#Ars Technica

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potent cobalt
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More config options are always good.

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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.

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It's not a tremendous issue, but it's a small QoL I'd like to see, again, if it's possible.

fresh condor
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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.

potent cobalt
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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.

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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.

spare knoll
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(I have not used this addon mod as I skipped 1.20, so maybe I'm just missing something)

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But I am excited to use it!

potent cobalt
fresh condor
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And scaling in between that.

potent cobalt
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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.

fresh condor
potent cobalt
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Even with a dedicated source farm it'll never compare to a level 9 boiler in terms of its rates (and it shouldn't)

spare knoll
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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

potent cobalt
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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.

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That's just my opinion on the matter so something that can use source only as needed more easily sounds great to me.

spare knoll
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Also not trying to poopoo anything here, just presenting other sides

potent cobalt
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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.

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Which is fine. Ideal balance.

spare knoll
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Like setting up an alchemical sauce link that produces 2 sauce jars per potion dose is very easy

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Or a vitalic running on a vanilla mechanics dark room mob farm

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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

potent cobalt
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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.

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It'd just be nice to have.

spare knoll
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I c

spare knoll
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Every ars dev and admin would tell you it's pretty free by design xD

potent cobalt
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Well I guess.

fresh condor
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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.

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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.

spare knoll
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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

potent cobalt
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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.

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So that's why I'm interested in decoupling.

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And again, source is less viable for generating large amounts of passively than stress units. So it's a lil awkward with this relationship.

spare knoll
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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

potent cobalt
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I'm...not discussing blaze burners, that's not related to stress units

spare knoll
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Is that not what runs steam engines?

potent cobalt
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Well yes, but infinite lava is trivial and not something I'm factoring in here.

spare knoll
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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

potent cobalt
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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.

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I'm simply arguing you always waste some amount of source from a source motor without an RSC and that's a lil undesirable.

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That's all really.

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Matter of the convenience vs there being an actual problem mind you, it's a nonissue with an RSC.

spare knoll
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Yeah, I do see where you're coming from

potent cobalt
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Ye ye. Just a little idea if zero ever wants to look into that.

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I can live without it but it'd be one of those "nice-to-haves".

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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.

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Also for things inconveniently distanced from my main SU power that I don't wanna put waterwheels or windmills at.

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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.

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I like using magic to power my things.

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So yeah, source motors are dope, I don't think I say that enough.

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Magic power goes brrr.

spare knoll
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I just spam

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Lmao

potent cobalt
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I cannot argue against the all powerful buncle wheel.

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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

spare knoll
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Lol yeah it was not updated post water wheel change... Gold block is maxed old water wheel iirc

potent cobalt
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I'm so sad.

spare knoll
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What makes me even more sad is that archwood breaks water wheel textures due to all the logs having the same planks lol

potent cobalt
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Oh god it does, this is atrocious.

spare knoll
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Now try using an archwood log

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I believe it's the opposite problem lol

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Wonder if that can be fixed through technica somehow

potent cobalt
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Actual greek tragedy.

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Would be neato burrito if it could be fixed.

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I wanna be able to use archwood more in my building plans.

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Right now I just abuse the hell outta dark oak.

spare knoll
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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

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That match the log tag... That's what create uses to generate these textures I believe

potent cobalt
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Hmmm, worth trying since I'm fussing with kubejs at the moment for my own thingy.

spare knoll
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Looks like it's using resource location of the actual block sadly... So that wouldn't work

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Now that I think about it, it was dumb to think it could be driven by tags lol

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Mods or packs could add any number of blocks in to these tags and break everything

south iron
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How to heat and stir Fuse

glossy escarp
fresh condor
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Coming, this Christmas...

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Hyper source

fresh condor
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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.

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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.

south iron
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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

fresh condor
fresh condor
south iron
south iron
fresh condor
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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

glossy escarp
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or cyan

fresh condor
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Then it will look more like hyper experience

glossy escarp
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thats why i said Cyan

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or close to white cyan

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Reason i say that is for consistency

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And Super Saiyan blue and its color gonna be closer to the OG source Ie mana

glossy escarp
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Duo to how easy to get XP while having ars and

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Create installed

fresh condor
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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.

glossy escarp
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You gotta remember its 9000 almost entire jar in a tick

fresh condor
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Let's go for 4500, 9000 is too much

glossy escarp
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Damn it

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Also

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Lapis is renewable tho

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You can get it from villagers

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And you can get emerald from trading with villagers

fresh condor
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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.

