I think it might not be super much work actually, so far the only tiny new thing I spotted for Create was FanProcessingTypeRegistry having been refactored, so I just had to write my own getIdOrThrow function. That's quite minimal.
Perhaps there will be more, didn't touch the source motor, Telefeast or the Thread of Pressure yet
#Ars Technica
1 messages · Page 4 of 1
what does the telefeast do, again?
Eats from a distance
"Consumes the first edible/potion, or some amount of liquid, found in the container/tank this was cast on. Can be tweaked to work differently."
Why is this addon so goddamn fun? lol
Yeah nevermind, there's a whole bunch to do for the Source Motor 😅
It's gonna look so much better in 1.21!!
Zerobuncle, sir! Are you going to go back to the idea of source-smog?
also, just saw builder's prism on trello
Just... Perfect
nope
One day... I would like to do that above everything else. It's just a hell of a lot of work 👀
I really hope you do! It's exactly what I wanted to do when I played my first artificer in D&D, and it's exactly why I play MtG. I don't really see any other media do it well (besides that one fight scene between Phastos and Ikaris in the Eternals)
I'm trying to read it but I don't understand exactly what it's supposed to be used for, can anyone explain in laymans terms?
If you're familiar with schematic cannons from create, it's basically that, but handheld, requires mana and items in your inventory.
I was thinking also an upgradable version where you give it a Warp Index, so it just takes from the storage lectern
It would also be a bit like a spellbook, except instead of storing spells you store schematics as bookmarks
So a magical version version of a copy paste gadget? Sounds interesting enough
it's not super difficult, just piecing things together from the spellbook and the schematic cannon, just takes time 😄
i mean it's a lot of work compared to making a glyph
Yeah makes sense
1.21.1 - 2.0.0-a5 submitted to CurseForge!
- feat: migrate Source Motor
2 glyphs, 1 block, 2 curios, 1 tool, 1 thread and a few custom items to go!
would it be capable of retrieving items from packages?
With the new update, you can get a clipboard with the requirements for the schematic, request from the stock keeper using the clipboard, and have entire schematics in one neat package (admitedly, only up to 9 different stacks)
if it could retrieve from packages, it'd be in line with what's new in post-production
Hm. I wonder if you could shortcut the Builder's Prism by having it invoke the Creative Mode schematic paste function?
I guess at that point you may as well just invoke the whole schematic cannon functionality.
If I have a chance today, I'm going to start really finalizing the region map.
Would probably be a bit lower priority, but I think if anything it should try to take from any nested inventory (1 layer deep otherwise rip performance)
I wouldn't do that because I had in mind to extend it with an onResolve, so imagine if you could cast a spell every time you placed a (specific or not) block
And the builders prism would be an item right?
Yes
I also thought about it being an item that spawns an entity that floats around and builds for you 🤔
that's fair
how feasible would it be to make the entity be the next block in queue to be placed?
I imagine you'd make an invisible, uninteractible inventory for the entity and move the items one by one there, and it'd retrieve the item's icon
So, question, is Obliterate meant to process items using Create crushing recipes? I've seen it just vaporize the items.
You need to use 
It's a bit of a quirk but also invokes the feeling of the mage being 'careful' with how they use the glyph
I didn't understand the question 😦
Uhm, I meant making the entity render the next item that's in queue to be placed, if it's going to build the schematics like the schematicannon
if it just pastes instantly, that wouldn't work, only if there's an animation to the blocks being placed
I was thinking of some flying little ars nouveau golden snitch that would magically conjure blocks, one by one
I can see that working, actually
like a floating, flowing gold entity? or just particles, like a spell projectile?
As a heads up, there a couple plans for this as well with a base mod ritual. Just haven't fully fleshed out yet
I don't really like Harry Potter in general much but anyway I meant this golden snitch
Noice. Are there more details somewhere?
Oh I'm foolish, thank you!
Not publicly
Anyway, super excited to use this mod in a 1.21 modpack soon enough. Just waiting for some more mods to update.
Ah 'base mod' meaning Ars Nouveau itself, gotchaaa. Probably you will get done before me, I don't think I will have time to do this until summer or so 🥲
It was mentioned in the crab thread a bit, but nothing concrete
You say that... But that was also 9 months ago that the original discussion happened
Oh well. But I guess it serves different purposes also, a ritual takes a bunch more of setup to do (?) than a handheld magic schematic cannon
Or there was also that mod that allows for carrying ritual braziers I think, that would make it handier
1.21.1 - 2.0.0-a6 submitted to CurseForge!
- feat: migrate Runic Spanner
- feat: migrate functionality to tweak cooldown on runes with Runic Spanner
2 glyphs, 1 block, 2 curios, 1 thread and a few custom items to go!
Itching closer and closer to a beta build (once all essential features mentioned above have been migrated) 🕺
And don't forget to drink water too!
Zero is a fucking machine that turns water and frequent breaks into industrial magic
Some credit is due to the actual machine, an LLM, that helped here and there. And I also want to thank Tsuru Ume.
And thanks to y'all of course
1.2.1-2.0.0-a7 submitted to CurseForge!
- feat: migrate Starbunclemania mixing recipes
- feat: migrate Pocket Factory
- feat: migrate Giant/Gargantuan Experience Gem
- feat: migrate Focus of Transmutation
- feat: migrate Precise Relay
2 glyphs, 1 curio and 1 thread to go!
Youre doing awesome!!
1.21.1-2.0.0-b1 submitted to CurseForge!
- feat: migrate Spy Monocle
- feat: migrate Thread of Pressure
- feat: migrate Glyph Insert
- fix: crash for Insert when no containers found
- fix: Insert+Split not respecting item frame filters
Everything has now been migrated except for:
- Glyph Telefeast
- Repositioning of certain Ars Nouveau blocks with the wrench
- Advancements
I opened it up for beta now as that will bring in some more testers hopefully, and nearly everything is there at this point.
1.21.1-2.0.0-b2 submitted to CurseForge!
- feat: migrate Advancements
- feat: migrate Runic Spanner mixins for sneak-wrenching (pedestal, containment jar, turret)
- feat: migrate Telefeast
- fix: being able to use Telefeast + Pierce on a non-consumable item - these are ignored now
Migration complete! Now for potential fixes. This build should hopefully be one of the last builds before releasing 2.0.0
And please let me know if I missed anything 👀
Congrats!!
Huzzah!
yay
Did a server-client test run, looks good as far as I can see! But feel free to report any bugs, I still have a couple of days before I head off 😄
🎉 **2.0.0 is now out on CurseForge ** 🎉
Changes since 1.3.0:
- migration: all content migrated from Forge 1.20 to NeoForge 1.21
- migration: Create version bumped to 6.0.0
- migration: Ars Nouveau version bumped to 1.21.1-5.X
added missing augment descriptions on glyphs - chore: drop direct dependency on Ars Elemental
optional recipe for Technomancer armor available if Ars Elemental is installed - feat: added Mark of Technomancy
new default material to craft Technomancer armor - fix: crash for Insert when no containers found
- fix: Insert+Split not respecting item frame filters
- fix: being able to use Telefeast + Pierce on a non-consumable item - these are ignored now
- chore: changed Superheat to be an Augment instead of an Effect, as it has no Effect on its own
hope i can make the library mod for 1.22 so there's less optional soup and more "embedded" (like for fluid source)
hi! not sure if this is intentional or not, but i don't think the technomancer armor can be dyed in 2.0.0 :[
That is unintentional, I will fix it. Thanks!
2.0.1 submitted to Curseforge
- fix: lack of recipe for dying technomancer armor items
YIPPEE
am i allowed to keep posting bug reports/troubleshooting here, or should i use the thread? updated to 2.0.1, made a new world, and dying still doesn't work far as i can tell :[ (just checked my old world, same issue, also i can't find the mark of technomancy anymore :<)
not sure if its something on my end or not, but i can't think of any mods i have installed that would interact? dying other objects does still work (tested on wool & leather armor, just didn't bother taking a snapshot bc potato pc 😭)
OH
..i might be a fool brb
i AM a fool, clicking the update button on curseforge did in fact, not update it to 2.0.1
lemme test one last time :]
IT WORKS YIPPEE
I don't know what thread you are talking about, but if you find more issues you are definitely allowed to post them here
And glad it worked out for ya!
Pasted the list of minecraft tags missing to the Technician's armor on the github post
Cheers, will get to it in April.
See y'all next month, I'm off to drinking coconuts for now 🌴
Bit of missing localization here
One error I noticed THe spanner should have a stack size of 1 not 64
What exactly is the purpose of telefeast?
You can use it to automate feeding yourself xp gems! Even stacks at a time!
