#Ars Technica
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If it's possible, I would most like to see an upgraded source motor that is a rotation speed controller and a source motor in one. In other words, separately scalable SU generation from rotation, since right now they're coupled without a rotation speed controller.
It's not a tremendous issue, but it's a small QoL I'd like to see, again, if it's possible.
Sounds like a good idea. I got pretty confused at the UI for wrench controls in Create last time I had a look, maybe it makes more sense this time.
If it's not, I can do without. But it'd just be cool since Source is a precious resource by design and is unsuitable for constant passive SU generation.
Not that I want it to be suitable but a little easier to use as a power boost or to power small things that would be a bit inconvenient to send a long shaft over from your main SU generators.
Simibubi voodoo
Oo wouldn't that just make the RSC useless? This sounds like a creative motor but with sauce? Also I kinda disagree about sauce being a precious resource by design... It's free AF by design lol
(I have not used this addon mod as I skipped 1.20, so maybe I'm just missing something)
But I am excited to use it!
Not at all I don't think, you would still want to use RSC to finetune rotation speeds among your machines and your dedicated SU generators are gonna wanna use it too. RSC + source motor is hardly the only use for RSC.
Alternatively it could consume source depending on available/used SU in the network it's connected to. So if no SU is consumed, no source is consumed.
And scaling in between that.
And I mean, kinda is kinda not free, at least to me. Yeah, source technically comes free if you just stick some sourcelinks around things you're already doing, but it's not much. It's the type of thing you save up.
This machine is source-hungry though. And it's more or less a creative motor that happens to consume source.
Even with a dedicated source farm it'll never compare to a level 9 boiler in terms of its rates (and it shouldn't)
With how free sauce is, unless the cost is extremely steep, I'd end up just throwing sauce engines(or whatever they're called) on location haha, but yeah I haven't experienced how expensive these are to run, I just know how easy it is to fully automate vast quantities of sauce
Oh no source motors are quite expensive with the default config. I actually cranked them down a notch and it still burns my source like crazy, but honestly, I think it should be that way.
That's just my opinion on the matter so something that can use source only as needed more easily sounds great to me.
Especially if the sauce cost is tied to current su on the motor, then it's no different using a bunch vs using one
Also not trying to poopoo anything here, just presenting other sides
You technically can fully automate vast amounts of source but unless you're configuring the source motor's rates to be a lot lower, you're better off with boilers for high power operations that need it passively.
Which is fine. Ideal balance.
Like setting up an alchemical sauce link that produces 2 sauce jars per potion dose is very easy
Or a vitalic running on a vanilla mechanics dark room mob farm
All I'm trying to say is if this is based on source being a prescious resource, I do not think that is a good place to start haha
Ehhhhhh. Not really the main reason I'm citing as to why I want a source motor that has the SU decoupled from rotation anyway.
It'd just be nice to have.
I c
I was just going off this lol
Every ars dev and admin would tell you it's pretty free by design xD
Well I guess.
It's free, but, I also struggled with source generation when I was playing some months ago. Mainly because the best way to do that, at least on the server I was on, was destroying archwood in lava. It causes quite some lag to do that, so yeah it's free, at the price of performance.
Starbunclemania gives you more options - and if you use that + this new version of Technica, you could make fluid source from xp gems and amethysts... hyper fluid source in the making soon.
That is one way to make a lot of source yeah... Alchemical is easily the most powerful and very performant... Vitalic is great if you have a murderizing mob farm already... Mycelial can make a ton of source on a single harvest ritual farming archfruits... The only one that really doesn't have a way to make a ton quickly is the agronomic, imo
In vanilla Create you only ever use as much SU from your generators as needed. A source motor inherently is always wasting source unless you stick a RSC on and finetune the SU it's generating to the exact amount your machines are using.
So that's why I'm interested in decoupling.
And again, source is less viable for generating large amounts of passively than stress units. So it's a lil awkward with this relationship.
blaze burners only eat as much as they need? I thought they just produce a certain amount of output and each fuel piece lasts however long
I'm...not discussing blaze burners, that's not related to stress units
Is that not what runs steam engines?
Well yes, but infinite lava is trivial and not something I'm factoring in here.
Id posit that infinite lava in to buckets(without the mod that lets you give the burners a straw) is about as much work as a 4 meld alchemical haha
A true self-sustaining level 9 boiler is not really that hard and the SU you use is only ever as much as you need to be using at the time, since it's a measure of capacity and not power like FE is.
I'm simply arguing you always waste some amount of source from a source motor without an RSC and that's a lil undesirable.
That's all really.
Matter of the convenience vs there being an actual problem mind you, it's a nonissue with an RSC.
Yeah, I do see where you're coming from
Ye ye. Just a little idea if zero ever wants to look into that.
I can live without it but it'd be one of those "nice-to-haves".
Right now I use source motors as temporary power boosts when I need to craft something because I don't feel like hooking up a bunch of high level boilers, and I want to use my reserve source for its intended purpose /s.
Also for things inconveniently distanced from my main SU power that I don't wanna put waterwheels or windmills at.
By the way: it's actually kind of a fun FE replacement, especially if you use it in conjunction with Ars Energistique to store large quantities of it.
I like using magic to power my things.
So yeah, source motors are dope, I don't think I say that enough.
Magic power goes brrr.
I cannot argue against the all powerful buncle wheel.
Sidenote I am begging for the config to let me change the SU on that thing, it drives me insane that gold block boosted ones are awkwardly in-between a small and a large waterwheel
Lol yeah it was not updated post water wheel change... Gold block is maxed old water wheel iirc
I'm so sad.
What makes me even more sad is that archwood breaks water wheel textures due to all the logs having the same planks lol
Now try using an archwood log
I believe it's the opposite problem lol
Wonder if that can be fixed through technica somehow
Actual greek tragedy.
Would be neato burrito if it could be fixed.
I wanna be able to use archwood more in my building plans.
Right now I just abuse the hell outta dark oak.
I also had a thought that just adding all the archwood log type plank tags to the planks themselves might just fix it... Need to test
That match the log tag... That's what create uses to generate these textures I believe
Hmmm, worth trying since I'm fussing with kubejs at the moment for my own thingy.
Looks like it's using resource location of the actual block sadly... So that wouldn't work
Now that I think about it, it was dumb to think it could be driven by tags lol
Mods or packs could add any number of blocks in to these tags and break everything
How to heat and stir Fuse
Fuse + 
Btw this is a good question, because I forgot to update the description about how to do that. Will be fixed in the next version
What do you people think, is this balanced?
12 xp, 1 amethyst shard, 1 quartz, 1 gold ingot => 1000mb of hyper source, which can be turned into 9000 source if you have starbunclemania installed.
The idea is to once again combine elements from Ars Nouveau and Create, as you can auto-farm all these ingredients, but it requires a bit of an intricate but fun setup to get it running smoothly. The rewards are potentially the only source generation you will need for the base, but I want to make sure it's not overpowered.
Starbunclemania: Fluid_Sourcelink. I remember there was a step to go online for transferring production storage? I feel like a bucket over 5000 thousand won't take effect, I'm not sure, I'm sorry
I didn't fully understand what you mean by a bucket over 5000 won't take effect ๐ฅบ
A bucket can always only hold 1000mB of a liquid.
It refers to the conversion of this, because I don't know English and use machine translation. Sorry
Ah gotcha. Yes, maybe that's more reasonable. I would argue 4500 source, then Liquid Hyper Source is 5 times as dense as Liquid Source
Then it will look more like hyper experience
thats why i said Cyan
or close to white cyan
Reason i say that is for consistency
And Super Saiyan blue and its color gonna be closer to the OG source Ie mana
Also i suggest going for gargantuan xp gem + lapis
Duo to how easy to get XP while having ars and
Create installed
Personally I would not even opt for making hyper source in that case, if it required lapis, because it's not renewable.
The fact that it's super heated is already an additional complexity requirement.
Also, gargantuan XP gem is 192 xp.
That means for hyper it would be a 4500s:192xp ratio (23)
Liquid source with the current recipes from ars technica have e.g. a 1000s:12xp ratio (83)
This would make hyper source more expensive to make and thus from my perspective, inferior and not worth doing in the first place, given the extra requirements.
You gotta remember its 9000 almost entire jar in a tick
Let's go for 4500, 9000 is too much
Damn it
Also
Lapis is renewable tho
You can get it from villagers
And you can get emerald from trading with villagers
But if you compare to how you get the other sources, which are infinite and do not require any manual work, it would be vastly inferior.
I hardly disagree duo to how source transfer is handled
If you keep it 9k, that will make it the fastest and most effeicent
For large amount of source motors
Since i am assmuing you making this as bandate for how much source source motors take a second
Wait question can you make it shimmer?, since its fluid texture i assume you can make it animated correct?
if you could make it something like this that would be cool af
From my perspective, the point is to make this fully automated, so it is something factory-type players could consider to set up instead of vitalic, alchemical and mycelial.
Setting up automatic gold and quartz does take some player effort - and the amount of gold you get is actually not a lot. There's only a 2% chance of getting 1 gold nugget per sould sand washed.
In such a case, 1 gold ingot is a bit expensive already, the rest of the ingredients are very cheap though.