glossy escarp
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I hardly disagree duo to how source transfer is handled

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If you keep it 9k, that will make it the fastest and most effeicent

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For large amount of source motors

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Since i am assmuing you making this as bandate for how much source source motors take a second

glossy escarp
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if you could make it something like this that would be cool af

fresh condor
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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.

glossy escarp
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Either way its your mod your choices just giving my opinion

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tho would still appreciate if you consider something other then magenta for that source

fresh condor
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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?

glossy escarp
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Exaclty its ment to be that way

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Im suggesting to add a challange to not be

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Another item to add to my automation list

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Actuelly make player think of a way to make it automatable rather then

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Copy pasting the previous method for the old recipe for normal source

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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

fresh condor
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*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?

glossy escarp
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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?"

glossy escarp
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Its a 9k to jar

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In a tick

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That will save SO much on source relays to transfer them to the source motors

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Or any project that require massive amount of source

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It open a new meta for the elite players

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Cuz currenlty biggest bottleneck in ars is how fast you can transfer source to what you wanna use it for

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And fastest are one that are from the generator to the needer

fresh condor
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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

glossy escarp
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Or soap bubble

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Something like this

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Arcane enjoyers

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Would understand what i mean

fresh condor
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That does look pretty cool

glossy escarp
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IKR

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Thank you

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Its called the arcane core

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Having it as fluid would be so cool and fit the lore

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Of reaching absolute enlightment in magic and tech

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You get resource from hell, from overworld, from villagers, from heaven mash them to create the perfect formula

fresh condor
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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

glossy escarp
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You gonna make lapis dust?

spare knoll
# glossy escarp

Might not be the easiest to do and make look decent in a 16x16 texture...

glossy escarp
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But not quite how it look in the bucket

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I call it fake advertisement

fresh condor
glossy escarp
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Also im assuming multiple 16x16 since fluid is animated texture

glossy escarp
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But i do suggest

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Adding lapis dust and make it just lapis

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Tho how would someone get lapis dust?

fresh condor
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What do you mean?

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Oh

spare knoll
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Fluid textures are even harder due to fluid texture convention

fresh condor
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By crushing it with the grinding wheels in Create

glossy escarp
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Sound fine ig

fresh condor
glossy escarp
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more lapis

glossy escarp
fresh condor
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Yeah I think so too. It's a nice texture, Starbunclemania also uses the same texture, it's just less visible.

glossy escarp
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This is how the supplementery fluid look like if you wanna take inspiration

spare knoll
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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

spare knoll
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Maybe I misread but it seemed you didn't like that

glossy escarp
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Nonono

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I wanted a different recipe for automatable

spare knoll
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I c

glossy escarp
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I didnt like one recipe for all automation

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If you understand what i mean

spare knoll
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Kinda

glossy escarp
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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

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I would still prefer it giving that much source just harder recipe

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Cuz 9k to a jar is the second fastest transfer in all ars history and addons

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With how source fluid link is coded

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Honestly my entire argument can be thrown in garbage if source relays didn't have a buffer

fresh condor
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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

glossy escarp
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Nobody use cauldran when you have create installed

fresh condor
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oh yeah oops, you can use superheat cobblestone

glossy escarp
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You just put a hose pully on 10k lava source and you have infinite lava

glossy escarp
fresh condor
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Oh yeah, that too

glossy escarp
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Cuz super heat is expensive af

glossy escarp
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Put some pipes then put source link relay on top of those pipes and you are set for life in term of source

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Also

fresh condor
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Huhh yeah... then I don't see much point in hyper source at all actually ๐Ÿ˜…

glossy escarp
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Nope

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If you Remove hyper source from being able to place on ground

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We have a complete different story

fresh condor
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What do you mean?

glossy escarp
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hyper source*

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Mb

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So currently hyper expierence cannot be infinite duo to it not able to use hose liquid duping

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I recommend the same for hyper source too

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And with that you can also lower the math and not needing to make the recipe give full bucket

spare knoll
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Since 1.18

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Would need the tag for that to be an issue

fresh condor
# glossy escarp This is how the supplementery fluid look like if you wanna take inspiration

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.