Or automate feeding a mob a potion without needing splash
Oh, could you make something about converting the gems into nuggets of experience? Or are they not interchangeable?
I think you can convert them into the liquid exp, then into nuggets. I’m away from home so I can’t check currently
This is more of a question, but how does the Thread of Pressure interact with Air Tanks?
Does the thread replace the need of having one?
Does it fill the tank if you have it equipped?
I am wondering due to me having added the thread to a tank via the spellweave enchant
i have notice there is no way to get the armor as the recipe for it is not there and only the upgrade one for some reason?
is there a spell for creating andesite casings?
i thought you could strip logs with
but it doesnt seem to be working?
Maybe
reset
while holding andesite in your offhand
It doesn't work in claimed chunks. You can strip the logs but there is no way to use ars to apply the andesite to transform it to casing.
Try allowing fake players in your claim settings
Fyfi in 1.21 there shouldn't even be too many issues with claims unless you use opac
Ahh great! My bad
I was wondering whats the best i can do to automate bulk hauting with ars turrets, i need a spell for process 1 stack at a time. For things like bulk smelting ive been using pierce but that cant apply here so, what can i do?
Multiple haunt swirls seem to stack(this mimics Create's haunting where multiple haunt streams would cut the haunt time). So build a 2 by 2 hole in the ground, the floor is smart chutes, and shoot multiple haunts into the hole?
hello there, i wanted to ask, if there is a way to generate Source from Create ^^´
or if there is a option for it anywhere, to get source other then Ars themself
I really don't think so but... You can improve harvesting for ars source via create? Any specific reason why you need such a thing?
There should be a fuse glyph or something
Read it up since it's like conjure terrain, needs a follow-up glyph to do specific stuff
so fuse do the mixing and also can do the shapeless crafting?
also is there a way to do this interaction?
Doubtful
Interact sensitive was my only idea
But I mean
That wouldn't be automateable anyway
why wouldnt it be automatable?
a chest with copper, a turret placing stripped logs and then a tutrret "appliyng" the copper and breaking the block
Turrets don't have an offhand? Maybe try using a turret without sensitive
But really
It's best if not everything from create is just straight replaced by ars technica
Why even have create at that point
Im just trying to do all with ars :c
the chunkloader on the server of my friends is cant load the Starbunkles properly, so i tried to automate the farm with Create.. well and as i thought about that, i was thinking about, if there is a way to get source from one of the other Energy sources in some other mods XD
so i was trying to use telefeast on a turret with
TF to feed experience shards to a friend but it wasnt working even tho it was using the shards in the chest adjacent?
I tried. There is an interact glyph but it specifically doesn't work with Create...
I mean, if starbuncles are the problem, just make a create tree farm and hook it up to a volcanic sourcelink?
A harvester should also be able to grab sourceberries, then you just chute drop them next to your mycelial.
yeah, i allready have done that ^^´
does anyone have an example of telefeast in use for experience shards? i tried adding pierce to the mix but i dont see any bubbled items
Hi all, I'm still not back from my coconut adventure but I wanted to check in with the news that some lovely person opened a PR to update the 1.20.1 version to give support for Create 6.0.0!
I will take a look on that when I'm back Monday, if all goes well then we can have another release for Forge 1.20.1
I'll get back to all the questions/comments bit by bit now. If I reacted with a 💡 it means I've added it to the to-do list
As Spike mentioned, you can convert into liquid XP first. Iirc should be possible with the Disenchanter from one of the Create Addons. Turning it into nuggets is then done in a basin, I think
Yeah, Enchanted Industry has yet to update.
The Thread of Pressure acts as a replacement (or possibly, addition, I didn't test that) to an air tank.
It does not fill equipped air tanks, it fills the armor piece with air instead. It fills automatically only when you are not underwater.
Hmm that is actually a shame, maybe we can have an alternative recipe in that case. I'll think of something
That was kind of my question, since I added the thread to an Air tank.
...that's possible??
I mentioned on the OG comment.
Ars Addition adds an enchantment that allows you to add a single thread to normal Armor.
So I added a thread of pressure to an Air Tank.
I don't fully get this, looks a bit weird. You're supposed to be able to upgrade a Tier 3 ars nouveau armor to a technomancer armor. You can indeed not just craft the Technomancer armor pieces straight up
So I was wondering if the thread would create it's own Air gague or if it would fill the existing one
I'm pretty sure the smallest ars nouveau gem and create xp nuggets are the same value. You could just make a datapack to make them interchangeable for certain recipes.
I've done that so you can use nuggets to make a big xp gem, or gems to make an xp block.
I honestly don't know what would happen in that case. You can maybe inspect the data components to see if there's two kinds of air in there, but even if there is, I am not 100% sure how the interaction would go.
You could set up something complicated like using a (redstone controlled) brass funnel as a means to throw out 1 stack of an item, then use a turret to cast Whirl, then another filtered brass funnel underneath that item to take it when it's done. You need some blocks to control this precisely, though.
But I think again it would be easier with fan processing depending on what exactly you are trying to achieve.
There is not. We have discussed it before in this channel but it didn't conclude in anything that was fun and balanced, so far.
Fuse only looks up mixing recipes, not shapeless crafting.
I agree with this philosophy; Ars Technica was always meant as a way to quickly transmute items in a one-off matter, it was not meant as an automation alternative to Create.
That said I think a Deploy spell would be handy, I would totally use that. Not sure how it would function for a turret though.
If I may add, there's plenty of ways to indirectly produce Source using Create. You can use harvesters to refresh crops for an Agronomic Sourcelink.
Zero also added a liquid Source recipe I believe if you have Starbunclemania.
You need to use it like
- TF - 
Can you try again and let me know if that works and if not, send a screenshot of the setup?
Maybe it's the same with where you placed
in the spell, needs to be after Telefeast, not prior
I kinda didi it with only ars 😄 filter starbuncle to pickup (thoguh only works for one type of item)
You can use an Item Scroll: Allow in order to make it work for multiple items.
too much work to configure all haha but i get the idea
Zero, I can't remember. You've got a "deposit nearby items into inventories near where the spell hits" spell. Is there a "pull from the inventory that is hit" spell?
Like a reverse toss?
Telefeast, but this only works for consumables. What do you want to achieve?
Mostly just thinking about ways to extract items from inventories. I'm using toss turrets right now next to the chest I'm pulling from. But just wondering if there's other methods like sending a "pull item" spell through a prism
I've got 100+ chests to pull things from. If I want to do that right now I need 100 toss turrets, or else some bookwyrm monstrosity (which is the current plan)
I see, that makes somewhat sense. But if you had a Withdraw (damn
already being taken) Glyph, you would just try to withdraw the same item from hundreds of chests, or you need to take different items? 🤔
The use case here (and you don't need to add it if it doesn't exist, I just didn't know if it was already a thing):
I'm storing recipes for apparatus crafting. Each chest would be a recipe, and then I could have prisms redirect a spell to hit the correct chest and 'extract everything'.
My current plan without an item extractor is instead to store the recipe in a shulker instead of a chest, and then use the redstone (that would have previously moved a prism into place) to unlock a hopper to pull that shulker out of a pedestal instead
So pedestal 23 would be protection 2 for instance. The system gets the prot 2 request, unlocks the hopper under pedestal 23, pulls out the shulker into the hoppers. The hoppers would all be linked to a lectern network, and so the lectern would then have a single shulker in it, with the correct recipe
I've already got a system to extract that recipe from primary storage. But that would be another potential use case for an "extract item" spell. I toss the recipe shulker's items into a line of pedestals to then set item frames to allow a toss spell to pull from a line of lecterns linked to primary storage
Takes about 2 seconds to grab one of everything and return the input items and the extracted batch of output items. So pretty nice and I'm proud of it lol. But I'm mostly looking for ways to change how I store the recipes themselves
Since this would still be storing every recipe as a pedestal. Current design for recipe storage is at least 1 wide tileable, but that's still 100+ recipes
i just tried these, so they work via spell book but how do i get a turret or rune to replicate the same results but for others?
ahhhh okay, i mean, relatable, but thanks!
