph, which simply saturates you
I'm also not 100% sure if it is possible for the liquids, for items in containers it certainly should be.
there has been reliquaries, which do a similar function of applying the spell to a specific block
however
there hasn't been a glyph that allows consumption
hmm
though, the way it's described,
it's a bit odd,
ars additions has something similar, but i believe this is distinct enough
very much so
but the question is
how would you do so remotely with a glyph?
and how can we do this without invading
territory?
and here is my proposal: ender flask for potions, and telefeast for item/food
What's the one in ars additions?
Telefeast on liquid tank full of lava 
You mean how to technically implement it or? I mean this glyph just executes on the entity or block it hits, and once it does we know who the caster is. Won't do anything for turrets of course
I did not mean to say that you could telefeast on something that's in a different chunk, though that sounds pretty fun too
There is some thing you can set up that will forward spells to another area I think, guess you could use it in combination with that to do a truly far tele feast
But also
is sort of the inverse of what this glyph would do, except this would not only be for potions/flasks
ars additions can make manipulate lava if starbunclemania is installed,
it's reliquary
and mark
wait so how would that work?
I think you can do this e.g. if you had a tank or container full of liquid/item to eat and then use this to point Telefeast at it.
https://www.arsnouveau.wiki/category/equipment/entry/enchanters_eye
This is a wiki page generated automatically from the Patchouli Data in the Ars Noveau github repository. Therefore, it's pretty janky
You probably need it to be chunk loaded too with some other mod, if you're that far away
so, is it just for you to eat/consume liquids and stuff?
or would it also apply to other entities to force feed em
Maybe with AOE it could target the nearest Living Entity to consume it instead of yourself ?
i see
It gets close to Infuse then but still it's different
How did you imagine it?
so a force feed glyph: once the target is hit with the spell, a food item will be consumed from the user's hotbar and apply whatever effect of eating the food would give to a player
for example poisoned potatoes would give poison
steak would give a certain amount of saturation to players and health to wolves
if the mob wouldn't benefit/be affected from the effect, the item is still consumed
so if a steak is used on a zombie then not much would happen
but if a food item that gives potion effects like mana source berries it would get mana regen
if that makes sense
Yeah, though I feel like here that should be a small change to infuse to allow for food to be used too
The use case for telefeast is making a liquid from Fuse that's inserted into a storage tank and then immediately being able to consume it without a bigger potion station setup. That might be a very niche use-case but still
like, for example when fusing, there is indeed a usecase because it's effectively mixer recipes
What's the ender flask again?
no, it's purely an idea lol
yea just an item
but it would be linked to a potion jar
which would allow for more easy access infuse spell combos
cuz literally, you have 8 shots before you can't use it
which is really bad for offensive purposes
I could see some use of that, especially for players centered around alchemy specifically
Not sure I would explore that but let's see. I definitely want to add a couple of new liquids, one of which would be drinkable
I thought about adding fluid hyper source too
hyper source lol
Dunno if you're familiar with fluid hyper experience
ye
it's annoying to make
because usually you can't automate that
but one day, i did automate it
Yes, I think hyper source should not be THAT hard to make
it was kind of a mute point since i never hyper enchanted
It is extremely powerful though
Why?
It allows you to bump any enchantments up to a higher level, granted they have a level to begin with
So it doesn't work on mending but it works on Protection, or anything else like Max Mana, Mana Regen etc. etc.
instead of picking up fluids like
, basically a straw glyph?
Wait, you can melt cobblestone into lava? I never realized that...
yes and you can turn lava into source
More Power to cobblestone generator yaay its not like it already broken af thanks to create
the lava seem to be jittery when its picked by fuse also damn it have built in fluid picker xd
you can already do that with ritual of restoration
What did you mean that it's "jittery"?
I need to open minecraft and send a video one sec
tho try 2x2 create fluid tank and let it get fluid by fuse and you will see what i mean
Ah yeah I only tested with a 1x1 tank, need to try that too. I was a bit confused by the fluid handler class
If Telefeast existed, and you cast it on a cow, do you eat the cow, or do you drink the milk from the cow?
#philosophy
I would argue you drink the milk from the cow because you don't eat the chest the food is in, you eat the food
1.2.0-a4 on the way
- feat: added new glyph Telefeast for remotely drinking/eating from containers/tanks... and cows
- feat: play different sound/animation when fuse fails to impact
- feat: split fuse to be non-heated, heated and super-heated, with super being disabled by default
you can drink from any block entity that's an IFluidHandler (I don't know any except fluid tanks from Create, but other mods should be supported too)
you can eat from any block entity that's an IITemHandler (all chests etc.)
the only entity you can feast upon is the good old cow 🐮 but if you know of others... this is just manually implemented but maybe I can try to simulate using a bucket on the entity or something.
force-feeding others is not yet supported but planned 🙂
both? both
yoo
crazy cool
@spare knoll
omg it has finally happened!!! someone go port create to 1.21 neo right quickl
does it work with xp gems
oh
so you cant put it on a turret and have it feed you from a chest yet
i don't think it does but i could make it work for xp gems
not yet but next update you can
just read the last line haha
fantastic!
been wanting a force feed glyph for years at this point lmao
Additions has dispenser behaviour for xp gems if you're not familiar
mmhm
dispensers slow tho... but i guess this wouldnt be much faster, probably no way to force it to feed a stack of gems at a time lol
solving world hunger one glyph at a time
woop
I could make it so that if you use
it takes an entire stack.