Any manual step would remove my motivation as a player to go for this option completely - even if we find a way to only use a fraction of lapis (breaking it into dust or such), it does not change the fact that the other ingredients are automatically renewable, while you would eventually have to go out and get more lapis manually.
first of all, who get gold from washing red sand when you have ars novuaue and drygmes
second of all (this is heavily opinionated) having everything automated might as well just log out of the game cuz the player will not be needed to play the game
And i kinda prefer finding a way to automate something that the author intended to not be automated
Either way its your mod your choices just giving my opinion
tho would still appreciate if you consider something other then magenta for that source
second of all (this is heavily opinionated) having everything automated might as well just log out of the game cuz the player will not be needed to play the game
But what about the current ways to get source - it is also completely automated?
Exaclty its ment to be that way
Im suggesting to add a challange to not be
Another item to add to my automation list
Actuelly make player think of a way to make it automatable rather then
Copy pasting the previous method for the old recipe for normal source
Cuz with your logic why would i bother automating that recipe when i can just chug more lava to the source fluid linker its much easier and simpler and automatable
*Cuz with your logic why would i bother automating that recipe when i can just chug more lava to the source fluid linker its much easier and simpler and automatable *
I mean that is a fair point, but then making it require lapis would make it even more favorable to chug lava into the source fluid link, no?
Having a challanging recipe to automate not impossible just challenging is a massive reward, cuz rn if i see someone automating hyper source, il just say "oh so its similar to X method" rather then "how did u automate it?"
Hell no you are missing A big key
Its a 9k to jar
In a tick
That will save SO much on source relays to transfer them to the source motors
Or any project that require massive amount of source
It open a new meta for the elite players
Cuz currenlty biggest bottleneck in ars is how fast you can transfer source to what you wanna use it for
And fastest are one that are from the generator to the needer
Here is how it looks like btw, it's thicker and more of an eye-sore than regular source. If we make it cyan or blue it will look very close to hyper experience. I think it should still look somewhat magenta/purple as it's still a form of source. It's more like source syrup
Please give iridescent a try ๐
Or soap bubble
Something like this
Arcane enjoyers
Would understand what i mean
That does look pretty cool
IKR
Thank you
Its called the arcane core
Having it as fluid would be so cool and fit the lore
Of reaching absolute enlightment in magic and tech
You get resource from hell, from overworld, from villagers, from heaven mash them to create the perfect formula
One caveat about mixing recipes, as far as I understand, it always needs a 1:1 (or 1:1:1, 1:1:1:1) ratio of ingredients.
So maybe if we go down that route it could be:
1 Greater Experience Gem
1 Lapis Dust (1/4th of Lapis)
1 Quartz
1 Amethyst Shard
=> 1000 mb of Liquid Hyper Source
You gonna make lapis dust?
Might not be the easiest to do and make look decent in a 16x16 texture...
Supplementary did it
But not quite how it look in the bucket
I call it fake advertisement
Yeah. I dunno, I feel like lapis is quite expensive compared to gold
Also im assuming multiple 16x16 since fluid is animated texture
im fine with that
But i do suggest
Adding lapis dust and make it just lapis
Tho how would someone get lapis dust?
Fluid textures are even harder due to fluid texture convention
By crushing it with the grinding wheels in Create
Sound fine ig
I just did some hacky photoshopping of the existing fluid textures from here: https://github.com/DragonsPlusMinecraft/CreateEnchantmentIndustry/blob/1.20.1/0.5.1-dev/src/main/resources/assets/create_enchantment_industry/textures/fluid/hyper_experience_flow.png
more lapis
Whats funny is that i think this is taken from lava
Yeah I think so too. It's a nice texture, Starbunclemania also uses the same texture, it's just less visible.
This is how the supplementery fluid look like if you wanna take inspiration
Also, literally everything in ars and create are fully automate-able by design, would be very odd to go against that for this single mechanic, imo
it is automatable
Maybe I misread but it seemed you didn't like that
I c
Kinda
Currently without something that is hard to automate its the same level of complexity as any other automation for fluid to source which make it less desirable imo
with that currently it feel like seeing the 9k being easy (giving that you have ars and create and starbunclemania installed)
why would you go for it when lava or milk exists? it feel too easy
And i think it give too much source for how easy it is
I would still prefer it giving that much source just harder recipe
Cuz 9k to a jar is the second fastest transfer in all ars history and addons
With how source fluid link is coded
Honestly my entire argument can be thrown in garbage if source relays didn't have a buffer
well, lava gives you 1600 source for 1000mb, milk gives you just 100 source for 1000mb
even if we set this to 4500 source for 1000mb, that's still nearly 3 times as much as lava.
if we just focus on lava, the default random tick rate in minecraft is 3, with a 1 in 5 chance per tick it will contribute filling a cauldron. on average, you will wait 20 minutes to fill a cauldron with lava.
i'm not 100% sure but i think you might need around 500 cauldrons if you want 1000mb of lava per tick
um...
Nobody use cauldran when you have create installed
oh yeah oops, you can use superheat cobblestone
You just put a hose pully on 10k lava source and you have infinite lava
No ๐ญ
Oh yeah, that too
Cuz super heat is expensive af
that give you infinite lava tank
Put some pipes then put source link relay on top of those pipes and you are set for life in term of source
Also
Huhh yeah... then I don't see much point in hyper source at all actually ๐
Nope
If you Remove hyper source from being able to place on ground
We have a complete different story
What do you mean?
hyper source*
Mb
So currently hyper expierence cannot be infinite duo to it not able to use hose liquid duping
I recommend the same for hyper source too
And with that you can also lower the math and not needing to make the recipe give full bucket
That's on a whitelist
Since 1.18
Would need the tag for that to be an issue
Btw looks cool but a hell lot more work
protected static final ResourceLocation[][] STILL_TEXTURES =
Util.make(new ResourceLocation[4][4], (textures) -> {
for (int x = 0; x < 4; x++) {
for (int y = 0; y < 4; y++) {
textures[x][y] = Supplementaries.res("block/lumisene/lumisene_" + (4 * x + y));
}
}
});
protected static final ResourceLocation[][] FLOWING_TEXTURES =
Util.make(new ResourceLocation[2][2], (textures) -> {
for (int x = 0; x < 2; x++) {
for (int y = 0; y < 2; y++) {
textures[x][y] = Supplementaries.res("block/lumisene/lumisene_flowing_" + (2 * x + y));
}
}
});
https://github.com/MehVahdJukaar/Supplementaries/blob/master/common/src/main/resources/assets/supplementaries/textures/block/lumisene/lumisene.png
There's so many textures.
well i did say inspiration rather then duping
It doesn't matter hyper experience cannot be placed in the world so hose pully will not be able to dupe it
there is no fluid hyper experience in the game
In 1.16, infinite fluids was on a blacklist system, so all fluids were infinite unless the mod or pack added the blacklist tag... In 1.18 that was changed to a whitelist tag, if a fluid does not have the create infinite fluids tag, it will not be infinite through hose pulley
Im saying hose pulley can only make a fluid infinte IF it can be placed in the world
Any fluid that cover 10kx10k is considered infinite for hose pully
@fresh condor btw what you think of source relays powered by rotational power or tier source relays
And I'm saying, unless it has the allow tag, this is not the case
So we both correct
Since 1.18
Not really
I'm saying that's a silly reason to not want it to be placable
Since it won't be dupable anyway without the tag
If you add a tag for the hose pulley
Correct
I am saying everything is infinte Duo to create by default allow all fluid and currently there is no deny in it iirc
Soo we both correct
The tag goes on the fluid itself
Yes, it won't be an infinite source. But, I don't know, after this discussion I don't really see much value of this liquid nor the experience+amethyst recipes I introduced
ik
Trust me i know about tag and fluid tags
Then why were you worried about it being placeable? Lol
Yeah makes sense
My deepest apology you feel that way
i still like the compact XP tho
As someone with 5k + great experinace gem its a welcome
It's a whitelist tho... If they forget about it, then it won't be infinite... If this was 1.16 then sure you would be correct
Aaand faster way to repair stuff on fly
I am pretty sure
the fluid doesnt need to be added on white list
I could be wrong on that
It 100% does since 1.18 lol
yea, the compact xp has a use case, but these new ways of getting source are just redundant. i need to play more actually, so i can get a better understanding.
because what's the point of making solutions to problems that do not exist
Cant wait to show you
All the tomfoolery i make in ars once you join the server
(ofc once i actuelly fix the balancing issues)
So you can see first hand how stuff are made and such
And get better picture on how ars + create is one of if not best
Combo that graced minecraft in a while
it's a good idea, but not for now. I had three things on my list, one being hyper source, but that's out.
I got two things left which will wrap up Ars Technica 1.2.0 for now, I need to move on to other projects too.
What other projects you have if you can spoil some
Would it be possible for technica to hardcode fix archwood being jank when used for waterwheel texture?
I assume you gonna add recipe for the XP compacts now right?
i feel like this is on ars creo
The issue is due to all the archwood having a single plank
Unrelated to Minecraft;
I want to look into using Ratatui. I have a raspberry pi with a screen in the hallway, I just want to make an indicator to remind me that the washing machine is done but hasn't been emptied.