You could use one turret to break the shulker box, which is physically placed at storage
and it retrieves it
I'm doing something similar for an imbuement setup, but using supplementaries sacks and create smart chutes
The only thing you'd need to figure out is how to return them to storage in an indexable, searchable manner
But if, let's say, starbuncles respect item names when placed on filters, you could just name the shulkerboxes as per their index at the storage
the important part is that it'd allow you to use only one "reading arm" to retrieve recipes from memory
Yeah break pickup and place are definitely options if I'm using shulkers
Technically also if I'm using chests, but then items will get out of order. Not an issue on enchanting specifically. But is a problem for automating starbuncles or storage lecterns
yeah, that's why I'd shy away from it
since I'm not stacking things vertically, I can afford to use sacks
honestly, if you don't, so can you
but I did see you want to keep to vanilla and ars
The plan is to have two systems. One for apparatus crafting. One for apparatus enchanting
Enchanting wouldn't have a first item sent to the apparatus, it would cycle its enchanting item. Crafting though, the recipe needs the center item
Honestly I just need to break down and go to the end for shulkers and elytra anyway. Get shulkers in a drygmy area, and not worry about it
I don't particularly have that problem (praise be wixie automation)
I'd tell you more, but I don't want to hijack Zero's thread
My current designs are in #1342254215245856768
Don't bother reading most of it lol. It's my own notebook
also tried
onto a rune of :TF:
and ive also tried :TF:
on a rune neither work , item entities just sit on a rune and suck source
Telefeast is basically force feeding an entity with a food item isn't it?
Works with most consumables but yeah
Just fyi, technomancer armor has no item tags, therefore it is currently not enchantable with anything
Correction, it does have a few items tags but it's missing the new Minecraft enchantable tags
I've put Withdraw on the backlog, if I get around to it at some point I will ping you with more questions @river nacelle
🗣️

Where 🗣️ is Telefeast
This will extract the first consumable from the chest it hits and let it continue floating in a bubble, whatever entity the bubble hits gets "fed"
Ah, didn't realize those tags were THAT essential, damn. Well that's first priority then
Haha yeah, afaik enchants are 100% tag driven now
hey ive got a thought. would it be doable to make the spy monacle also give you the ability to see create info like the technomancer hat? I like using the hat for the looks but I like some other armors and its kinda annoying when i cant see my create stuff when im not wearing specific armor. and it takes up the tech glasses slot. mechanically it kinda makes sense that it would have the ability to see create stuff too. what do you think?
Yeah I think that makes sense, why not 😄 It's anyway expensive to craft so might as well have a little extra
heya!!
how does carve work? ^,.,^
because i've tried it on a few blocks, like polished deepslate, andesite, cobble both placed and one the floor with touch and no dice
right? thats what i was thinking. like its neat on its own but for as expensive as it is it feels like it should do something more.
Can’t check currently, but you MAY need
to process items
Process?
Oooo
I missed the glyph in your msg ok ty
But then it doesn't work on blocks. Is it meant to? /genuine question
I'll I'll go check if it needs 
That’s the pattern that a lot of glyphs follow; with
does items, without does blocks. It’s not a set-in-stone rule, but it’s common
Hell yeah
I'm a little surprised it doesn't work on placed blocks, but its such a cool and time savey glyph
<3
You don't need 
In the newest version of Ars Nouveau you can see the documentation for each glyph ingame in the book to see compatible augments.
Carve needs the appropriate amount of items on the ground to function. So it you want (e.g. cobblestone) stairs, you need at least 6 (cobblestone) items.
It does not function on blocks
I think I need to update the description on these to be more explicit. Would "ground items" or "item entities" be better? Item entities is the technical correct term but might be confusing for some players. And I can imagine if you're using some auto-translation mod, it gets very confusing.
That said I would like to introduce official japanese translations in the near future
Id still stick with official technically correct terms like item entities
Because other mods would also be using them, and then the translations would be the same
Perhaps "item entities on the ground" as a compromise
Well, Enchanted Industry updated
Just "items" seems to work fine for smelt and crush, item entities is fine too
True, however I want to make sure offhand items are not being confused into the mix
So long coconuts, hello bread and cheese.
**2.0.2 has been submitted to CurseForge ✨ **
- fix: missing translations for entities
- chore: improve wording regarding items for glyphs to make it more clear they must be used on item entities, not blocks/held items
- fix: runic spanner being stackable to more than 1
- fix: missing tags for technomancer armor pieces
Btw what do you use to view the item tags @lavish garnet? I could confirm that the tag files are present and I can enchant armor pieces at least 😅
Emi does have a tag viewer thing
But I believe even just F3+H should enable to show tags in tooltip
It didn't work for me 😦
It shows 'X component(s)' at the bottom of the advanced tooltip, that's all
But I'll try with EMI next time, only got JEI atm
how can i make the technomancer's armor as i try anything to craft it but i can't, like am i missing something or is the crafting data thing broken?
What tier is your hat?
Means I'm having a look
ahhh i see
Seems the recipe is wrong indeed
its a good thing that i post about the problem in here tbh
Yes
**2.0.3 has been submitted to CurseForge ✨ **
- fix: technomancer recipes not working
- chore: bump minimum required ars nouveau version to 5.8.X
Yes, the tags look correct.
how can i use the carve glyph?
Use it on an item entity on the ground that has at least 6 of the same in it, e.g. 6 cobblestone
thank you!
Oh, it uses the crafting recipe, not the stonecutting recipe? Or does it spit out 6 stairs
It is the crafting recipe, yes
But maybe makes sense to use stonecutting instead, true!
Would allow for single block processing, plus it's more efficient on blocks for certain things, like stairs... I don't think I'll ever understand the vanilla stairs crafting grid recipe being 6 in 4 out tbh
I am deeply sadden by my press rune on a mechanical belt not working, but why doesn't it work when falling off a belt and on to a rune like the F.A.R.T.S
Ars technica processing aren't instant I think. They have a wind up time, perhaps to simulate Create, but that just means if the items move even abit too fast it fails completely?
It should work for the falling off a belt action, share a screenshot?
**1.20.1-1.4.0 has been submitted to CurseForge ✨ **
- chore: update to Create version 6 (thank you c0nnor263 !)
sorry poor phrasing
when it falls off a belt and hits a rune on the ground it works but when it falls off a belt and falls through a rune and onto a belt it does not
Well it doesn't work on a belt, and it doesn't work on a belt, so I don't think it's too surprising? Only item entities are supported. You need to find a way to only put it on a belt after it's done being pressed.
Dropping off a belt into a rune, onto another belt should work. Because at that point it's an item entity again. But I think it's being caught by the bottom belt before it processes hitting the rune. You'll need a longer drop shaft
were i can find this disk?
Ohhhh... I wonder if I forgot to add that to loot tables. I will have a look in the weekend
I just tried updating all my create addons and create and got 3 errors, from create, jei, and ars technica. Still not good with modding, is there anyone willing to help me through the crash log to see how I can update my game and play it with the new create 6.0
Tech supposedly updated to work with C6
Like, today
Aside double checking it's the right version, if you're sure it's Technica and not another addon you should post the crahlog here
Everyone celebrate c0nnor263. Now all I need is copycats and my server can finally have frougemachines
i cannot for the life of me get whirl or pack to work neatly
items end up 30 blocks away or violent pushed out of any 1 block space
So any word on if the next version will have the eye glass also work for seeing the create info?
it might have been that i haven't found it :3 but if u check it better
what does this do?
Runic Spanner is an upgrade that lets you pick up Ars Nouveau blocks such as spell turrets the same way you can Create machines.
Ill do that, l9ad as file or copy paste? Its quite long and didn't wanna spam the board with all that text
there are sites for that
@fierce hinge
:notepad_spiral: Log Sharing
Upload your log file to mclo.gs so that people can help easier, not everyone is on their PC all the time and having a easily formatted searchable link is much easier for debugging.
Where can I find my logs?
Go to your instance or .minecraft folder and upload the logs/latest.log file
How about crash reports?
Crash reports can be found in your instance or .minecraft folder under the crash-reports sub-folder. This is only made when a crash is registered, so if it doesn't exist that's fine.
Noticed a problem?
Please raise an issue with @opaque gorge
You're amazing thank you, I'll do that when I get home
thanks! :3
Is that a 1.21 method used in 1.20 code?
@fresh condor
Dig a 2x2x2 cube in the ground. Adjacent whirls will speed up whirling I think.
Actually it's okay, it's allowed. Connor made that change because the new ResourceLocation constructor has been deprecated since later versions of 1.20;
/** Forge: This is a backported method from 1.21, and is the replacement for {@link #ResourceLocation(String, String)}. */
public static ResourceLocation fromNamespaceAndPath(String namespace, String path) {
return new ResourceLocation(namespace, path);
}
Hmmmmm...
Also... that's odd. I set the Minecraft version to be 1.20.1, yet, it seems I'm on a higher version. Something's fucky somewhere
Ah maybe that's just a deprecation warning and not a real error, but indeed, how is it available compile-time and not run-time. I suppose I can just revert to the old method then.
but even then it can find it just fine in my IDE
@fierce hinge can you try this build?