GitHub

Contribute to MehVahdJukaar/Supplementaries development by creating an account on GitHub.

glossy escarp
glossy escarp
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there is no fluid hyper experience in the game

spare knoll
glossy escarp
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Im saying hose pulley can only make a fluid infinte IF it can be placed in the world

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Any fluid that cover 10kx10k is considered infinite for hose pully

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@fresh condor btw what you think of source relays powered by rotational power or tier source relays

spare knoll
glossy escarp
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So we both correct

spare knoll
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Since 1.18

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Not really

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I'm saying that's a silly reason to not want it to be placable

glossy escarp
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You saying it can be placed

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And cannot be infinite

spare knoll
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Since it won't be dupable anyway without the tag

glossy escarp
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If you add a tag for the hose pulley

spare knoll
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Correct

glossy escarp
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I am saying everything is infinte Duo to create by default allow all fluid and currently there is no deny in it iirc

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Soo we both correct

spare knoll
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The tag goes on the fluid itself

fresh condor
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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

glossy escarp
glossy escarp
spare knoll
glossy escarp
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Oh simple

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Cuz by default most modders forget about it

glossy escarp
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i still like the compact XP tho

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As someone with 5k + great experinace gem its a welcome

spare knoll
glossy escarp
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Aaand faster way to repair stuff on fly

glossy escarp
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the fluid doesnt need to be added on white list

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I could be wrong on that

spare knoll
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It 100% does since 1.18 lol

fresh condor
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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

glossy escarp
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All the tomfoolery i make in ars once you join the server

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(ofc once i actuelly fix the balancing issues)

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So you can see first hand how stuff are made and such

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And get better picture on how ars + create is one of if not best

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Combo that graced minecraft in a while

fresh condor
glossy escarp
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What other projects you have if you can spoil some

spare knoll
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Would it be possible for technica to hardcode fix archwood being jank when used for waterwheel texture?

glossy escarp
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I assume you gonna add recipe for the XP compacts now right?

glossy escarp
spare knoll
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Could be

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Could be either

glossy escarp
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ars creo is compatibility
ars technica is addability

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thats just my opinion

spare knoll
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The issue is due to all the archwood having a single plank

fresh condor
# glossy escarp What other projects you have if you can spoil some

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

GitHub

shader-like effects library for ratatui applications - junkdog/tachyonfx

spare knoll
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And bailey hasn't touched Creo in ages lol

glossy escarp
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You can also add an llm model to tell you which stains took the longer to wash lol

fresh condor
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But I also prefer adding new content, not so much compatability.

fresh condor
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That said, always open for PRs ๐Ÿ˜‰

spare knoll
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I wasn't saying it had to be done immediately lol... Just a thought for the future, but that's fine

glossy escarp
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Sorry again if you feel down cuz of me

fresh condor
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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)

spare knoll
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Maybe when create finally ports I'll bug Bailey about it for 1.21 creo

glossy escarp
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Good Luck salute

spare knoll
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I don't play 1.20 anyway

glossy escarp
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ngl

fresh condor
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I don't think I could play without Create anymore haha

glossy escarp
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i dont think i could play withour ars for me

fresh condor
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I can't do without either

glossy escarp
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its the only mod that make not touch fabric anymore

spare knoll
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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

glossy escarp
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Cant wait to see neoforge performance over forge

glossy escarp
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to create 1.21 thats why they taking

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longer then usual

fresh condor
spare knoll
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Fabric performance "over forge" is like 90% due to lack of actual content mods lol

glossy escarp
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20 to 40 to even some say 70%

fresh condor
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I wonder how the comparison is done though, not all mods are ported to Neoforge yet

glossy escarp
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from what i heard 1.21 neoforge is much different to forge

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Thoo i heard people say its easier to port mods to it

spare knoll
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You're also comparing different Minecraft versions at that point too

glossy escarp
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And different JDK or still same?

spare knoll
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.21 is on 21, I forget what .20 is on

glossy escarp
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15-17 iirc

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thats massive improvement ngl

spare knoll
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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

fresh condor
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1.20 is Java 17

glossy escarp
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@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

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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

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That allow insane cost spells to be castable

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and also open the ability for non ars uiser

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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

fresh condor
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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

glossy escarp
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I dont like hangover

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I prefer the hexcasting route

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Do whatever you want so long you can pay the price for it

fresh condor
glossy escarp
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Cheers for that ๐Ÿป

glossy escarp
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But thats just my opinion

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Maybe im wrong

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As in how would you make it so when you cast a spell it will use from flask

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But ig easier route would be drinking the flask and it just increase your mana as you said

south iron
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Speaking of mixing, is it incompatible with fluid labels

fresh condor
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Do you mean with fuse...? It should work for all fluids.
As for hyper source, not coming to 1.2.0 for now

fresh condor
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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)

potent cobalt
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That would be the easier solution and it solves the problem rather neatly, up to the source motor's maximum SU.

fresh condor
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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.

potent cobalt
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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.

fresh condor
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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.