So it's a bit of an IOT+Rust project. You can make some nice looking stuff with that Ratatui https://github.com/junkdog/tachyonfx?tab=readme-ov-file#examples
And bailey hasn't touched Creo in ages lol
You could do that
You can also add an llm model to tell you which stains took the longer to wash lol
Possible yeah but not gonna look into it any time soon, sorry. I have to put a limit on 1.2.0 or I'll not finish. I guess you would need a mixin for the WaterWheelRenderer to override that specific function.
But I also prefer adding new content, not so much compatability.
^
That said, always open for PRs ๐
I wasn't saying it had to be done immediately lol... Just a thought for the future, but that's fine
Sorry again if you feel down cuz of me
I know, but, I will probably only do 1.2.0 and then have a long hiatus, so I wouldn't wait for me. (starting a new job in january, zero time for side projects)
Maybe when create finally ports I'll bug Bailey about it for 1.21 creo
Good Luck 
I don't play 1.20 anyway
ars creo 1.21 not supporting custom stabuncle render would be criminal
ngl
I don't think I could play without Create anymore haha
i dont think i could play withour ars for me
I can't do without either
its the only mod that make not touch fabric anymore
It's the only mod I'm really missing tbh, but I have enough new things to play with like oritech that it's fine for now
Cant wait to see neoforge performance over forge
i heard they are adding a lot of new things
to create 1.21 thats why they taking
longer then usual
Is it that significant?
Fabric performance "over forge" is like 90% due to lack of actual content mods lol
people are dying hill over it
20 to 40 to even some say 70%
I wonder how the comparison is done though, not all mods are ported to Neoforge yet
from what i heard 1.21 neoforge is much different to forge
Thoo i heard people say its easier to port mods to it
You're also comparing different Minecraft versions at that point too
And different JDK or still same?
.21 is on 21, I forget what .20 is on
Neo will be better for sure, just due to lex not existing to poopoo any performance based pr lol... But idk that I would be claiming a night and day difference if I was those people
1.20 is Java 17
@fresh condor hey i have a crazy idea for hyper source but that i recommend looking into it on 1.21 duo to how streamline of ars source has become on that version
make it work as external mana bar ngl that would be cool af, basically you can store it into something be it an item or an artifact and you can cast spells from that artifact and it will cost hyper source rather then normal source
That allow insane cost spells to be castable
and also open the ability for non ars uiser
To cast spells by asking an ars user to craft an artifact for it and give it to players with charges of hyper source in it
I was thinking that it could be put into a flask as well to give you a massive temporary mana boost and regen, but with the caveat of giving you a hangover when it ends
I dont like hangover
I prefer the hexcasting route
Do whatever you want so long you can pay the price for it
Yeah me neither but I endure anyway
Cheers for that ๐ป
its just i think its insanely complicated duo to how source is coded
But thats just my opinion
Maybe im wrong
As in how would you make it so when you cast a spell it will use from flask
But ig easier route would be drinking the flask and it just increase your mana as you said
Speaking of mixing, is it incompatible with fluid labels
Do you mean with fuse...? It should work for all fluids.
As for hyper source, not coming to 1.2.0 for now
Simibubi UI code is still voodoo for me. Would it suffice to simply only consume source depending on the network stress/capacity ratio?
So the source consumption would be (stress/capacity) * absoluteSpeed * 7.5, instead of just absolute speed * 7.5
And also ensuring it does not consume any source if it's overstressed (because it shouldn't IMO, and also in this case the stress/capacity ratio would be higher than 1)
That would be the easier solution and it solves the problem rather neatly, up to the source motor's maximum SU.
It would also let the source motor serve as a sort of 'back up generator', in case you suddenly have a higher demand of SU.
It'll also feel a lot better if you aren't going extremely overboard on your source farms. If you already have utterly nonsensical source farms it won't matter how much the thing is "wasting" anyway. But if you have a more reasonable source setup, it'll be nice to know you aren't burning source for nothing.
But idk, I also see a problem here, it would always consume some source, I'd have to calculate otherwise what are the other kinetic generators contribution... not entirely sure.
Might be easier to change the RPM to SU and always fix it at 256 RPM?
Ah I totally want to learn this damn UI voodoo
I miss HTML...
i swear there is a library that convert HTML to java
I could be schizo tho
Do you happen to know a block from Create or a Create addon that has multiple sliders?
pulse extender
Have the most sliders
Let me have a looksie at that
Wrong quote
I want to have a looksie at the puls extender, not HTML conversion
if i find it i would send it anyway its just that i vaguely remember one
And it can also be built into mods iirc
Pulse extender does not work, it's actually 1 value represented over 3 sliders, but I need 2 different values represented over a double-slider and a regular slider
Check threshold switcher
Yeah that
Not necessarily, sometimes you want lower RPM. This would be a bit of a quick and dirty approach in my opinion. If you can find a way to tune SU with a slider along with the RPM, that works just fine. Because thinking about it, it'd be very hard to actually calculate the amount of SU the source motor is having get used compared to other generators on the network (gets even messier if you have more than one source motor).
Oh yeahhh sweet. I think I could work with this
I always confuse smart observer with threshold switch and forget the name lol
i always fight my friend over display jar and threshold switcher
Yes, I agree. This would be most preferable. I just need the damn thing to unvoodoo itself
I can imagine there being, say, the backside that adjusts RPM and another side that adjusts SU. Something like that.
Simibubi is an absolute ux/ui wizard
I'm afraid I'll have to make it being adjusted from the same UI from all sides, not sure how to open a different UI depending on the side you look at, unless there's a working example.
I mean, I could do it, but I would claw my eyes out
I've never seen anything like that on a single block in a decade of playing modded mc lol
I would probably have to sacrifice a few goats to make it happen idd
Lmao
Well if it's all on the backside and it can be done, not a big deal.
Only a wizard would call his UI by his own name.
AbstractSimiScreen ๐คฏ
lmao
Actually I just had an interesting idea to go with this.
I can expect there might be some niche reasons you'd want the SU and RPM to be coupled, so either let there be a toggle to couple them, or just have two different kinds of source motors.
I had mentioned earlier maybe this would be an upgraded source motor of some sort. I 'unno.
Throw in an RSC in the crafting recipe for the upgraded one.
Huh I thought it actually already required a calibrated precision mechanism, it doesn't. I would argue that this Calibrated Source Motor should need that instead of a cogwheel to be crafted.
But let's see if I can even get this UI to work
If I can, it would open up the door for other things, perhaps. I'd like to be able to fine-tune things properly, like the tick delay on runes. One thing is creating a custom screen but the other thing is to figure out how to hook it to the entity, still a bit confused.
I'd love to see it! I really enjoy this addon for it providing a fun "technomancer" playstyle.
For rune tick delay, are you using the display case adjustment method currently? If not, that could possibly be a decent option
If the create method is too much work
There's no UI at the moment, you just whack the rune with the runic spanner and it increases the delay until it wraps around to be the default delay
Ah, display case is right click to increase, punch to decrease... Idk why I thought it also had scroll wheel, just less fancy than create.. ignore me lol
can the obliderate glyph crush coal into diamonds? or do they mean that the glyph completely destroys items? this is using sensitive
using sensitive, obliterate does exactly the same as Crushing Wheel recipe from Create
without sensitive, your items get, well, obliterated
It is necessary to have all three types of fluids
This formula used three types of oil and eight wooden sticks from me at once to produce 10 parts of the material, but normally it is 100mb of one type of oil plus three wooden sticks to output one part
It seems that the output only calculates the fluid quantity without including the material quantity
It seems that only labels with fluid type materials have this issue
You ever sit back and realize that this little crossover mod for an 8-player server has just grown to more than 140k downloads, and youโre just stunned by it?
And itโs not much of a little crossover mod anymore either. This thingโs professional.
Iโd be surprised if I donโt see it in a mod recommendation video soon
I couldnโt have called it if I tried.
Aha I see what you mean. Thank you for the images, they help a lot at illustrating the issue.
First of all, I didn't account for recipes that would have more than 1 count of a single item, I didn't think it was possible. So that has to be fixed.
And now I also see what you mean by tags, that logic is set up only for items, but I need to do the same for fluids.
Which mod are you using, that has these recipes? So I can test these specific ones
Mostly it's thanks to one mod pack that added it (Minecraft integrated). The moment it happened, downloads went up significantly
its create crafts and addition and create diesel generator
ty
Progressssss
Coming from webdev this feels like caveman coding, but then again this is a game engine built on java, quick and easy-to-build user interfaces were not the priority
Have you found the problem? Mainly because I don't know English and use machine translation, it's not very accurate and I can't understand the meaning accurately. I'm sorry.
Which problem are we talking about, regarding Fuse? I haven't looked into it yet, I'm focusing on creating a new graphical user interface for the Source Motor.
The normal mixing formula is a fluid tag, and one of the fluids is sufficient
But now we need to have three at the same time
Splendid!
And the output is calculated based on the amount of fluid consumed, at most one group at a time
Yes, I know what you meant earlier, @south iron . For me, the problem is clear, and I probably know how to fix it.