And the entire fluid tank, if you want to drink liquid xp (?)
i think for xp gems it would work since you can eat the stack at once yourself anyway... what fluid xp are drinkable?
Could be a fluid tag for liquid XPs
and then a conversion to just pure XP
would have to be bespoke
I'm not sure if it's drinkable tbh. I just learned that Create handles fluids-to-bucket/bottle filling dynamically, but didn't check if it's a thing to fill a bottle with xp
Could maybe use a datamap of fluid xp to xp amount per 1000mb
https://docs.neoforged.net/docs/resources/server/datamaps/
A data map contains data-driven, reloadable objects that can be attached to a registered object. This system allows for more easily data-driving game behaviour, as they provide functionality such as syncing or conflict resolution, leading to a better and more configurable user experience. You can think of [tags] as registry object ➜ boolean maps...
Would be better than the recipe approach
In a way, but it won't be generic then. The way it works now you can drink any fluid whatsoever, as long as it can be filled into something with a spout.
But on the other hand, using the recipe approach means you would have to simulate drinking an item up to many dozens of times
as long as it can be filled into a drinkable item*
you can't actually drink a lava bucket but I made an edgecase for lava just for FUN
fun fact if xp orbs land on a rune with pick up and senstive, it will be sent to you
which also open the possability of repair system on command
Made XP gems work. Or ANY item that can be used. So I made it only consider 'use' items if you use
because otherwise you might have a very bad time.
XP gems have this custom logic that if you are crouching you consume the whole thing so... just use the spell and crouch. Or have a turret cast it on you and you, the consumer, crouch.
Had to do some 'hand swapping' logic because otherwise that gem would eat my spellbook
How the turn tables huh
if you have ars addition you can make a dispenser shoot XP gem as normal XP and when landed on rune with senstive and pickup it can pick up the XP straight to you
Noice. But now you can do very dumb things with this like remotely using an ender pearl - not sure why you would do that but let the imagination run wild.
dw already do one thing i tested is
the emergency button
It seem it have no cooldown
On how much you can eat or drink
at one tick so lets just say
You can do some silly stuf with it
the emergency button?
i do not know what the emergency button is, but above had a great idea i'll try implementing now
Okay so here's the idea:
You use:
🍔
(and
for non-edibles like XP gems) and it will pass through the item in a projectile that ignores containers but otherwise impacts with living entities and blocks
Now I gotta see if it works with portals...
1.2.0-a5 on the way
- feat: added new items Giant Experience Gem (48xp) and Gargantuan Experience Gem (192xp)
- feat: allow to use Pierce for Telefeast so that items are ejected from inventories instead of being consumed directly
- feat: added ability to use Sensitive for Telefeast to target 'usable' items like XP gems, ender pearls etc
I got it working with portals as well, so you can shoot these special item projectiles across your world. I gave them a maximum lifespan of 10 seconds though and it's still a bit experimental, but with the above changes that should more or less be what you would like @spare knoll
I didn't give it amplify in the end because it would be really finicky to have to crouch or miss out on all the experience when items are ejected. That's why I made Giant and Gargantuan experience gems instead, that way you don't have to shoot a billion XP gems to level up.
I’m constantly amazed by this mod. Two more tiers of xp gems is epic
Seems like starbunclemania is now a dependency, may I ask why that is?
Not that I mind because I'm adding it into my modpack anyway.
@earnest siren this addon adds force feed glyph! We just need create to port to 1.21 first lol
(the rest of the addon is very cool as well)
Something about needing the liquid source
I would have tried to keep it optional if only used for a non-essential feature tbh
But I can't say if zero needed more stuff from it or wants to build on
Ah, alright. We shall see then. I wanna see some cool mixing recipes with liquid source if anything.
I was planning on adding my own with the modpack I'm developing but I'm interested in seeing what zero has in mind too.
I will hopefully find a way to make it optional
Aight! I understand why ars elemental isn't optional, but I feel like starbunclemania could easily be non-essential. Maybe have the features you wanted with liquid source only really appear when starbunclemania is installed and simply that.
Yeah, there's a way to make recipes optional. I think I have some other dependency there as well, but worst case I can copy over that small function or whatever it is, don't remember off of the top of my head.
Also, finding myself curious about the spell versions of create machines like the press and I wanna know how you're intended to use it. It doesn't apparently work on depots and I'm just wondering if I'm missing anything
It is intended to be used on items on the floor. For me, the idea for the spells are to be able to quickly get a specific item you need, when you're not close to your presser.
If you want to use it on a depot, I think it makes more sense to set up the mechanical presser for that.
Sounds about right. Am I able to configure these to be lower tier? I think it'd make a little sense to me as a manual method that burns your mana for a quick convenience.
(as an aside, starbunclemania is amazing and worth having, even if I agree the dep should prolly be optional xD)
I don't think the tier influences the mana level. But you can make the technomancer's armor if you want these spells to be cheaper.
But no, I didn't make a configuration for that yet, that could be done though (mana level per glyph)