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Might be easier to change the RPM to SU and always fix it at 256 RPM?

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Ah I totally want to learn this damn UI voodoo

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I miss HTML...

glossy escarp
#

I could be schizo tho

fresh condor
#

Do you happen to know a block from Create or a Create addon that has multiple sliders?

glossy escarp
#

Have the most sliders

fresh condor
#

Wrong quote

#

I want to have a looksie at the puls extender, not HTML conversion

glossy escarp
#

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

spare knoll
#

The one for min max stock of something

#

If you mean sliders within a gui

fresh condor
#

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

glossy escarp
#

Check threshold switcher

spare knoll
#

Yeah that

potent cobalt
# fresh condor Might be easier to change the RPM to SU and always fix it at 256 RPM?

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).

fresh condor
spare knoll
glossy escarp
fresh condor
potent cobalt
#

I can imagine there being, say, the backside that adjusts RPM and another side that adjusts SU. Something like that.

spare knoll
#

Simibubi is an absolute ux/ui wizard

fresh condor
#

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

spare knoll
#

I've never seen anything like that on a single block in a decade of playing modded mc lol

fresh condor
#

I would probably have to sacrifice a few goats to make it happen idd

spare knoll
#

Lmao

potent cobalt
#

Well if it's all on the backside and it can be done, not a big deal.

fresh condor
#

Only a wizard would call his UI by his own name.
AbstractSimiScreen ๐Ÿคฏ

spare knoll
#

lmao

potent cobalt
#

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.

fresh condor
#

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.

potent cobalt
#

I'd love to see it! I really enjoy this addon for it providing a fun "technomancer" playstyle.

spare knoll
#

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

fresh condor
#

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

spare knoll
#

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

azure shuttle
#

can the obliderate glyph crush coal into diamonds? or do they mean that the glyph completely destroys items? this is using sensitive

fresh condor
#

without sensitive, your items get, well, obliterated

south iron
#

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

main heron
#

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 youโ€™re just stunned by it?

#

And itโ€™s not much of a little crossover mod anymore either. This thingโ€™s professional.

#

Iโ€™d be surprised if I donโ€™t see it in a mod recommendation video soon

#

I couldnโ€™t have called it if I tried.

fresh condor
# south iron It is necessary to have all three types of fluids

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

fresh condor
glossy escarp
fresh condor
#

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

south iron
#

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.

fresh condor
#

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.

south iron
#

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

potent cobalt
south iron
#

And the output is calculated based on the amount of fluid consumed, at most one group at a time

fresh condor
#

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.

south iron
#

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

fresh condor
#

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 ๐Ÿค 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.

potent cobalt
#

Is this available for testing?

fresh condor
glossy escarp
glossy escarp
fresh condor
hardy musk
#

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

potent cobalt
#

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.

fresh condor
fresh condor
hardy musk
#

Seeing the progress and development of this was quite amazing.

south iron
#

May I ask if it's possible to create a large source jar similar to a fluid tank

fresh condor
#

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?

south iron
#

Me too

south iron
#

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'

fresh condor
#

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.

south iron
#

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

glossy escarp
#

Same with aether i believe, and this is more for #ars-creo rather then ars technica

south iron
glossy escarp
#

Maybe zeroregard can add a spacial warp portal who know

fresh condor
#

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.

glossy escarp
#

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

fresh condor
#

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.

glossy escarp
#

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

main heron
#

Yeah, thatโ€™s 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.

south iron
potent cobalt
#

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.

south iron
#

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

potent cobalt
#

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).

south iron
#

I know, but a railway that can reach all dimensions

potent cobalt
#

I know, perhaps someday someone will do it.

south iron
#

I have generated it using instructions

south iron
#

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

glossy escarp
#

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

glossy escarp
#

that feel off ngl

fresh condor
#

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.

fresh condor
fresh condor
#

Wait I had the wrong Crafts And Additions, why is there two of them even ๐Ÿ˜ญ

glossy escarp
#

welcome to create addon naming

south iron
#

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

fresh condor
#

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 ๐Ÿ”จ

fresh condor
#

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

fresh condor
#

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
potent cobalt
#

Woo!