But as said, I have not looked into it yet, I'm working on something else first.
And the output is calculated based on the amount of fluid consumed, up to 64 at a time, while the material of the item only needs to be able to synthesize one part
I lost 8 wooden sticks
Consuming each fluid in the tag resulted in 64 finished products
But only 8 wooden sticks were used
Sorry for being a bit verbose
No problem, I understood the problem the moment you sent the image with the recipes earlier on.
1.2.0-b1 on the way
- feat: allow to set stress unit ratio on source motor (and change recipe to now require Calibrated Precision Mechanism) @potent cobalt
- chore: remove dependency on starbunclemania
- chore: clarify usage description of Fuse regarding heated/super-heated
So, it's the same block entity as before, but now has a new menu and the new capability of setting the SU ratio.
By default it comes with 256 stress units per RPM, meaning maximum 65.536 stress units supplied.
You can then tweak the stress unit ratio to 50%, meaning if it's at 256 RPM you'd get 32.768 stress units, and also consume half the amount of source.
I was this ๐ค close to rage-quitting but I took a deep breath and got it working. Glad to be on the other side of it, I think I got the jist of it now.
Is this available for testing?
This is SOOO helpful to people who dont have insane amount of source and since u removed dependancy for starbuncleania now even for people who dont have that mod cuz trust me without that mod making good source farm is ... something 
will you use this for rune precision in future too?
Eventually, I would like to do that yes
I can say that as soon as Create and Technica have compatibility for 1.21.1 Im sooooo adding these to my server
I have read the entire thread and LOVE the work and additions
The improved source motor definitely feels a lot better to configure now, big props to that. If I may make a suggestion though to make it even better, would it be possible to reinstate the old method of changing the source motor's RPM, and have you get the full menu (including SU ratio) by clicking from the backside? I will admit it's a little inconvenient and slow to adjust RPM from the new menu and I find myself missing the ol' "hold right click and release" method for adjusting RPM.
Would also make the set RPM visible from the sides as it used to.
That is quite some dedication ๐ฅน Glad to hear you enjoy it! Speaking of, I am also quite looking forward to seeing what is new for Create 1.21 whenever it comes
True, maybe it could be possible to have both at the same - I will have a look!
Seeing the progress and development of this was quite amazing.
Surely it is possible technically
But if you have ways to create fluid source, wouldn't it be the same to store it as fluid and then later convert to regular source?
Me too
By the way, I have a feature that I haven't been able to find. Can I ask you
Can we make a special bidirectional folding and jumping portal
You can use the train's folding and jumping portal
This way, it will be more convenient to open the road
And the train to 'the end'
I don't know what exactly it means that it is folding and jumping? I am assuming you are talking about the portal from Ars Nouveau, to make it work for trains.
Sounds like a compatability thing, which is not something I will be exploring in this mod.
But I agree, that would definitely open the doors for many interesting (and probably often glitchy) builds.
That's what you said, it's not accurate because it's machine translation. I'm sorry
It is mainly a normal one-way folding conveyor, while trains need to be two-way
I have generated train tracks at the same latitude using instructions, and the result is that straight lines can travel to the other side out of thin air, non straight lines cannot travel, and crossing dimensions is arbitrary
The same dimension is like this
ars portals are not supported by create train tracks as of currently
Same with aether i believe, and this is more for #ars-creo rather then ars technica
I know 'ars creo', but the problem is that they don't like to add new things on their end, and the train requires a two-way portal, while 'Ars Nouveau' defaults to a one-way portal, so they need a new special portal to do it
You are correct however it is ars creo issue as this is a compatibility problem and ars creo entire design revolve around making Ars And Create Work togather
Maybe zeroregard can add a spacial warp portal who know
I would not be exploring this topic any time in the next many months, I'm sorry. I have other ideas I would prefer to work on instead.
It is very complicated subject and i dont think its ars technica theme as you arent adding anything new but rather making compatibility which this is ars creo territory
i highly doubt its as easy as copy pasting the nether code and make it so instead of nether you go to the registered location on the warp scroll
I also doubt it, it is probably several days of work to get it working right. Love the idea, but I know I would be feeling very frustrated to get it implemented.
for me its not worth it duo to it ruin the spirit of create trains, as they spent months or even years implementing system that allow you to move something across almost infinite distance without lag just to tell me that you instead rather using portals like whats the point of the train track system if it can tp with portals
Yeah, thatโs how I feel about it too - if you want to teleport a train through a portal, why not just teleport yourself through a portal and save the trouble of building a train.
Because the train can only automatically reach the Nether, imagine the end station heading to another place, but it cannot be done
As much as it sounds cool for trains to go through Ars Nouveau portals, it's doubtlessly exceptionally complicated and beyond the scope of this addon. And yeah, I think it does more harm than good to the spirit of trains traversing the world. If you really wanna get places with trains faster, use sets of Nether portals as intended.
But the dimensions of the terminal and modules like Twilight Forest cannot be automatically reached by train
There is no such compatible mod available
At least I can't find it, until now
Well no, that's just how it is unfortunately. Just gotta wait until someone steps up to the plate, or do it yourself if you reaaaally wanna see it happen.
Besides, you probably have better ways to move items and yourself around the world. Trains are mostly an aesthetic choice.
I mean hell. Railcraft also adds trains and they just exist to look cool (for the most part).
I know, but a railway that can reach all dimensions
I know, perhaps someday someone will do it.
I have generated it using instructions
Watch something fun?
create:track[shape=ts,turn=true,waterlogged=false]{AlternateModel:0b,BoundDimension:"minecraft:the_end",BoundLocation:{X:0,Y:50,Z:0},Connections:[],ForgeCaps:{}}
There is no problem crossing dimensions, but there are problems within the same dimension
The thing is with dimensional train is that what could possabily be the usage for? don't forget you can also teleport whatever the train would've had as a supply either items fluids etc etc, you can send those using portals
So there is no point for trains to go across dimension if you have ars installed
reason there is an issue with same dimension teleportation is because you can make a train track on same dimension, tho on another note if its that easy why #ars-creo hasn't added it
that feel off ngl
Well if I had to assume, and just conjecture here, as far as I know it's mostly Bailey doing ars creo, and to me it seems he has a ton of other stuff to work on.
Why would he shift focus on working on create-specific transdimensional portals, that maybe 1% of Ars users would enjoy - if he could spend time on improving base Ars Nouveau, adding new exciting content, improving the API for other addon users, porting to 1.21, etc. etc.
Which mod adds this recipe? I added:
But I didn't find these recipes
Wait I had the wrong Crafts And Additions, why is there two of them even ๐ญ
welcome to create addon naming
However, the main reason for that formula is that it seems to use the label of seed oil, while the second module and immersion project you sent have added the fluid of the seed oil label
There are two problems which I'm fixing right now:
One is the label/tag indeed. The other is that I did not account for the fact that recipes can have more than 1 for the quantity per ingredient.
For example the recipe for biomass needs 2 of any flower, I didn't expect that.
But no worries, it is being fixed ๐จ
Also quite interesting, to the user it looks like the recipe calls for e.g. 8 counts of a stick.
But in reality it calls for 8 ingredients, each being a stick
1.2.0-b2 on the way
- fix: fuse not accounting for multiple entries of the same ingredient, fuse not accounting for tags for fluids ( @south iron )
- feat: revert to previous RPM setting behaviour but keep new SU-ratio setting behaviour of source motor ( @potent cobalt )
- chore: remove forgotten dependency to starbunclemania
Thanks for the feedback and issue-finding! ๐
If no further issues are found, aiming to release 1.2.0 this week
That caps off my wishlist I think, look forward to the future of this addon.
Got around to testing today, very happy with the implementation! Source motor is pretty much perfect to me.
Actually-- I just realized. It's missing a ponder scene.
But I think I can do that myself in kubejs and maybe show it off here?
Can you add ponders in kube natively now? Or is there a new addon that adds what ponderJS did
isn't it just json?
I don't think so? I remember it being a pain to do even with ponderJS back in 1.16... maybe things have changed
I could look into it, I guess it isn't super complicated to implement
It's actually quite easy with this
I'm prepared to do it on my own but I'd be rather interested in seeing some ponders be implemented by default into the addon.
I'm actually extending it over vanilla ars nouveau too for my modpack.
ah, so there is a continuation of PonderJS
I'm making the modpack overall be a unification of ars nouveau and create, with AE2 in too.
There is one like that already but I wanna do my own take on it (also not gate the living hell out of ars)
What's your modpack, out of curiosity?
Oh yeahhhh
TIL ponder scenes are just .nbt files that always have the bottom layer 'hard-coded' as snow, concrete, snow, concrete...
Oh you're quick on the draw there. Nice to see!
And my modpack isnt available on Curseforge yet, still debating on the name.
๐ 1.2.0 on the way for approval ๐
Changelog since beta version 2:
- chore: remove fire school from Fuse schools
- feat: added Source Motor ponder scene
Full changelog
- feat: new glyph Fuse, use to mix ingredients together Create-style. Comes in heated and super heated variants, super heated disabled by default.