I will download and try after work, I got a new SSD in to fix my laptop whos aging HDD has let to a lot of lag
Version 2.1.0-b1 submitted to CurseForge
- feat: add better renderer for schematic cannon being augmented
- feat: add support for ability to add technomancer perk to curio items for other mods
e.g. if you wanted to give the transmutation_focus item the perk just add a tag file under data/ars_technica/tags/item/technomancer_perk.json like:
{
"replace": false,
"values": [
"ars_technica:transmutation_focus"
]
}
CC @opaque gorge 🫶
"schematic cannon being augmented" what does this mean? u can augment the schematic canon?
faster i believe
oh nice
i'm having an issue when i turn shaders on, the source motor crashes the game when rendared in world
any shaders cause a crash
turned shaders off, now the motor crashes when powered
error seems the same regardless of shaders
seems like a render issue might be cuz of my mods
second crash only happens with shaders off and powered, shaders on crash is whenevr the block is placed
might either just be missing a null check, or that null was not supposed to happen and idk
seems like iris is responsible for the crash, with it disabled it no longer crashes
I'm still getting an error on ars technica and create, this somehow fixed JEI's error, I think my main issue at this point has something to do with create
Do you have a crash log?
Or is it just the same? If it's the second part of the crash then I'm not sure, doesn't seem to be Ars Technica specifically.
It's the same error code, since create is failing to load I think Technica may only be failing because it cant draw its dependent information from create.
I am still not too big at modding but thats all I can think of it being.
Can you post the full latest.log?
Sure, i can grab that
Put it on the same site, I'm on mobile haha
That's a crash report
Latest.log will be in the logs folder
Tho you can't have restarted your game since the last crash
Or you'll have to make it crash again(or find one of the compressed logs that has the crash, but I think it's better to just make a new one lol)
Woop
sorry for bein a dum fox, on muscle relaxers and brain feels goopy
I doubt this is your issue, but just fyi if your laptop has an actual GPU, it is not using it for Minecraft... Have you tried just reinstalling the pack from CF?
It isn't a hosted pack, I just selected mods, I'll try the repair profile
Or maybe just checking if just latest 1.20.1 create, Technica and dependencies loads
I see this still in the crash log;
'net.minecraft.resources.ResourceLocation net.minecraft.resources.ResourceLocation.fromNamespaceAndPath(java.lang.String, java.lang.String)'
But this is quite weird. I noticed now that actually fromNamespaceAndPath is used all over Ars Technica in version 1.20.1 (after it was ported to Create 6) and I personally did not see any crashes from that
As far as I can see it's the correct version of Create, Ars Nouveau, Ars Technica, Ponder, Mixin Extras.
One tiny thing to try, your Forge version is 47.3.0, the version specified in Ars Technica is 47.3.33
But that's a stretch.
Other things to try could be to disable all mods except what's needed for Ars Technica, then enable mods bit by bit until it crashes.
(Either 1 by 1, or 'binary search' it by enabling half, then the next half etc.)
47.3.30 Backport even more future ResourceLocation methods (#10428)
Yeah
Forge version back port to ease the forward port
I'd recommend to up the minimum version in the jar @fresh condor
@fierce hinge up your forge version to at least this one
Thanks, put up version 1.4.1:
- chore: specify minimum version of Forge to be 47.3.33
this helped change a couple things, there's still an error with create but all others that were there hen ars loaded are gone and its all just create.
if it's not too much trouble, feel free to share the crash log here
it's not if you want, I just sent it on the create github, it was marked not planned with the message saying its all because some of my addons are outdated.
umh, no hint on who have the culprit mixin
you can only try to isolate the create addons, add them one by one (or remove the ones that have the oldest update date first)
Archived version 1.4.1
From my comment on the CurseForge page;
I tried it myself, it seems that Forge does not communicate its minor and patch number to the file that checks for the loader version. Perhaps it is by design, but that is unfortunate. I hope it's a minority of users having that issue!
source motor receiving source just crashed the server i play on, prior to an update it was only crashing me
Arcana crashed. The logs have been uploaded to gnomebot.dev:
latest.log | debug.log head / tail (~42k lines) | crash-2025-04-30_17.55.32-client.txt | CurseForge: launcher_log.txt | KubeJS: client.log / startup.log | crash_assistant_app.log
Mod list changes beyond the modpack:
[2;34mMod list wasn't modified.[0m
can anybody help me out with why both technica and jei fails to load when i try and play it? i have all the dependencies. the moment i uninstall technica it works again.
both the crash log and the latest log
@fierce anchor idk what starbuncle adopter means but your online, would you know how to help?
ok guys
guys
guys
i OFFICAILLY feel like the stupidest mf alive
its cuz my forge version
was on lik 47.3.12
instead of 47.3.4
sat here for ONE AND A HALF HOURS
tryna figure out something
that was right in front of me
ran into another issue, when i try to start my dedicated server with Technica on it, it crashes and wont start. amde sure it was the right forge version and everything. idk what the issue is.
heres the crash log
im tired
i give up
plz help
love yall
Please don't ping people randomly, this goes against rule 6
As far as I can see, this crash is due to using ResourceLocation.fromNamespaceAndPath which was 1.21 only, not sure why the crash hasn't been reported before
https://github.com/zeroregard/Ars-Technica/blob/1.20.1/src/main/java/net/mcreator/ars_technica/ArsTechnicaMod.java#L94
It was well reported
You need forge 47.3.30+ for Technica 1.20.1 after the Create 6 update
like 47.4 for example, not 47.3.4
the 1.21 RL methods were backported to allow an early adoption
Ah interesting
the mods.toml should check for forge 47.3.33+ rn
The server is using 47.4 but the Minecraft version is 1.20.1
And what I’m confused about is why my Minecraft runs fine but when I try to start the server with the same settings and mods it fails
all the logs say version 47.3.12
That’s strange
I updated it
I’ll check again real quick
Maybe it’s because I put 47.4.0 instead of just 47.4?
nah
as long as the version number is higher or equal to 47.3.33 it would be fine
47.4 is 47.4.0
because it's basically the final release for 1.20 unless bugs are discovered (unlikely)
Ok I got it working
For some reason
I had to change the Minecraft version manually
Even though it should’ve been on 1.20.1 automatically like it has been
I changed it from latest to 1.20.1 and it worked
Thank you sm for your help!
Will have a look in the weekend, thanks
hey just wanted to check and see if there was any progress on the monacle adding the ability to see create info like the goggles?
Technomancer recipe should use brass tag instead of brass ingredient
Version 1.21.1-b2 has been submitted to CurseForge
- fix: use tags for ingots in technomancer, runic spanner and focus of transmutation recipes ( @opaque gorge )
- feat: Spy Monocle works as Create Goggles ( @young violet )
- fix: Source Motor Renderer crash related to using Embeddium ( @strong gust )
For the source motor renderer crash, the best I can do is surround it in a try-catch. It seems that Embeddium messes around with how partial models are loaded. If anyone happens to know a better fix for it, please poke me.
That was quick 😄
The timing was great haha
I got the report from All The Magic, went to ping you in the discord but you weren't there, so I crossposted here
mayhaps i shouldve posted these logs when Ars Technica got added to ATM:Arcana because the crash was single person only in update 0.4 and then when i tried it on 0.7 it became a server crash issue
It doesn't make much sense that it became a server crash issue because the renderer is client-side only
hell yeah. i just saw it. epic man. its appreciated
how long does it generally tke to go out of beta? not that i wont use it but is there a process?
can't speak for other modders, for myself it's just decided when i'm "comfortable". i think i would release this one tomorrow probably
i had the same thought but i cant deny that i caused a 1 minute roll back in my server
after crashing it
Version 1.21.1 2.1.0 has been submitted to CurseForge
Changes since 2.1.0-b2:
- feat: Carve now uses Stonecutting and Sawing (Create) recipes to craft stairs/slabs/walls
- feat: Runic Spanner can open the Block Rotation Menu like Create's Wrench
Other changes since 2.0.0:
- fix: use tags for ingots in technomancer, runic spanner and focus of transmutation recipes
- feat: Spy Monocle works as Create Goggles
- fix: Source Motor Renderer crash related to using Embeddium
- feat: add better renderer for schematic cannon being augmented
- feat: add support ability to add technomancer perk to curio items for other mods
um
let me see what version we're on on the server. but runes are instant recharge without setting with a spanner
2.0.0.b2
i'll see if updating to latest fixes that
nope. still broken
which absolutely destroys the source supply via vitalic
Thanks, will have a look in the weekend
Huh yea that’s true
wait
That’s…
Could I theoretically rewind someone forever
Also, this is a live saver on my server rn
You can’t have more than 2 augments so this saves time
Version 2.1.1 submitted (MC 1.21.1)
- fix: runes having a recharge time of 0 ticks by default ( @river nacelle )
Yaaay!