#

You did it, you mad man

#

Happy to see it!

fresh condor
#

Thanks for the feedback and issue-finding! ๐Ÿ˜„
If no further issues are found, aiming to release 1.2.0 this week

potent cobalt
#

That caps off my wishlist I think, look forward to the future of this addon.

potent cobalt
#

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?

spare knoll
#

Can you add ponders in kube natively now? Or is there a new addon that adds what ponderJS did

opaque gorge
#

isn't it just json?

spare knoll
#

I don't think so? I remember it being a pain to do even with ponderJS back in 1.16... maybe things have changed

fresh condor
#

I could look into it, I guess it isn't super complicated to implement

potent cobalt
#

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.

spare knoll
#

ah, so there is a continuation of PonderJS

potent cobalt
#

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)

fresh condor
#

What's your modpack, out of curiosity?

fresh condor
#

TIL ponder scenes are just .nbt files that always have the bottom layer 'hard-coded' as snow, concrete, snow, concrete...

potent cobalt
#

Oh you're quick on the draw there. Nice to see!

#

And my modpack isnt available on Curseforge yet, still debating on the name.

fresh condor
#

๐ŸŽ‰ 1.2.0 on the way for approval ๐ŸŽ‰

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)
south iron
#

Rune wrenches cannot be installed on trains. Can they be repaired awa

radiant vortex
#

using telefeast to forcefeed my friend the leftover poisonous potatoes in my farm

fresh condor
south iron
#

no response

fresh condor
#

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.

potent cobalt
#

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)

glossy escarp
glossy escarp
fresh condor
#

Nani

#

I'll have a look as soon as I'm home

fresh condor
#

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

fresh condor
#

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:

  1. 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.

  2. 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.

  3. 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)

main flare
#

what's that isIn method

#

cause sounds tempting to make The One Mixin to redirect them all

#

putting my bet on Registrate

fresh condor
#

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..

fresh condor
#

I think I might have gotten it to work, seems so at least, with two mixins

fresh condor
#

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

ใŠๅพ…ใŸใ›ใ—ใฆใ™ใฟใพใ›ใ‚“, and thanks both @south iron and @glossy escarp for the bug reports!

glossy escarp
#

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

fresh condor
glossy escarp
#

lol

#

Based

fresh condor
#

That's a nice texture! Can you send the raw/uncompressed version?

glossy escarp
#

Sure

fresh condor
glossy escarp
#

Fyi CEi think have section for ars novuaue so u can just add yours there

#

its this one i believe

south iron
#

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?

fresh condor
glossy escarp
fresh condor
#

...but what is it?

potent cobalt
#

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.

glossy escarp
fresh condor
#

There will be further functions as well

south iron
fresh condor
#

Ohoooo yes that's something I didn't consider. Press glyph does not produce fluids yet. Noting it down, thank you

south iron
#

Sequence assembly also does not take effect

#

Sequenced Assembly also does not take effect

fresh condor
#

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

south iron
#

Is it a setting to pour the fluid directly onto the ground without consuming it

fresh condor
#

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.

thin hull
#

Hey guys! Question. How does Carve work?

#

I can't get it to do anything.

fresh condor
#

It works on certain item entities on the ground - how are you using it?

thin hull
#

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.

fresh condor
#

Bricks? Maybe you mean to use Pack instead then, not Carve. Or what is the recipe for those bricks?

thin hull
#

It's just 2x2 of frozen prismarine.

fresh condor
#

Hmm odd, I'll need to try it out then. Which mod adds that?

thin hull
#

Philips Ruins. Thanks!

#

I feel I may just be using it wrong though.

#

I can't even get it to cooperate with Cobblestone.

main flare
#

Sometimes the best way to show your issue without doubt is a small vid

#

Windows have the game bar for a quick recording

thin hull
#

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.

main flare
#

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

thin hull
#

Gotcha

#

Made it onto a rune and threw stone onto it, and it still didn't carve it into stairs.

fresh condor
#

That it does not work on even 4 Cobblestone sounds like there's a bug to me

thin hull
#

I'm beginning to wonder if it's less user error and more an issue with my pack.