- feat: new glyph Telefeast, use to remotely eat/drink/consume item. Can be augmented with Pierce to eject items from inventories to force-feed other living entities
- feat: Source Motor can now be right-clicked to open a menu to set the stress-units to RPM ratio (0 to 100%), which will also make the machine consume less source
- feat: added Source Motor ponder scene
- feat: craftable experience gems; Giant Experience Gem (48 xp) and Gargantuan Experience Gem (192 xp)
- feat: added recipes for heated-mixing amethysts with gems to create liquid source (must have Starbunclemania installed)
- fix: runic spanner not being able to pick up minecart contraptions
- fix: runic spanner not immediately picking up items (was mining them)
Rune wrenches cannot be installed on trains. Can they be repaired awa
using telefeast to forcefeed my friend the leftover poisonous potatoes in my farm
I did not understand, can you explain with more details?
Ah uhmm okay, I'm not entirely sure what that is supposed to be doing but I think the images are sufficient, I will have a look at it some point. Thank you
If only the Create guys didn't hard-code to look for the WRENCH instance, and used tags in all places, but alas.
Very minor nitpick about the ponder scene for the source motor, i'd capitalize rotational force to Rotational Force, and source to Source. Otherwise pretty good and effective ponder!
(Only reason I nitpick about that is consistency)
Basically you can pick up trains to readjust their locations on a train track using normal wrench when right clicking
I updated ars technica to latest version Giant XP gem and Gargantuan XP gem both dont have recipes
Yeah, I looked at the wrong recipes from Ars Nouveau for inspiration. Sorry for not catching it earlier, I'll have a patch out this weekend for this and the train
I'm not 100% sure what to do for that Runic Spanner. There are still 33 cases of explicitly checking for the WRENCH itself, instead of using a tag:
https://github.com/search?q=repo%3ACreators-of-Create%2FCreate AllItems.WRENCH.isIn&type=code
I see three options:
-
Create a mixin for all of these.
I don't think it's a good idea, as it creates a lot of files to maintain. This has been the approach so far but it's not scalable. -
Create an issue/pull request to change this in Create's codebase itself, to use some util function to check for the tag.
This is probably the best approach in terms of cleanliness etc., but there's 800 issues and 40 PRs open, I think I would have to wait many weeks. -
Deprecate the Runic Spanner and allow to use a regular wrench for the same purposes the spanner was used for.
Kind of admitting defeat, but by far the easiest and most scalable solution. I would not remove the Runic Spanner, I would however remove the recipe for it and exclude it from the Creative tab.
I'm leaning towards 3)
what's that isIn method
cause sounds tempting to make The One Mixin to redirect them all
putting my bet on Registrate
Ohhh that's a brilliant idea. isIn is from Registrate.
There is an instance of registrate called CreateRegistrate. So what you're suggesting is to make a mixin for that?
I will give it a try.
Ah wait it's the ItemEntry that has that function, hmmmm..
I think I might have gotten it to work, seems so at least, with two mixins
Yeeees. I can confirm that works for minecart contraptions and repositioning trains. So I think those two are the ones to rule them all.
Alex to the rescue again
1.2.1 on the way for approval
- fix: any/all issues with Runic Spanner not being recognized as a Create Wrench
- fix: xp gem recipes not being parsed and therefor not available to craft
- chore: updated texture for Gargantuan Experience Gem to make it look bigger
ใๅพ ใใใใฆใใฟใพใใ, and thanks both @south iron and @glossy escarp for the bug reports!
Damn it require 6 Gargantuan xp gem to repair full netherite pickaxe from 20 to 2k
To put it in perspective it require 84 great xp gem normally
Tho i do think the giant XP gem require a different texture ngl
Also you forgot to add decompacting recipe just like normal XP gem like going back and forth between the big one and the small one
another thing could you add CEI compat like normal one do?
changed the giant texture one, felt like having 3 floating small gem would kinda fit cuz the last one have 4 edges
Yes, it's literally just a mirrored and slightly enlarged version
That's a nice texture! Can you send the raw/uncompressed version?
Sure
I didn't forget, didn't even think of it. But I guess it would be useful. And yes for CEI
Fyi CEi think have section for ars novuaue so u can just add yours there
its this one i believe
Speaking of which, can we add a formula for the rolling of a work basin so that the extrusion can support fluid input and so on?
I think an image or illustration might help here to understand better
pretty sure its already a thing
...but what is it?
I do have a little opinion about the runic spanner
At present I've just made the recipe be only the create wrench in an enchanting apparatus and no other ingredients for my modpack, since I struggle to justify gating the function of picking up ars nouveau objects. If it were me, I'd just extend that function to the base wrench and look into developing more unique functions for the runic spanner.
Not sure what those may be though myself.
the other function for the runic spanner will be editing the tick delay on runes hance the name
There will be further functions as well
Ohoooo yes that's something I didn't consider. Press glyph does not produce fluids yet. Noting it down, thank you
Sequence assembly also does not take effect
Sequenced Assembly also does not take effect
I have to ask though, what's the point of using this glyph for sequenced assembly? I mean most of the time you need to either use a spout or a deployer for those anyway which doesn't exist as a glyph (yet)
I'm not so familiar with the non-vanilla Create sequence recipes, I would probably find it quite annoying to try to do this with glyphs instead of a conveyor belt
The way Fuse works is that it looks for a fluid storage tank that contains the same fluid, or is empty. If it cannot find one, it will place it directly on the ground.
It works on certain item entities on the ground - how are you using it?
I'm trying to see if I can carve items that don't traditionally have that form of shape. In particular Frozen Prismative Bricks.
I'm hoping it'll expand my building options.
Bricks? Maybe you mean to use Pack instead then, not Carve. Or what is the recipe for those bricks?
It's just 2x2 of frozen prismarine.
Hmm odd, I'll need to try it out then. Which mod adds that?
Philips Ruins. Thanks!
I feel I may just be using it wrong though.
I can't even get it to cooperate with Cobblestone.
Sometimes the best way to show your issue without doubt is a small vid
Windows have the game bar for a quick recording
To be frank there's not much to show. I click a placed block with Carve, nothing happens. I click the same block in item form on the ground, nothing happens.
Like I said, I'm probably using it wrong since I can't get it to work with cobblestone, but still.
Try with Stone, to make bricks?
Also for item forms it's easier to not fail by using a rune
That way you're sure that the spell will affect the item and not the block they're standing on
Gotcha
Made it onto a rune and threw stone onto it, and it still didn't carve it into stairs.
That it does not work on even 4 Cobblestone sounds like there's a bug to me
I'm beginning to wonder if it's less user error and more an issue with my pack.
I'll try multiple of it
Or wait, you should use 4 stone and not cobblestone
just to make sure we're on the same page
I'm trying to turn the frozen prismarine blocks into stairs
Okay. I turned 6 stone into stairs.
Doesn't work on the frozen prismarine bricks, however. Maybe just frozen prismarine...
Nope. No such luck.
So just to make sure I'm understanding limitations correctly, does it only work to carve things into shapes that already exist in game? Like, is it not working on the prismarine because there is no stairs for it programmed in?
i think it tries to put them in a crafting grid in stairs shape
if a recipe exists, it gets executed
That would make sense
What Alex said basically, it tries to put them in a crafting grid for the recipe that looks like:
X
XX
XXX
If a recipe is found, it executes it
What I'm saying is that the fluid on the ground is not consumed
Ah yeah I didn't consider that as a scenario yet
Hey all, I just wanted to wish you a happy new year, and thanks for all the support you have given so far!
I'm very happy that we are soon at 250.000 downloads, which is a nice milestone!
Regarding the future of Ars Technica:
You might remember we talked about a builder's tool in this chat, some months ago.
I've been noodling on that a lot, and I think I have something that could truly bridge between Create and Ars Nouveau very well - but more on that later when I have something working - which might be pretty far away.
In terms of near future stuff; I'm now going through the whole Ars Nouveau + Create + Ars Technica experience from the very beginning, for the first time.
I've noted down many things already, so I think 1.3 will be more focused on balancing, fixes, user experience and adding things like advancements.
Anyway, thanks for reading, and have a great first month!
Yeah!! I'm very impressed by all the progress that's gone into the mod.
Im so excited for the future of this mod!!
Hey! Remember that modpack I was talking about some time ago that included Ars Technica? I have it up now on Curseforge!
Is this place appropriate for me to show it?
Will look into it
Sure, why not!
Heeeere it is!
Very nice! You might want a more flashy icon to get more clicks, although I'm not a clickbait or SEO expert ๐
even if it would look good avoid using AI for that tho since you would find a lot of people ignoring you just for that
I absolutely will never touch AI, so we're of like mind.
I just doodled that up in MSPaint so I will prooobably bust out my iPad and get to drawing it seriously.
If you guys wanna give it a try and give me some feedback on it I'd super duper appreciate it!