Thank you. I won't be able to put it on the test server until later, but that'll help the gold farm a ton. At the moment even with me disabling with redstone, a single piglin triggers the rune like 8 times lol
Thanks everyone for 1 million downloads! ✨
I'm running the gold farm all day today with the fix for rune recharge. So we will see how it fares
that's insane to me, just a couple of months ago i was trying it out
oh, also
the rune bug also affects 1.20.1
I guess the rune bug was always there, whoops
Can you make the timer turret tweakable
With the runic wrench
To get pseudo ray stuff
Congrats on making it into ATM10!
All The Money!
Had some fun with Cursor and made a dumb workflow that will open issues for any curseforge comments that sound like they are related to bugs.
Absolutely unnecessary but just wanted to see if it was possible, it was
https://github.com/zeroregard/Ars-Technica/actions/runs/15085780838/job/42408111849#step:8:159
I did a video on Create Addons, but also included Ars Technica
. I don't want to be that guy so I wanted to check in before I posted. I didn't see a suitable place to post it. Is it okay if I post it here?
Advertisements tends to be the place for things like that yeah. Maybe mention in the message that you included ars technica
Should be fine to post in #advertisements and then post the link to the post here as well
Thanks guys c: #advertisements message
I actually really enjoyed using Ars Technica in Arcana. I had to turn the volume waaay down with how I made these spells though 😂
I watched it, that's a wild amount of whirl and fuse 😂
And the whirl was just one
with no
😂
I'm so glad the whirl entity was changed. In arcana I was never supposed to spam that one and did it by accident once. 0 fps lmaooo
I'm probably not understanding this, If I wanted to make train tracks with Ars technica spells would it not be fuse? Or is that JUST for mixing? I'm not sure what I'm supposed to be using?
Obliterate just... obliterates. Press seems to do nothing as expected? Fuse's description works but it talks about heat which makes me think its for basin recipes
Check the documentation (hint:
)
It is just for mixing. There is no glyph in Ars Technica for performing sequenced assembly.
I think that's an interesting challenge from a programming point of view, but I don't have a great solution in mind for it other than a 'Deploy' kind of Glyph; you throw a slab on the ground, and two iron nuggets and cast 'Deploy' twice, and this glyph could check if it should be deploying the nugget to the slab or vice versa.
For 'one-off' kind of situations that is not that useful but I could see this glyph being nice for other purposes like creating Andesite Casings
Woah, 1 million! That’s huge! Congrats Zero!
Thanks Jared!
I wanted to ask where I would go if I wanted help figuring out a bug that seems to be happening because of Ars Technica. I keep getting a java.io.FileNotFoundException: ars_technica:textures/models/armor/medium_techno_layer_1.png error. I can give the logs if that helps I'm just confused because it might also be crashing but I'm not sure
For more info on this, it seems to happen seemingly at random when opening my inventory with Ars Technica's Technomancer Chestplate equiped
@gilded bramble
:notepad_spiral: Log Sharing
Upload your log file to mclo.gs so that people can help easier, not everyone is on their PC all the time and having a easily formatted searchable link is much easier for debugging.
Where can I find my logs?
Go to your instance or .minecraft folder and upload the logs/latest.log file
How about crash reports?
Crash reports can be found in your instance or .minecraft folder under the crash-reports sub-folder. This is only made when a crash is registered, so if it doesn't exist that's fine.
Noticed a problem?
Please raise an issue with @opaque gorge
Logs are always better than no logs
There a link limit? I've got every log I can think will be useful (E.G. debug, latest, hs_err_pid5734, kubejs, and launcher logs.)
latest.log | debug.log head / tail (~59k lines) | hs_err_pid5734.log | PrismLauncher-0.log | KubeJS: client.log / startup.log
# Problematic frame:
# J 77330 c2 com.mojang.blaze3d.vertex.BufferBuilder.addVertex(FFF)Lcom/mojang/blaze3d/vertex/VertexConsumer; minecraft@1.21.1 (63 bytes) @ 0x0000000110f5d500 [0x0000000110f5d400+0x0000000000000100]
Hopefully that helps track it down
That works, good ole crash assistant
I'm not sure so far, because I do not try to load something called "medium_techno_layer_1.png" anywhere explictly in Ars Technica.
I tried updating to the same version of Ars as you have, but I don't reproduce the issue 🤔
Do you know if any of the other addon mods changes anything to do with rendering by chance...? 😬
I could also add these textures, I see them herefor Ars Elemental for example, I just didn't have to have these so far though.
It's list from All The Magic - Arcana so it might be a modpack thing. I can give the mod list if you want to take a look
I mean I'm also using a resource pack but not sure if that could impact this
Key takeaways are AzureLib, CreativeCore, Curios, Embeddium, Farsight, GeckoLib, I See My Armored Hand, ImmediatelyFast, ImmersiveUI, Perception, playerAnimator, and whatever the Cosmetic Armor mod is. Those could all modify rendering in some form
My bet's on I See My Armored Hand but unsure
Yeah, I can confirm that it's that mod doing it!
Digging more
Oh it even makes your hand completely black
Yep that's why I took a guess lol
That and it only impacts the chest plate which is what I was noticing
Sounds good! Thankfully there's a temporary fix by disabling the chest plate texture using a cosmetics mod so for now I'll use that
Or I could just remove the mod lol
Also let the ATM server know the situation for anyone curious
Well, fixed kinda. It won't change with your color, I think I would need to put a mixin on the existing mixin to get that... ha, probably not worth it.
Yeah it is a niche feature lol
Version 2.1.2 submitted (MC 1.21.1)
- fix: FileNotFoundException issue from external mods due to lack of armor layer textures
Thanks @gilded bramble for the pointer on which mod was introducing the issue!
im sure this has been asked before, but i cant find it: is there a way to hold andesite in our off hand and cast a spell to directely convert trees to casings?
Not yet, it's not in the works yet, but I think a 'Deploy' glyph would be the next.
Just for transparency, outside of work I've been spending most of my time rehearsing for a concert I have to perform in a few weeks, so just only doing fixes for now, but would like to continue making some new features after that
Still want to do the Builder's Tool but a Deploy Glyph would be a much lower hanging fruit, and also very handy in general too
No rush at all man, sounds like youve got a full plate at the moment! Nice to know im not just missing it lol
Looking through the discord server trying to figure out what Amethyst Dust is for, since this mod adds the recipe. Is it only relevant if you have a mod like Hexcasting also installed?
It is only if you have starbunclemania installed. If you have hexcasting installed, you can also use the amethyst dust from there.
It's for this recipe:
https://github.com/zeroregard/Ars-Technica/blob/1.20.1/src/main/resources/data/starbunclemania/recipes/mixing/liquid_source_250.json
Note that it is only in 1.20.1, I removed it in the 1.21.1 because I felt it was too niche to justify and would cause some confusion.
Managed to find some spare time, don't ask me how :V
Version 2.2.0-b1 submitted (MC 1.21.1)
- feat: 'Apply' glyph, performs Create-style 'item application'
Augments: AOE, Pierce.
Works with turrets as well, they just use an adjacent inventory instead.
I had some funky issues with runes though, but that seemed to be some Ars Nouveau issue. Sometimes the 'shooter' for runes seems to have the wrong block position, because the tile in the context was null, I don't know why. That means that it cannot find the adjacent inventory to pull items from.
Is the luck applied to every glyph that can be lucked, or just Technica glyphs? (Not actually sure if these can be lucked I should check) Does it apply 1 Luck per applicable glyph or multiple, and do they stack with manual Luck augments?
- every glyph, though Technica ones cannot be lucked, ironically
- I am not sure actually, I would need to check, but it should at least stack with manual luck augments
Does it bypass the luck limit on things like break?
Gotta make myself one of these and process all my ore
Would be great if there was a transmutation turret too
That provides the focus functionality
Yes and no.
It does add one more allowed Luck, raising the amount of Luck augments to 5, but it seems to me it doesn't really have much of an effect, I might be wrong.
As for this: Does it apply 1 Luck per applicable glyph or multiple, and do they stack with manual Luck augments?
It stacks.

would be a break with 2 luck, and break with 1 luck, if you had the focus equipped.
Occultism uses it
it might be a bit weird but an imbuement fan could be cool
just basic imbuement without the extra items would turn lapis and amethyst into gems
different imbuements might need somethinng like an imbuement list
but nnot sure on that one
forgot to mention yesterday
Version 2.2.0-b2 approved (MC 1.21.1)
feat: allow Luck as an augment for Obliterate
feat: new crafting recipe for pocket_factory
refactor: data gen (may be bugs from this)
I'm confused, how is whirlwind ment to work? I added gravity to the spell to keep the spell close to the whirlwinds, augmented with hex to haunt items. (I'm testing trying to haunt a torch into a soul torch) I also tried casting multiple to keep the torch on this effect in case it's just not being haunted for long enough
What am I doing wrong?