#

I'll try multiple of it

fresh condor
#

Or wait, you should use 4 stone and not cobblestone

thin hull
#

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?

main flare
#

i think it tries to put them in a crafting grid in stairs shape

#

if a recipe exists, it gets executed

thin hull
#

That would make sense

fresh condor
#

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

south iron
south iron
fresh condor
#

Ah yeah I didn't consider that as a scenario yet

fresh condor
#

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!

potent cobalt
#

Yeah!! I'm very impressed by all the progress that's gone into the mod.

hardy musk
#

Im so excited for the future of this mod!!

south iron
#

Can't the rune wrench adjust the rune

potent cobalt
#

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?

fresh condor
fresh condor
potent cobalt
#

Heeeere it is!

fresh condor
#

Very nice! You might want a more flashy icon to get more clicks, although I'm not a clickbait or SEO expert ๐Ÿ˜‚

main flare
#

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

potent cobalt
#

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.

potent cobalt
#

If you guys wanna give it a try and give me some feedback on it I'd super duper appreciate it!

timber nymph
#

I suppose

#

Iโ€™ll keep this in mind

fresh condor
#

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.

glossy escarp
#

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

fresh condor
# glossy escarp

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

fresh condor
#

Should we still call it 'Runic Spanner' now that it can mess with relays as well?

fresh condor
#

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
main flare
#

should it work for splitters too?

#

they have a dynamic transfer rate based on outputs

fresh condor
#

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

main flare
#

I meant for the max transfer value

fresh condor
#

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

main flare
#

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

fresh condor
#

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.

opaque gorge
#

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

main flare
#

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?

main flare
#

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

fresh condor
#

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();
        ...
glossy escarp
#

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

fresh condor
fresh condor
glossy escarp
fresh condor
#

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

glossy escarp
#

and if you think its unbalance at least add it as a config

fresh condor
#

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
fading gyro
#

Soo i dont need to cast glyphs over and over again - I only need to make a rune with it, right?

fresh condor
glossy escarp
fading gyro
#

I wanted to make my create more magicial

glossy escarp
fading gyro
#

Is it efficient?

glossy escarp
#

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

fading gyro
#

Yep but its better for healthy gameplay

glossy escarp
#

Define healthy gameplay

fading gyro
#

I would love to see transportarion options, arcane shafts, to make it complete

glossy escarp
#

we already have that

#

3 forms actuelly

#

or a magical way of transporting rotational power?

fading gyro
#

Idk because i wasnt playing Minecraft like 2,5 years i'm comming back

fading gyro
glossy escarp
#

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

fading gyro
#

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.

fresh condor
glossy escarp
#

i could be massively wrong but thats what i got from his previous message

fresh condor
#

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

fading gyro
#

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 beginningโ€”it'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 isnโ€™t working for free, Iโ€™ll 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.

glossy escarp
#

it was based on this image

#

And only used ars + addons + create + addons

potent cobalt
#

I'm a sucker for magical reactors

#

Also ew AI generated

glossy escarp
#

Its really hard to find one that isn't ai sadly

#

Best refernce imo is arcane s2

fading gyro
#

You have still that map with magical nuclear reactor ?

glossy escarp
#

Yes and no sadly, i have the prototype not the fully built one

#

btw you need create new age

#

Addon for it to work

fading gyro
#

why?

glossy escarp
# fading gyro 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

fading gyro
#

there is a mod i dont remember that let you connect animals for a rotational power

#

I guess would work in medieval ๐Ÿ˜„

glossy escarp
#

I do wish we have more variant of source to rotational power

fading gyro
#

And I wish to have create mod but in fully magical version ๐Ÿ˜„

fading gyro
glossy escarp
#

Ah the horse one

fresh condor
glossy escarp
#

Yeah i know about this one

#

It doesnt sadly fix my issue

#

Of needing rotation storage

fading gyro
#

๐Ÿ˜„

fresh condor
#

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

CurseForge

Heavy Engineering & Oil For The Create mod
2.4M Downloads | Mods

glossy escarp
#

and create new age

#

Sadly i cannot suggest these as uh not medieval theme

fading gyro
#

Diesel or Electricity what is stronger in create?

#

Zerobuncle, did you thought about making a sifter glyph ?

glossy escarp
fresh condor
fading gyro
#

but idk isn't it too much op

fresh condor
#

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

fading gyro
main flare
#

Doesn't crushing cobblestone already make that

#

With the crush recipes from Caelum, you get those byproducts from crush too

fading gyro
fresh condor
fading gyro
fresh condor
#

Would there be much of a point if you have a source motor though?

fading gyro
#

or to launch something from distance using ,,magic''

#

what do you think ?