1.3.0-a1 on the way for approval
- feat: right-clicking a rune with the runic spanner now opens a GUI where you can fine-tune cooldown from 1 tick to 30 seconds
- chore: lowered default source cost multiplier of source motor from 7.5 to 4.0
- fix: source motor 'taking' source from nearby jars when source cost is 0
- fix: source motor costing 0 source on very low SU supplied
- feat: ability to see (average) source per second transferred on relays
- chore: update experience gem textures (thx @glossy escarp for the Giant Experience Gem texture revamp)
@south iron feel free to try the new version, I think that should fix the issue with the wrench. If not, let me know, then there's another issue.
the feat doesn't work
also next update can you add these recipes for the next two tiers of xp gems?
like the ability to compress and decompress the xp gems alongside using the disenchanter to turn it into xp juice
here the mb for every single one
Very weird. And it seems the rune is permanent too - although I think it should work on a temporary one as well. But I tried it now when the mod exported as a jar, it indeed doesn't work. Hmmm.. looking into it
Should we still call it 'Runic Spanner' now that it can mess with relays as well?
1.3.0-a2 on the way for approval
- feat: ability to adjust Relay cooldown with Runic Spanner
- fix: rune mixin not working whatsoever (thanks alexthw)
- feat: xp gem disassembling recipes (192 to 4x48, 48 to 4x12)
- feat: disenchanting recipes for new xp gems (create enchantment industry)
- chore: relays show max transfer value and transfer rate (e.g. ~1000 / 1s) instead of average transfer rate per second
by rate I mean how often they send, not how much. Looks to me that splitters work in the same way as regular relays, sending once 20 ticks have passed
I meant for the max transfer value
isn't it always going to be max 2500 per send distributed over the to targets?
whether that's the case or not though, maybe that tooltip doesn't really tell you super much. Could maybe be enough only to show the update rate
Umh, I guess i am not sure enough of how the dynamic transfer rate work to give suggestions on that
I remember seeing a weird thing but I might have misunderstood it
If I read it correctly,
@Override
public int getTransferRate() {
return 2500;
}
public void processFromList() {
if (fromList.isEmpty())
return;
ArrayList<BlockPos> stale = new ArrayList<>();
int ratePer = getTransferRate() / fromList.size();
for (BlockPos fromPos : fromList) {
if (!level.isLoaded(fromPos))
continue;
if (!(level.getBlockEntity(fromPos) instanceof AbstractSourceMachine fromTile)) {
stale.add(fromPos);
continue;
}
int fromRate = Math.min(ratePer, getTransferRate(fromTile, this));
if (transferSource(fromTile, this, fromRate) > 0) {
createParticles(fromPos, worldPosition);
}
}
for (BlockPos s : stale) {
fromList.remove(s);
updateBlock();
}
}
First it processes this, so if there's 5 targets it would take 500 from each.
@Override
public int getMaxSource() {
return 2500;
}
I think this means it can store maximum 2500 in itself (?)
After that it goes over the to targets and then distributes the available source it picked up (which is maximum 2500) from before.
@Override
public void tick() {
if (level.getGameTime() % 20 != 0 || toList.isEmpty() || level.isClientSide || disabled)
return;
processFromList();
processToList();
updateBlock();
}
I override 'getGameTime' to be '20' if there's a custom cooldown in the mixin.
It has 2500 throughput, so at most on one operation, it can take 2500 source and push 2500 source, split between all sources and all targets
Yeah the maximum will still be 2500, the effective will change based on valid ones
The weird thing I remember is probably that if it's linked to 10 jars but only 1 can receive it, there will be a weird bottleneck?
I mean, it's transfer rate / length. Doesn't actually check which destinations contribute
The stale is for removing blocks that were linked then destroyed
Exactly that, it should probably do something like this instead:
public void processToList() {
ArrayList<BlockPos> stale = new ArrayList<>();
var filteredToList = getFilteredToList(); // function that returns a version of toList without the full targets
if (filteredToList .isEmpty())
return;
int ratePer = getSource() / filteredToList.size();
...
adjusting relay cooldown save me the hastle of installing AE2 ars for faster source transfer
Tho that doesn't work currently
Relay adjusting doesn't seem to work
Also could you increase the speed of 1 tick for rune like slighty if possible?, i did testing using TIAB and it doesn't seem to affect server TPS if you were to increase it
I'm not sure I follow what you mean by this exactly?
Hmm gonna need to check again if this is the same mapping issue as before, bane of my existence.
the 1 tick seem not to be 1 tick but rather 1.5 or 2 ticks, i used a mod called TIAB or Time In A bottle to accelrate the rune by 2x making the rune truelly 1 tick
It can be that it's 2 ticks, there's no 1.5 ticks for sure.
It might simply be that the fix is allowing to set it to 0 ticks, because it's a 1 tick cool down, so 1 tick without anything happening. 0 ticks of cooldown would just cast every single tick. Theoretically speaking, not looking at the code rn
that would be much better imo
and if you think its unbalance at least add it as a config
1.3.0-a3
- feat: config for relay/rule min/max cooldown values
- chore: set default min cooldown values to 0 for Runes and Relays
- fix: relays not being able to be adjusted
Soo i dont need to cast glyphs over and over again - I only need to make a rune with it, right?
Depends what your use case is I suppose. This was always the case, but now you can make the cooldown as small as possible
this doesn't change rune behavior only allow rune delay to increase or decrees between recharges if you have a permanent rune which is a vanilla feature
I wanted to make my create more magicial
we all do
Is it efficient?
uhh yes and no
The issue with create is that it have "infinite" energy
IE once you setup rotational power you don't need to store it or like keep generating it
This run on source
Yep but its better for healthy gameplay
Define healthy gameplay
I would love to see transportarion options, arcane shafts, to make it complete
magical transporation options?
we already have that
3 forms actuelly
or a magical way of transporting rotational power?
Idk because i wasnt playing Minecraft like 2,5 years i'm comming back
That too
Both we have
If you have this addon installed
This addon add something called source motor
which is a rotational engine that run on source
If you need any help feel free to ask here
Yep but it looks like engine i thought about it like something magical eternal making move of things
Im not saying its not good, because it depends.
I'm curious what you mean exactly by this?
i think he mean instead of it being a motor recolored with ars, he more want an etheral arcane shaft that you place it in between machine and use source to rotate other shaft
i could be massively wrong but thats what i got from his previous message
Ah okay, but it is not much different functionally from the motor in that case, and would maybe lack the tweaking capabilities. Not sure how it would work tbh
True, True
I would just like to see more things in this mod, such as shafts in a style more similar to Ars, and magic that generates physical energy, for example, through the power of water or lava. That's what I meant. The concept is great, and this is just the beginningโit's nice to see someone working on it, and there's already so much, but it could grow even further. I'll be testing this mod and seeing if any other ideas come to mind.
Some ideas might come to me, and to ensure that the mod creator isnโt working for free, Iโll of course offer a payment, e.g., $30, but I need to figure out what exactly first. The budget is important, as is appreciating the skills involved.
i had a magical nuclear reactor that use magic to generate physical energy and use sigils and symbols to generate resources from water lava iron xp etc etc
it was based on this image
And only used ars + addons + create + addons
Try get me a magical reactor reference image
Its really hard to find one that isn't ai sadly
Best refernce imo is arcane s2
You have still that map with magical nuclear reactor ?
Yes and no sadly, i have the prototype not the fully built one
btw you need create new age
Addon for it to work
why?
Cuz it use ars to automate the thorium and the thorium act as super steam engine
That steam engine then can store the rotational power into electric form that then can be stored some where else
Tho these days im making new varent that is medieval and more magical focus
My only issue is how i would transfer rotational power
Cuz steam engine is banned in server i play on
there is a mod i dont remember that let you connect animals for a rotational power
I guess would work in medieval ๐
Ow?
I do wish we have more variant of source to rotational power
And I wish to have create mod but in fully magical version ๐
^ This is
Ah the horse one
wait so mobs will walk around this thing? this is hilarious
Yeah i know about this one
It doesnt sadly fix my issue
Of needing rotation storage
I dont know
๐
I was looking at turning rotational power into electricity with this mod, but it's a LOT of work to make steel ingots to even get there
i recommend create crafts and addition
and create new age
Sadly i cannot suggest these as uh not medieval theme
Diesel or Electricity what is stronger in create?
Zerobuncle, did you thought about making a sifter glyph ?
Diesel
A sifter glyph? I only thought about glyphs related to vanilla Create, you mean Create: Sifting?
yep
but idk isn't it too much op
you tell me, I never used that addon. but, i very likely will not explore adding glyphs for create addons, as that would require people to also get said addons
It let you get much items from cobblestone like iron nuggets, gold nuggets etc, i just think what needs to be done to make Ars Technica like a wizardry Create where you dont need anything ,,physicial'' to make things, rotate objects ๐
Doesn't crushing cobblestone already make that
With the crush recipes from Caelum, you get those byproducts from
too
That can be true, Like I said, I'm pretty newbie with couple of things
Check out the Obliterate glyph, you can crush things with that. Or the Whirl one, it's sort of like sifting when you wash gravel to get iron nuggets?
What about spell that working like an engine looking like water wheel in terms of shape but that would be wind and would last 15-30-45 minutes - expandable with steady speed - enchancable?
Would there be much of a point if you have a source motor though?
on start game, where you cant create runes - yes
or to launch something from distance using ,,magic''
what do you think ?
would it be hard to make ?
Runes? You do not need runes for the source motor
I'm not following completely, could you elaborate? ๐
But i need to create source motor
like spell from book, you shoot it.