When there's just one
Similar results with the other augments. This is on 1.20.1 for reference
Are you haunting a torch item entity to become a soul torch?
Gotcha, I will have a look in the near future
The future is now. Expect a fix today 😎
Version 1.4.2 submitted (MC 1.20.1)
- fix: whirl not working ( @north tulip )
- fix: runes having a default cooldown of 0 ( @timber nymph )
Nice
Really fast turnaround, mad respect
Suggestion if you accept those (I play on 1.20.1 so I am aware/ok if it never comes to a version I use, but figure others would appreciate it anyways), but it'd be nice to have a recipe to merge the Engineer's Goggles with the Spy Monocle. I'm aware you can use the Spy Monocle for the Technomancer hat, but I don't always use that armor set and would be nice to not have to swap out the monocle/goggles too.
Version 2.2.0-b3 submitted (MC 1.21.1)
- fix: technomancer armor missing texture when using Figura or other mods that rely on getArmorTexture function
- fix: schematic cannon not rendering particles when shooting
- fix: schematic cannon not rendering physical cannon part when using shaders (Iris)
Version 2.2.0 submitted (MC 1.21.1)
Full changelog:
- fix: technomancer armor missing texture when using Figura or other mods that rely on getArmorTexture function
- fix: schematic cannon not rendering particles when shooting
- fix: schematic cannon not rendering physical cannon part when using shaders (Iris)
- feat: allow Luck as an augment for Obliterate
- feat: 'Blank Disc', used for crafting pocket_factory (NB: added compat for etched, you can also used the 'Blank Music Disc' from that mod instead)
- refactor: data gen (may be minor bugs from this, but hopefully not 🤞 )
- feat: 'Apply' glyph, performs Create-style 'item application'
heya, is there any notable mod incompatability with Ars Technica on 1.20? tried to add it to my (otherwise functional) kitchen sink pack, and it just crashes when trying to load.
post the crash report
or latest.log
Apply glyph sounds really useful/potentially fun.
Does the Obliterate Luck have the same 4-Luck cap as Break, or is it uncapped like Cut/Fell/Harm? I'm assuming the luck from Focus of Transmutation stacks with it?
(Also Pocket Factory is a vibe)
here you go, I think?
ah crips sorry forgot to turn off ping
@craggy burrow
:notepad_spiral: Log Sharing
Upload your log file to mclo.gs so that people can help easier, not everyone is on their PC all the time and having a easily formatted searchable link is much easier for debugging.
Where can I find my logs?
Go to your instance or .minecraft folder and upload the logs/latest.log file
How about crash reports?
Crash reports can be found in your instance or .minecraft folder under the crash-reports sub-folder. This is only made when a crash is registered, so if it doesn't exist that's fine.
Noticed a problem?
Please raise an issue with @opaque gorge
righty, and what do I do with the now marked-up log?
or am I (likely) missing something...
time to do what I think is correct then...
Forge version too low
Lol yeh what Alex said... Update forge, also if you didn't ping I likely would have never saw you posted the log haha
alrighty, thanks for the info!
It's capped. It's already pretty powerful if you have the focus of transmutation as well, it gives a +1 to Luck...and doubles it further
Ok doubling it further is insane yeah XD
Yeah, might have to nerf that lol
Especially if I introduce a transmutation turret, you could reap an insane amount of e.g. diamonds with an automatic setup
Is there a way to Spout Fill, Compact, (like for Blaze Cakes) and Deploy (like for Precision Mechanisms)? I think those are the last three processing methods in Create that we don't have a spell for.
Spout fill: not yet
Compact: not yet
Deploy: partially, that would be the Apply Glyph (only available in the 1.21 version). But this only performs Manual Item Application
Is there a specific way of making Apply work? For example, I can do in-world interactions like using andesite on stripped logs to make a casing just fine, but when I try to do something like planks on a small cogwheel to make a large cogwheel, or a small cogwheel on a gold sheet to start the sequence to make Precision Mechanisms, nothing happens. Neither in world, as an item, or on a depot or with/without sensitive seems to work
Good question. I think that might be a separate process, which I haven't investigated yet. I will edit my last message above
Backlogged
Hey! Would it be possible to release Ars Technica in Modrinth?
I won't be doing that, no. Sorry!
Out of intrest. What are the reasons for that?
Maintaining two versions of Ars Technica is already enough for me. Having two mod portals to upload is not something I want to deal with on top of it.
Thank you for telling me! It would be cool for the new modpack I want to release, but if it isn't a thing, you want to do, it is fine
Create has 125 mil. downloads on CF, 4 mil. on Modrinth.
Ars Nouveau has 74 mil. downloads on C4, 450K on Modrinth.
Starbunclemania is not even on Modrinth, Ars Creo is not maintained there either (last updated 2 years ago)
I think one minor motivation could be if the Modrinth usage was as high as CurseForge, because you do get some small amount of money through the rewards program, but I think it would be near nothing with this traffic.
I don't know much about Modrinth, I do like their design more than CurseForge though, looks more clean.
I also think most people use Modrith only for "vanilla" mods.
Modrinth already changed a lot of the structure and you earn much more money then before. But for sure, it is only a small amount against Curseforge 😄
As one of the few people that have mods on both CurseForge and Modrinth, my Modrinth monthly income is roughly 1/40th of my Curseforge monthly income.
I have 6 projects on Modrinth, and only 5 of those projects on CurseForge (one is a plugin, which Curseforge isn't really used for)
I received 15,000 total downloads from Modrinth last month and 1.4M total downloads from CurseForge.
Thanks for the info! Yeah, that speaks a lot.
Do you manually upload to both or somehow automate that? I suppose you could make a GitHub workflow to help with this or something. I think I saw Alex using that for Ars Elemental, just for CF alone.
Nice, yeah I think that's kind of a must if you are going for two mod portals
On the curseforge page for Technica, Create Enchantment Industry is in the Reccomendations section. Does this addon interact with it at all if both are installed? Like any new recipes that only work if both are there? What's the reasoning behind thinking they work well together beyond just being able to do experience stuff?
It's for a recipe - which I forgot to port for 1.21 💀
Being able to disenchant the new experience gems
Straight to the backlog
Speaking of, is there a Discord bot or something I could use to send a message in here from e.g. GitHub actions? Just hearing if I could automate posting new version messages in here somehow.
Version 2.2.1 submitted (MC 1.21.1)
fix: add missing disenchanting (Create: Enchantment Industry) recipes for Ars Technica experience gems ( @north tulip )
There isn't currently, I could potentially add something to Source Librarian to announce it
That would be awesome. If I can help you on that somehow, let me know!
GitHub can easily be set up to send a call that bots can relay into a channel but the bot needs to be authorized and all.
Some dev discords use the default one that sends a msg every time there's a push for example
If you need a model for a new tiered version of the source motor let me know. I made this one just for fun.
That's cool! Is that multi-block? Oh yeah I see the shaft, it must be!
yes
I was floating the idea before but didn't do anything concrete. I think it could make sense to have some "Source Engine" that is harder to build, takes more space, is more source efficient and has its own built in source jar - but idk if it should also have some other caveat/feature
yeah I thought the same I have nice ideas but I don't want to create my own addon for that. and I don't have the time tbh my mods are very time consuming
I had the idea to add some floating crystals around it to power it.
I also had the idea for an source furnace/cauldron to burn the amethyst shard with a fuel/heat and rotation to source
Well, mod is broken in create 6.0.6
yeah 6.0.6 has some api changes addons will need to catch up to
wtf why do they so versioning like this, a patch bump should not break addons
they've changed a lot. almost every addon is no longer compatible. I tried Steam 'n' Rails.
Thye had to fix some core issues that had been there for many versions
Mainly related to JEI
Version 2.2.2 submitted (MC 1.21.1)
- fix: issue with using Create 6.0.6
is there any way to see the source cost for source motor?
im kinda curious to see the viability
You mean without downloading the mod? Only from reading the source code hehe. It is possible to set the cost in the configuration though!
i found the config file, is that cost per tick, second, minute, hour?
it just says the number but there isnt a time metric thing
It's per 20 ticks, so per second
What's in the config is the multiplier. IIRC should be 4 source per RPM if at full stress
Probably something I left in by mistake, will clear it. Removed
Hey! I noticed that the glyph for Insert is just the Place Block sprite again. This is confusing, since glyphs are identified primarily visually
lol I didn't even notice
I actually just made a flipped version of Item Pickup. I'll make a different image
Hello, i took a break from Minecraft but now im somewhat back and i was wondering what's new in ars technica?