#

would it be hard to make ?

fresh condor
fresh condor
fading gyro
fading gyro
potent cobalt
#

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.

fresh condor
#

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

fresh condor
fading gyro
glossy escarp
#

With projectile interact on a crank

#

have it on a timer turret and boom you got old school source motor

timber nymph
#

Oh

opaque gorge
main flare
#

that or block tags

#

anyway yes, conditional mixins are a thing

fading gyro
#

Created my custom enginner armor for create ๐Ÿ˜›

#

I started today so its not that Perfect

glossy escarp
fading gyro
#

yes

glossy escarp
#

Nice if u have AW you can use it in game without needing to make full blown mod

fading gyro
#

I will use it in game, I will create small mod from it using MCC

#

maybe I will put it also on curseforge later

fading gyro
#

let's see how it looks in game ๐Ÿ˜›

#

It doesn't look that bad

main flare
#

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

fading gyro
#

yeah because its witohut shadows

#

A little bit better ?

fading gyro
main flare
#

Yeah the no shadow was giving a weird feel

fading gyro
#

it would rotate only once

glossy escarp
fading gyro
# glossy escarp 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

fading gyro
#

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

fresh condor
#

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
fading gyro
#

Black and Brass!

potent cobalt
#

Ooh, much better.

#

I likey some brass on black.

main heron
#

Ah, I saw that over in the Create server and figured thereโ€™d be some connection.

#

Itโ€™s a really cool armor set

glossy escarp
fresh condor
#

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.

fading gyro
fresh condor
#

Configurable relays. Currently they only send 1000 source every 20 ticks, which can be a bottleneck

fading gyro
#

do they send also to Valkyrien Skies ship ?

fading gyro
fresh condor
fading gyro
#

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

fresh condor
#

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

fading gyro
#

is it hard to create a glyph ?

#

like i mean program it

fresh condor
#

I would say it's one of the easier things, but it depends what kind of glyph

fading gyro
#

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 ๐Ÿ˜„

#

and i see i can also change sound effects

fresh condor
#

At least I learned recently that it's possible to change the color of projectiles of relays with wololo

opaque gorge
#

Just change the spell color and it'll update the projectile color for turrets

fading gyro
opaque gorge
main flare
#

That applies to the sound of the spell too

#

Making turrets silent or with the custom sounds that aren't the default

fading gyro
#

now im modeling steampunk / ars - arabic style armor

glossy escarp
#

Thoughts?

fresh condor
#

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.

fading gyro
#

What do you guys think ?

timber nymph
#

Nice

main heron
#

I think that looks sick

fading gyro
#

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?

river nacelle
#

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

fading gyro
#

Soo you are able to create all things using only ars for real

#

You have smelting, crushing everything

main heron
#

That post has the server and Discord info.

fading gyro
#

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

sage plank
#

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

fresh condor
#

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.

winter gate
#

How do i use the fuse glyph? Can't figure it out

timber nymph
#

read the changelog from here sunseto, also zerobuncle, could you pin changelogs?

winter gate
#

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

timber nymph
#

odd

#

perhaps a bug?

winter gate
#

sad :(

fresh condor
#

Can you show me the recipe you're trying to use for it?

winter gate
fresh condor
#

No rush from me โ˜ฏ๏ธ

winter gate
#

Also, wrench can't change the rune cooldown

main heron
#

@fresh condor One of my friends at work is running Ars Technica on her server!

#

I didnโ€™t even have to shill it, I was helping her get the game running better and just saw it in the mod list.

fresh condor
# winter gate

Heck, that's the main reason this glyph exists ๐Ÿ˜ฅ

#

I'll have a look eventually

fresh condor
main flare
#

might be they are in a pretty old ver of the mod so both issues are already fixed?

fresh condor
#

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? ๐Ÿค”

fresh condor
#

Seems I used the wrong glyph for the description, super bad mistake ๐Ÿ˜ข

#

I think I should rework it to be as @sage plank suggested

winter gate
fresh condor
#

My apologies!

fresh condor
#

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.

fresh condor
#

Release, why not.