If I might make a suggestion
let the runic spanner pick up sourcelinks (including the fluid sourcelink from starbunclemania)
It's a little thing but it'd be veeery nice.
I think it would require a mixin, I don't know if I can do conditional mixins? If not it means I would have to add Starbunclemania as a required dependency which I will not do
But what do you mean by "launch something from a distance using magic"? What does launch mean in this context?
Book - Choosing glyph ,,Projectile" and ,,Eternal Engine" - shooting at location where is shaft - Shaft rotates and temporary engine works as engine with stable rpm for x time.
You can already do that
With
on a crank
have it on a timer turret and boom you got old school source motor
Oh
Shouldn't require a mixin, should be able to just use instanceof Sourcelink
Created my custom enginner armor for create ๐
I started today so its not that Perfect
did you use benchblock?
yes
Nice if u have AW you can use it in game without needing to make full blown mod
I will use it in game, I will create small mod from it using MCC
maybe I will put it also on curseforge later
I hope the block bench preview has some odd settings
That screen has for some reason a weird vibe
Maybe it's the fullbright effect
Yeah the no shadow was giving a weird feel
but its not the power I would like to get
it would rotate only once
Show me your setup
i dont have setup, but - I mean it's not beginner friendly when you dont produce mana, the spell would be somekind of more than cheap starter
or maybe it is mana efficent
aahhhh
I Found it
Why to create glyph for engine that use player mana instead from bootle
On vs flying ships its not possible
To make IT efficient
Was trying to fix Depositors not being able to be cooldown adjusted, the issue is that this block entity also has a method override for tick, so I also have to make a mixin for that class, to make it work.
However I get this error:
java.lang.IncompatibleClassChangeError: Method 'long com.hollingsworth.arsnouveau.common.block.tile.RelayTile.redirectGameTime(net.minecraft.world.level.Level, int)' must be Methodref constant
which I have no idea what means, the internet doesn't help much and LLM's certainly don't have an answer either.
Thinking to disable being able to adjust anything but the Relay and Relay - Splitter for now, those are likely the ones you would need most to be adjusted in a base.
Alternatively I could make a completely separate very adjustable Relay, an upgrade to a splitter. Would certainly help with the coding headache but it's also annoying to have yet-another-relay, there's so many already.
1.3.0-a4
- fix: corrected Telefeast to be Tier 2 (was Tier 1)
- chore: default value of runeMinCooldown and relayMinCooldown set to 5 (was 0)
- feat: added advancements
Black and Brass!
Ah, I saw that over in the Create server and figured thereโd be some connection.
Itโs a really cool armor set
Honeslty i think adjusting just the runes is more then enough, for relays i would recommend checking evolution route or tier route
Hmm yesss, evolution route... but what if... I were to Runic Spanner wrench-click a regular relay and turn it into a Precise Relay, effectively transmuting the entity into a configurable version. Ho-ho-ho-ho-ho. Delightfully devilish.
idk what are you guys trying to do
Configurable relays. Currently they only send 1000 source every 20 ticks, which can be a bottleneck
do they send also to Valkyrien Skies ship ?
And increasing it - as I understand is not possible - soo try decerase cost
I don't know what that is
Like ''Eureka!'' "Valkyrien Skies 2" - Clockwork ?
They let you build working flying ship with own blocks with working create contraptions on it
you wrote about it i guess with someone in ars creo channel
Not sure, to be honest. But that's a general Ars Nouveau question, because relays will work in the same manner in this mod, just with increased speed and/or quantity of source sent.
I only know that some relays can send source to a create contraption that has source jars
I would say it's one of the easier things, but it depends what kind of glyph
im curious is it possible to change in texture colors, the color of shooted projectile from turret
let me see
in textures they are white
soo it should be changable in game
In Create all textures are changable soo i can easily change them tp whatever I want, i can even Ars Nouveau style them, making them look like made from Amethyst ๐
and i see i can also change sound effects
Isn't that already possible with wololo?
At least I learned recently that it's possible to change the color of projectiles of relays with wololo
Just change the spell color and it'll update the projectile color for turrets
but for my turrets or all other turrets that players have ?
Just the turrets you put the spell into
That applies to the sound of the spell too
Making turrets silent or with the custom sounds that aren't the default
a relay that munch on amethyst to transfer 8k source every 2s
Thoughts?
I would rather not, to be honest. It means having to also set up a steady supply of amethyst, which is not that trivial depending on where in your base you want the relay.
For me that would render it annoying enough that I would consider using multiple relays instead, which defeats the purpose.
Making the runic spanner is already a little bit complex, as you must have some Create and Ars Nouveau setup done first - and that effort should be rewarding. Right now it's not that great of a tool, it doesn't really do super much.
What do you guys think ?
Nice
I think that looks sick
I think how can i create automation using more of ars than create to make IT look more magicial runes works only on floors
Right?
Runes work in the air
That's the basis of the Runic smelters referred to as FARTS. Items fall through a pair of smelt pierce 7 runes
Stack of 64 items hits the rune. 32 of them get smelted. When items "change" like that, they drop into the world again. Which gives them a slight bump upwards
The remainder unsmelted items didn't change their momentum and continue falling through the first rune. They hit the second rune while the first batch of smelted items are higher up, so the second 32 smelt while the first are out of range.
Second 32 now "pop up" as well, which puts them back with the original. And combine into a single stack again perhaps (doesn't matter)
All 64 hit the bottom at the same time and trigger a pickup rune. Pickup has some AOE to it, so it grabs all 64 items
Soo you are able to create all things using only ars for real
You have smelting, crushing everything
Hijacking this thread for a second to make a little announcement: I'm finally throwing open the gates to the server Zero created this mod for. https://knockout.chat/thread/56879
That post has the server and Discord info.
Btw. Runes are too slow to work from top to bellow
Like making iron plates from top to down even with 5 runes going iron ingnots 1 by 1
It doesnt work
It would need to have additoonal setup and advanced brass thing that drops the item from chest
Hey. Is there any way to limit the amount of items that the fuse glyph can process? Similar to how smelt can only smelt a specific number of items per cast? Working on a modpack concept and I think it would be cool to have the fuse spell as a tier 1 glyph with heated and superheated stuff accessible at tier 2 and 3 respectively. But the seemingly unlimited amount of items per cast makes it a little strong
I guess it could be possible, if we make Smelt the glyph you'd need to use for heated mixing, and then introduce a Tier 3 Glyph for super heated mixing (Super-Heat or whatever fancy name we can come up with). That Tier 3 glyph can then be disabled for those that find it overpowered.
It would be a 'breaking change' though but not that major.
How do i use the fuse glyph? Can't figure it out
read the changelog from here sunseto, also zerobuncle, could you pin changelogs?
Well, judging from the video below the items are supossed to get picked up. But when i tried to use it with copper and brass(touch + fuse + ignite) nothing happens with the items
sad :(
Can you show me the recipe you're trying to use for it?
Yeah, sure. Just gonna take a bit since im not at my pc rn.
No rush from me โฏ๏ธ
Also, wrench can't change the rune cooldown
@fresh condor One of my friends at work is running Ars Technica on her server!
I didnโt even have to shill it, I was helping her get the game running better and just saw it in the mod list.
Heck, that's the main reason this glyph exists ๐ฅ
I'll have a look eventually
The good news is this is fixed and is much better in 1.3.0, there's a better GUI for it
Yoooo that's nice!!
might be they are in a pretty old ver of the mod so both issues are already fixed?
1.3.0-b1
- feat: arcane wrenching a relay now transforms it into a Precise Relay
It looks like a normal relay, but it's actually a different block/entity. Mining it gives you a Relay. It spins faster/slower in relation to the cooldown you set for it.
Any other known bugs I forgot about? ๐ค
Did you try with Flare instead of Ignite?
Seems I used the wrong glyph for the description, super bad mistake ๐ข
I think I should rework it to be as @sage plank suggested
Did just now, it works. And yeah, the description says to use ignite and not flare
My apologies!
1.3.0-b2
Introduced new Tier 3 glyph Superheat
Changed how Fuse works
- Heated recipe changed from Flare to Smelt (description wrongly mentioned 'Ignite', but it was always Flare)
- Removed allowed augments Sensitive and Amplify (as they did nothing)
- Added allowed augment AOE, which is now used to clamp how many recipe iterations Fuse runs (4 without any AOE, +4 per AOE)
- Super-heated recipe changed from Smelt to Superheat
- Tier reduced from 3 to 1
- Mana cost reduced from 150 to 75
- Experience needed reduced from 160 to 55
Because super-heating is quite a powerful spell (costs 150 mana to cast) you may want to disable this glyph on your server, for balancing. Alternatively, it is also possible to configure the mana cost to be very high, that way you might be able to find some balance.
Release, why not.