Welcome back, not much new I think, what was the last version you tried?
It would be cool if providing source as part of assembly crafting was possible.
"This process spends 500 points of source in each loop" or smth.
Enchanting apparatus can work, but it would be really cool if you could put a turret on a belt to cast spells on item in process of being fully assembled.
Could be something made for this purpose too I guess
Does 2500 Source per Second sound about right for Splitter throughput? Trying to determine just how many motors can run on a single splitter network
yeah that sounds right
Per operation definitely, not sure if it's once a second
ok. Source engines consume X per second according to the tooltip and if I get 3 set up using a total of 2500 per second, that seems to remain stable
you can also change % of how much source the motor consume while retaining the speed, if you right click at the back of the motor, i usually do that when i have a motor for lets say pump where i only give it 3% and have it at 256 RPM
will you ever change how the source motor look to be more compact like this
If you want I can create some small models for you in such a style.
With a particle support on obliterate, the spell to make this could probably simplified a lot
Could have a ticker particle and an on impact particle setting
im trying to get sequenced assembly to work for apply but im failing miserably
also would you be opposed to focus of transmutation also doubling chance based crush outputs?
i can implement that
id also make compat on ars unification's end for cut and flatten
figured it out
made a pr for that, up to you to accept/deny
added it
im also down to move it into unification since by default crush only has a single recipe with chance based outputs anyway (gravel -> sand + 2% flint)
Heya sorry, got a bit occupied. I've merged all your PRs @restive plaza , thanks a lot!
I will make a beta release, test it out myself and get back to the rest of y'all later 🫶
Beta build on its way for approval
nw im stuck in military camp anyway
2.3.0 submitted for CurseForge
fix: armors not being able to be dyed
feat: transmutation focus doubles chance based outputs for Crush
feat: apply checks for sequenced deployment recipes
fix: whirl crash
Thanks to Qther for the majority of these fixes/features!!
Telefeast is quite buggy ngl, its inconsistent and it seem to only work with projectile, one idea i wanted to use it for is repair rune, where someone would step on a rune that cast telefeast which make them eat what inside the chest, like experience gem, however it doesnt work with rune, and the bubble thingy from
didnt work at all for me
neoforge 1.21.1 latest ars technica 2.3.0
I did have some odd issues with runes that I couldn't fix earlier this year. I'll have a look at the bubble part not functioning at all
Seems to be working for me with
🍔 
I would advise to use something else the players can step on to trigger a spell turret instead of using a rune.
Mainly because Ars' way of handling who the 'Fake Player' is for runes is just too inconsistent/buggy so it's very hard to use that for effects that rely on some player 'interaction'
Is the mod still MCreator? Seems pushing the absolute limit of the tool already.
It probably left MCC the moment glyphs were added
Well, just want to say the folder was still net.mcreator, which brings up a false alarm.
Nah, and it hasn't been for a long, long time. For the 1.21 version I moved away from that namespace entirely
Can you make it so the create copper/netherite back tank recharges when used with the thread? In particular, for create jetpack which is typically worn as a curio?
that made me found another issue, the experience gem you add do not consume when dispenser shoot them, current fix is to just turn them into fluid and use pump
Ooo, thanks! Didn't even know you could do that. I'll add it as a bug on GitHub 🫡
Dispenser behaviour is added by Ars Additions
O, good to know!
so maybe this has been covered but is there any reason i can no longer dye the technomancer set?
Hummm.... Did you update to the latest version, 2.3.0?
i have not. ill see if i can get my server admin to do that
ok i have updated to version 2.3.0 but now im very curious why the runic spanner cant do all the things the regular wrench does. such as moving trains. is there a particular reason for this or was it simply overlooked?
Probably a bug, they tend to look for instances of the specific WRENCH item instead of looking for the tag. I've asked if they could do it the other way around but at this point I think it's probably better if I deprecate the runic spanner, it will always introduce new bugs
And then let the regular wrench just do what the runic spanner can do
dang. that kinda sucks cause i really like the idea of the runic spanner and it looks really cool
but what else could we do with the enchanted precision mechanisms. cause i like the runic spanner a lot. i like the monacle. and all the gear youve got there but i feel like there might be more things that could use it. but i dunno
Hi, I'm trying to download Ars Technica 1.4.2 on my 1.20.1 NeoForge modpack, but I keep getting this error, any idea what could be causing this and how I can fix it?
needs a pretty recent version of forge
neoforge barely released a few versions in mid 1.20 because the scism was leaked and stuff happened earlier than planned and to keep it short there's those 1.20 versions but even Neo team says you should use classic forge for 1.20.1
#1281613727824613467 message
but even Neo team says you should use classic forge for 1.20.1
Could you elaborate as to why?
Right after the plans for splitting into neo were leaked out, forge got pretty unstable and so for a few months the neo team published a bunch of versions that were "safe". As things calmed down, at least for 1.20 the changes of those versions have been upstreamed to the old forge and I think at least another major stable release of forge 1.20 was made
Neo was never meant to be for 1.20, the versions that got made were just a precaution in case Lex did something dangerous after being trashed out. Real neo started when the actual breaking changes were made, 1.20.3 or so.
There's no real support for those 1.20 versions as the team works on the newer ones and to not split the scene in 1.20 as there's no real benefit
So 1.20 Neo simply doesn't get updated to newer Forge versions, thus making it obsolete on 1.20?
One last question, would swapping to forge have an impact on the game's performance/optimisation?
For Ars Technica, only Forge is supported for 1.20.1.
From 1.21.1 onwards, only NeoForge is supported.
To be honest, no idea, probably the NeoForge devs could answer that better. My guess is the difference between them is likely not that significant
No significant edit was made from forge to neo on 1.20 and the changes that were made in the small period iirc were all duplicated to forge
The performance impact is noticeable in 1.21 in theory, even just because Mojang itself optimized more
And some fabric optim. mods, that were against forge, ported to Neo
hey ive got a super dumb feature request. in normal Ars you can dye the starbunkles. we should be able to dye the starbunkles in the starbuncle wheel
Post in Ars Creo 😄 starbuncle wheels are not added by Ars Technica
ope. my bad
Hey there, wondering if I could request a small change to this mod to help with player visibility.
Basically just show the glyph icon here. This way when players look up these recipes, they can see that the Polish glyph is an option.
Otherwise, there's really no way to discover this short of reading through the book
For my pack with Create and Ars Nouveau (and bunch of addons for both) I'm planning on injecting Calibrated Precision Mechanism for some things to make it generally more useful... namely Chunk Loaders from one of Create Addons that adds ones based on catching Ghasts, Wand of Symmetry from base Create (since it's kind of a magical object and I think it makes more sense than regular Precision Mechanism in context of also having Ars Nouveau and this addon in the pack), Time in a Bottle (Changing recipe entirely - might also retexture it to be some kind of magical watch since I mostly care about effect itself)...
For the Ars Technica specifically though... there isn't anything that players need in bulk as of now other than maybe Source Motor.
And it eats up source quickly at max RPM.
One idea that comes to mind for a new processing block operating on source and rotation could be some kind of Engraver with rotation dictating how quickly it would produce and source being additional cost (or you can take the Spout route and make it only require Source).
Among other things, Engraver could:
- Duplicate Tablets
- Duplicate Glyphs (can't see this being useful in single player unless there would be recipes requiring Glyphs themselves)
- Duplicate coordinates from base scroll to multiple of them
- Craft blocks with Runes in them (multiple different blocks could be useable as base, require something to set a spell Engraver could engrave on the blocks, blocks activate their spell on being destroyed possibly, engraving costs more source the more expensive engraved spell is)
- Apply runes on Food which would trigger set spells upon consumption (those can be fed to other mobs if they can eat them like most tamed mobs, Foxes...). It costs more source for more expensive spells
glyph duplication is generally not useful considering annotated codex exists
warp scrolls can be duplicated in enchanting apparatus already
I suppose, though I can see Engraver potentially being more suited on a belt with recipe not repeatedly duplicating scrolls and having players to somehow bounce one of them back into the pedestal, but honestly it's not that bad of a problem...
Perhaps animation could be cut much shorter comparing to Enchanting Apparatus to make it appealing for that purpose (Enchanting Apparatus does take it's sweet time with every recipe - nice to look at for few crafts, becomes a bottleneck in automation).
You can also adjust how much source it eats in the config (server-wide)
Yes, I think this is actually a great point. Automating the enchanting apparatus is possible but indeed super slow. That is something I would like to explore for Ars Technica in the future, seems kinda in the domain for this mod
On the "funky magic tools" subject, Create used to have a survival worldshaper, to go along with the creative one. Maybe that could get added back in using the CPM?