**๐ŸŽ‰ 1.3.0 ๐ŸŽ‰ **

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
CurseForge

A Create-centered addon mod for Ars Nouveau
375.4K Downloads | Mods

sage plank
#

Oh yo. That's wild that you actually took my suggestion. So cool!

fresh condor
#

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

sage plank
#

Now I just have to figure out how to actually make the pack work lmao

fresh condor
#

Rooting for ya

potent cobalt
#

I have come to the conclusion that I should make a challenge pack with this addon for funsies.

fresh condor
#

What's a challenge pack?

potent cobalt
#

If you've ever heard of Create: Above & Beyond, kinda like that.

sage plank
#

Or at least attempting to. I have no clue what I'm doing

shadow gulch
#

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?

fresh condor
#

Could you try this build?

shadow gulch
fresh condor
#

Nice, thanks for the report! Uploading that build

potent cobalt
#

Fellas, new Create update

fresh condor
#

Awww shieeeeet looks like I gotta get working. It will take a while!

fresh condor
#

Baby steps, migrated only the gradle files so far ๐ŸŒ

modern bobcat
#

W are all rooting for ya

potent cobalt
#

Go zero we believe

flat summit
#

Zero, pal. We need a package glyph.

past steppe
#

Imagine an instant delivery glyph ๐Ÿ˜

fresh condor
#

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.

main flare
#

You can also start from the addon template maybe?

fresh condor
#

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

fresh condor
main flare
#

Jei plugins are only for custom recipes

#

*recipe types

#

To tell jei how to display that kind of recipe in GUI

fresh condor
#

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

fresh condor
main flare
#

i shared a spotlight in #ars-creo

fresh condor
full lake
#

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!

fresh condor
full lake
#

I am trying to make this

fresh condor
#

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 ignite for heated mixing, but actually you need to use Flare flare
  • Since 1.3.0, you need to use Smelt smelt for this
#

The Fuse entity should turn orange-yellow'ish when heated, not purple or blue.

full lake
#

I just tried it and was able to create what I wanted after adding Smelt! Thank you!

fresh condor
#

Perfect!

fresh condor
#

๐Ÿ 2/19 features migrated

main heron
#

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.

fresh condor
#

๐Ÿ

1/3 ingredients migrated
2/10 glyphs migrated
0 blocks, threads, curios or tools migrated

spare knoll
rare quarry
#

Is the mod compatible with 1.20.1 version of create 6?

fresh condor
tight hedge
#

just wanna give my thanks to the ars technica mod for designing the best looking armor set in existence :] (i LOVE the technomancer outfit)

fresh condor
#

Big shout-out to @main heron, it would probably have ended up looking like a butler without him!

rare quarry
fresh condor
#

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

fresh condor
#

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!

elder basin
#

lets gooooo

frank shell
#

god that armor set is BEAUTIFUL

rare quarry
lucid bough
#

Does technomancer not have any spell thread slots?

fresh condor
fresh condor
lucid bough
fresh condor
#

I wanted to make it pre-alpha but that's not an option on CurseForge ๐Ÿ˜„

lucid bough
#

Hmm. Is a source powered blaze burner a thing or could it be?

flat summit
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if it eventually gets introduced

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I'd suggest it use brass

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just so you can't entirely sidetrack going to the nether

rare quarry
opaque gorge
rare quarry
wide shard
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Moving this here as it was suggested this addon might be a better fit:

๐Ÿค” printing glyphs if Create Enchanting Industry is included?

fresh condor
wide shard
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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?

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one may needto craft glyphs for printing purposes?

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it would also make sense to include liquid source from Starbunclemania, but I feel that might be going too far

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kinda bring back the 'glyph press' as an option from 1.16, but a bit more Create involved?

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though I didn't play 1.16 Ars enough to be familiar enough with what that entailed.

fresh condor
fresh condor
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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!

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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 ๐Ÿฆ”

lucid bough
main flare
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it was an accepted #1019639765093589153 for #ars-creo but it's Bailey's disregarded child so it probably keeps being forgotten

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so Goo should be asked on if they still want to do it in case

lavish garnet
fresh condor
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It is an ingredient used in many recipes

fresh condor
lucid bough
fresh condor
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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!

lavish garnet
fresh condor
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I meant it *will * be used in many recipes, it was used in several recipes in in 1.20.1, sorry for the confusion

lavish garnet
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Oh, Noticed that the technomancer armor is missing item tags, which allows for enchantability.

lavish garnet
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For a moment, I thought this was an Irons addon and I could use the Wrench as a casting Staff.

fresh condor
fresh condor
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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!

frank shell
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Awesome!

elder basin
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So excited ๐Ÿ™ havent messed with this addon yet but will wait for the migration

flat summit
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Zero, what would I need to do if I wanted to make the 1.20.1 version compatible with create 6.0+?

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besides your permission, ofc

opaque gorge
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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

fresh condor
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You don't need my permission as Starbuncle said

flat summit
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Still, the author's blessing is nice

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I'll check what I need to do, exactly, and I'll see if I can do it