**๐ 1.3.0 ๐ **
Changelog since beta
- chore: reduced file size of whirl audio clips
Remaining changelog since 1.2.0
- feat: revamped how Fuse works see here (sorta breaking change)
- feat: source relays can be wrenched with the runic spanner to adjust their cooldown
- feat: runes have a new GUI to adjust their cooldown with the runic spanner
- fix: rune mixin not working whatsoever (thanks alexthw)
- fix: corrected Telefeast to be Tier 2 (was Tier 1)
- feat: added advancements
- feat: xp gem disassembling recipes (192 to 4x48, 48 to 4x12)
- feat: disenchanting recipes for new xp gems (create enchantment industry)
- chore: lowered default source cost multiplier of source motor from 7.5 to 4.0
- fix: source motor 'taking' source from nearby jars when source cost is 0
- fix: source motor costing 0 source on very low SU supplied
- chore: update experience gem textures
Oh yo. That's wild that you actually took my suggestion. So cool!
Not the first time! There are many great ideas in here, and sometimes it's also relatively easy to implement like in this case.
Other times it just takes too many hours for me to do :V
Now I just have to figure out how to actually make the pack work lmao
Rooting for ya
I have come to the conclusion that I should make a challenge pack with this addon for funsies.
What's a challenge pack?
If you've ever heard of Create: Above & Beyond, kinda like that.
I'm actually working on one right now!
Or at least attempting to. I have no clue what I'm doing
Hey, could i get some help? when im trying to change the rune cooldown with the runic spanner it just crashes at the exact moment the gui is rendered, ive tried this in singleplayer and nothing crashes but the rune has 0 tick cooldown, i have been updating the mod since the 1.2.0 version, could this be an error from a older config version or something?
it worked! thanks
Nice, thanks for the report! Uploading that build
Fellas, new Create update
Awww shieeeeet looks like I gotta get working. It will take a while!
Baby steps, migrated only the gradle files so far ๐
W are all rooting for ya
Go zero we believe
Zero, pal. We need a package glyph.
Imagine an instant delivery glyph ๐
How would it work, this package/instant delivery glyph?
I'm most of the time quite open to making glyphs by the way, they are by far the most fun thing to program.
I'm switching strategy for this port, I will start with a blank NeoForge project and migrate things bit by bit to keep my sanity.
You can also start from the addon template maybe?
Yeah thanks for the reminder, the official one started bugging out for me, couldn't find the Minecraft dependency for some reason. Your addon template does not have that problem at least, phew
Remind me, that JeiArsExtraPlugin is only for item upgrades, JEI should automatically pick up items from mods right? ๐ค
Jei plugins are only for custom recipes
*recipe types
To tell jei how to display that kind of recipe in GUI
Right! I swear I had this issue before with Enchanting Apparatus recipes, it's not showing up. Probably missing something basic, gonna dig some more
The babiest of steps
Sorry, I didn't catch up on what Create 6 has yet ๐
i shared a spotlight in #ars-creo
Exactly the one I was watching that prompted me to write that haha, thanks!
I am Japanese and cannot speak English, so I tried to use Fuse using a translator, but all I got was a blue vortex and no real instructions, so I need someone to tell me how to use it!
ใใใซใกใฏ! To use Fuse, depending on what you do, you must combine it with another Glyph.
Since your vortex is ๐ต blue, I am assuming you are trying to Superheat something?
It can be that you are missing an ingredient.
Which recipe/item are you trying to get using Fuse?
I am trying to make this
Which version are of the mod you on?
- In 1.2.0 and 1.2.1, the explanation for Fuse was incorrect, it mentioned you need to use Ignite
for heated mixing, but actually you need to use Flare 
- Since 1.3.0, you need to use Smelt
for this
The Fuse entity should turn orange-yellow'ish when heated, not purple or blue.
I just tried it and was able to create what I wanted after adding Smelt! Thank you!
Perfect!
๐ 2/19 features migrated
I expect I'll be moving the server to NeoForge as well - it seems like that's really the way Minecraft modding is moving these days.
So our current map may have been more interstitial than I planned.
I also want to get back into the swing of running things like a video game, so whatever comes next will probably be a bit more developed pre-launch.
Waiting on Create Addons before I start all that though.
Long live NeoForge
๐
1/3 ingredients migrated
2/10 glyphs migrated
0 blocks, threads, curios or tools migrated
Is the mod compatible with 1.20.1 version of create 6?
not yet
No. It won't be. I will only migrate to 1.21. I simply do not have time/mental capacity to maintain both, to be honest.
Fair
that's fair, chief
just wanna give my thanks to the ars technica mod for designing the best looking armor set in existence :] (i LOVE the technomancer outfit)
Big shout-out to @main heron, it would probably have ended up looking like a butler without him!
So, regarding the source code, I've noticed the presence of both regular and mcreator gradle. Did you compile using intellij or mcr?
I started out with MCreator, then transitioned to using IntelliJ IDEA because it's sort of hopeless to using MCreator for anything that isn't really simple.
For 1.21 there will be no references to MCreator anymore
1.21.1 - 2.0.0-a1 submitted to CurseForge!
All migrated content so far:
- Glyph: Carve
- Glyph: Pack
- Calibrated Precision Mechanism
- Technomancer's Armor Set
8 glyphs, 2 blocks, 2 curios, 1 tool, 1 thread and a few custom items to go!
lets gooooo
god that armor set is BEAUTIFUL
Is it safe to remove mcreator reference for 1.20.1 version?
Does technomancer not have any spell thread slots?
Yeah because I started with an empty project, I'm migrating file by file. It would be too difficult for me to do otherwise as I'm changing from Forge to NeoForge, need to handle Ars Nouveau changes, Create changes as well as 1.20 to 1.21 changes.
I might have forgotten to do that one, my bad. Will be fixed in alpha-2
Take it slow. I didn't realise just how alpha it was until I started poking at it. It looks good though.
I wanted to make it pre-alpha but that's not an option on CurseForge ๐
Hmm. Is a source powered blaze burner a thing or could it be?
if it eventually gets introduced
I'd suggest it use brass
just so you can't entirely sidetrack going to the nether
There isn't, but there is Ars Botania and create more burner allow powering blaze using magic flowers.
Ars Botania is currently incredibly broken and not recommended to be used
You can go through extra complication and use the mana liquidizer/blasma tech/mana fluid, which defines fluid, and a datapack called Ars Flora exist that does the conversion. I have an improved version that adds compat for all three.
Moving this here as it was suggested this addon might be a better fit:
๐ค printing glyphs if Create Enchanting Industry is included?
Could you elaborate more? ๐
my idea is if Enchanting Industry is in, one can use Create's processes to print, I guess spells on spell parchment, not glyphs. Though those too as an option, maybe?
one may needto craft glyphs for printing purposes?
it would also make sense to include liquid source from Starbunclemania, but I feel that might be going too far
kinda bring back the 'glyph press' as an option from 1.16, but a bit more Create involved?
though I didn't play 1.16 Ars enough to be familiar enough with what that entailed.
to be honest it sounds incredibly niche, i wouldn't want to spend time exploring it
1.21.1 - 2.0.0-a2 submitted to CurseForge!
- fix: technomancer armor not having thread slots
- feat: migrate Glyph Polish
7 glyphs, 2 blocks, 2 curios, 1 tool, 1 thread and a few custom items to go!
Polish is arguably the simplest but since I use inheritance for multiple of the ArcaneEntity files it will make migrating the other glyphs a bit faster ๐ฆ
Amazing. Would you consider a source blaze burner when you are finished with it all? I don't mean to bug but I just wanted to check your thoughts lol
it was an accepted #1019639765093589153 for #ars-creo but it's Bailey's disregarded child so it probably keeps being forgotten
so Goo should be asked on if they still want to do it in case
what does it do?
It is an ingredient used in many recipes
Probably not for now, but also migration will still take a while. Trying to migrate it before I go on vacation.
No rush at all, Just a bug to put in your ear lol. Good luck with the porting and if it doesn't get done before your vacation then it will still be here when you get back.
1.21.1 - 2.0.0-a3 submitted to CurseForge!
- feat: add back particle spiral effect when technomancer near schematic cannon
- feat: migrate Glyph Obliterate
- fix: missing augment descriptions on thus-far migrated glyphs
6 glyphs, 2 blocks, 2 curios, 1 tool, 1 thread and a few custom items to go!
Not seeing it on Jei
I meant it *will * be used in many recipes, it was used in several recipes in in 1.20.1, sorry for the confusion
Oh, Noticed that the technomancer armor is missing item tags, which allows for enchantability.
For a moment, I thought this was an Irons addon and I could use the Wrench as a casting Staff.
1.21.1 - 2.0.0-a4 submitted to CurseForge!
- feat: migrate Glyph Superheat
- chore: changed Superheat to be an Augment instead of an Effect, as it has no Effect on its own
- feat: migrate Glyph Press
- feat: migrate Glyph Fuse
- feat: migrate Glyph Whirl
2 glyphs, 2 blocks, 2 curios, 1 tool, 1 thread and a few custom items to go!
Awesome!
So excited ๐ havent messed with this addon yet but will wait for the migration
Zero, what would I need to do if I wanted to make the 1.20.1 version compatible with create 6.0+?
besides your permission, ofc
The addon is released under GPL so you'd have permission to make it compatible, you'd have to update any references to the Create API with their new counterparts
Ya feel free to fork it, upload a new project on CurseForge, I'll throw a link to that project then, if you care about the downloads etc.
You don't need my permission as Starbuncle said