(Also, "Calibrated Precision Mechanism" doesn't sound very magical to me, it's a bit weird. Maybe like... "resonant precision mechanism" or "infused precision mechanism"?
A rename like that could cause problems for updated worlds if with the name change comes ID change to fit new name.
Not necessarily. Zero could include a script on world load to check for references to the CPM's id and change it to the new name.
I don't know how easy it'd be, though
don't quote me on it
Script like that would be useful maybe once if you transition from one version to the next and never again, but likely would trigger again and again.
Could also just keep the legacy id and just swap the name.
That could work... Though to be honest I do like the name as is.
just add a flag to updated worlds?
If it changes it's fine
It's not bad, it's just weirdly non-magical.
true
Honestly, I'm all for artifice stuff
sometimes, industrial magic doesn't sound like magic
and that's okay
Anyways. Very sad that Create trains don't work with Warp portals - but it does have a handler for trains going into custom dimensions....... this might enable shenanigans.
If anything I would just change the translation and not the ID. the IDs are rarely a perfect 1-to-1 of the English translations
It's been a discussion countless times but it's been marked as won't do both in Ars Nouveau, Ars Creo and here as well, it's too complex 😅
It's not marked as won't do in Creo, it's just not something there's been time to work on
I've been planning on it for a while
Just no time
Ah my bad. I thought it was something not "worth" doing, because it could be really brittle and prone to issues
Would you be able to share the modpack or at least the json files you used to implement these new ideas?
It's a simple bunch of datapacks... And they would likely require other mods to function, but if I don't forget I could share them somewhere relevant...
Smth like kubejs?
Did not use kubejs
I got a mod that loads datapacks globally in all my worlds when put in specific folder though
Currently I'm at work so can't tell you the name of the mod... I don't remember it sadly...
I see, well I'd be really glad if you would share it when you can
Even just the datapacks
Fuse recipes aren't accounting for multiple outputs properly.
Example, I have a Mixing recipe that has a chance output of 3 different items. Fuse always gives me the first item in the list and never gives the other outputs.
I haven't been able to get the carve glyph to work (by itself in a spell, tried both touch and projectile, pretty early save)
Soooo
Telefeast will consume things from a functional storage drawer
...without consuming them 8D
time to dupe them
I mean it wouldn't dupe anything other than the effect of whatever it was
would be nice if you had time to check other containers as well, like sophisticated storage's limited barrels
Ah good chance it works the same one sec
bowl dupe time
Yeah it's the same with limited barrels
I'm guessing it's a similar thing I experienced where a lot of Ars spells don't play nice with limited barrels and functional storage. It's as if they don't recognise them as proper inventories
stupid question, but does it even work with vanilla chests
Omg it's the same
Wait nvm
It works normally with vanilla
Wait a sec
Okay it works fine with vanilla and limited barrels
Somehow I've completely broken the functional storage drawer. I can't even take stuff out, but I can still use telefast as much as I want on it without the items going down
Oh I bugged myself 
Heya, I've been neglecting Ars Technica for a bit working on Ars Affinity, I'm kinda bad at multi-tasking haha.
But it's time to give Ars Technica some love, so I'll run through some of the issues reported and fix them over the next weeks.
For the Functional storage drawer issue @manic smelt, looks like it's fixable entirely within Technica, working on it 🔨
Is there a way to make the fuse superheating spell focus items in basins or on a depot ?
No, that's not implemented at the moment. All the transmutation spells in Technica only work on item entities directly.
Okay! I’ll make it work with dispensers
Thanks tho !
That would be an amazing feature though, not even just with depots per se. I feel like processing with ars has a ton of potential, but it definitely gets problematic with all the entities in the world. In my last playthrough I would always get this issue where if I loaded back into the overworld from another dimension, I think my turret automations would desync and my world would freeze because of too many entities in the world (item collectors not working because of desync). So I'd be forced to wait for the 'item clear'.
One question, would basins and depots kind of cover 'all cases'? IIRC basins can hold everything including liquids, depots can only hold 1 item type at a time (?)
2.4.0-beta1
- feat: press, polish, whirl and obliterate can now interact with items on a Depot block
- fix: pocket_factory encoding being stereo instead of mono
Superheat + basin is the next target
Also now I'm curious what you mean by 'not even just with depots' 😄 If you mean belts, this is not something I will implement.
Oh what I meant was, being able to use depots would be great. But, a lot of the processing I've done usually involves much larger quantities. So ideally something that can hold more than a depot does would be amazing.
could you make it so telefeast pierce version only takes away the stuff in it so when i use potion flasks i dont have to remake potion flasks
Plus buckets I think. Maybe there are more liquid holders...? Not sure but can check
I might just make a "magical" depot that can hold more than 1 stacks worth of a single item type. That would work right? Or does it have to be able to hold multiple item types?
I think it'd have to be multiple because of some things like the heated mixing recipes (like brass), but also crushing wheel recipes will inevitably have multiple outputs
Right, for Fuse mostly. But the other ones only work on 1 item type at a time
In that case you'd want a thicc basin instead
But iirc fuse also is limited, it doesn't operate on infinite items at once
Yeah I think it's only obliterate that does that
xD needing it to hold a lot is moreso for people trying to use something like burst to do big processing automations
But then I wonder if the more fun challenge (for the player) is in figuring out how to get e.g. obliterate to work faster rather than make a new depot. I'll have to try it out later.
Just thinking from an automation perspective that may be more fun/interesting rather than stacking 1000 items into one block + this is also kinda how it works for Create, you try to pump up the RPM
2.4.0-beta2
- feat: Transmutation Infused Turret (casts spells infused with the Focus of Transmutation)
- fix: Telefeast no longer lets you eat glass bottles and iron buckets ( @strange tendon )
This might get a bit overpowered hah. But it does cost twice the amount of source as a regular spell turret (no matter what spells it casts), and this is configurable.
pls change image host
Oh weird, thanks for pointing it out! Do you have any recommendations for alternative mage host providers by chance? I'm so imgurpilled
image*, mage host providers welcome too 🧙
upload the image to a github issue and then copy the link lol
ive been doing that trick for a while
you dont have to make the issue, just get the link
genius idea, thanks!
...the ideas keep getting better and better. Not sure if we can top that one
does the transmutation focus respect the luck augment limit?
No, mostly;
From what I remember, for a spell with multiple glyphs, you can exceed the composition limit on luck with it. However it depends on the glyph as well, some are hardwired to not go above their limit, some are not necessarily.
break for example
yeah because it uses the Fortune enchantment underneath the hood
but in the case of obliterate, it does not use a Fortune enchantment, so it's not clamped
Luck on obliterate glyph leads to pretty powerful dupes for some materials. Was it really meant to affect primary output of recipes? Looks like something worth having disabled by default
Also fuse glyph is clearly bugged. Despite that mixing cobblestone gives 50 mb of lava fuse will place whole lava source into the world
What do you mean by 'primary output'? 🤔 It will only affect chance-based outputs, so in this case it's the Obsidian being affected, not the Obsidian Dust.
Yeah, my bad, in obsidian case it seems to work properly. But with glowstone blocks for example it has guaranteed output of 3 glowstone and 75% chance to yield 1 more
So with 4 luck modifiers I would expect it to be one of
- 3 guaranteed + 100% chance to get 1 more, which is 4 stacks of glowstone
- 3 guaranteed + 150% (75 * 2) chance to get 1 more, which is about 4.5 stacks on average
- 3 guaranteed + 175% (75 + 25 * 4) chance to get 1 more, which is about 4.75 stacks on average
But in fact I'm getting 8 stacks of glowstone dust, which lines up perfectly with duplication of primary/guaranteed output
Are you also wearing a Focus of Transmutation?
No, I'm using focus of block shaping there if I have any
Right, I should probably nerf it so that it:
- is +15% per level of luck
- caps at 100%
- works multiplied (0 luck: 75%, 1 luck: 86%, 2 luck: 0.97%, 3 luck: 100%)
What do you think?
mfw my luck bonus plummets at level 2
Ah shit, 97%, not 0.97%
#itsafeature
beta3
- chore: updated Create version to 6.0.7
- fix: crash when moving
Can we all just applaud this man’s dedication and speed on updates? 🙌🏻🙌🏻
Sounds good to me
Both fuse and whirl seem to mess up delay glyph. Fuse just prevents it from working, whirl makes it deliver the payload instantly
Small error, but the update is marked as forge instead of neoforge
Ah thanks! Not even the first time I do this 😶🌫️
Fixed
Stupid question: what is the glyph that gives me High Pressure Air for? Is this for pneumaticraft or
It's for the create items that requires pressurised air like the potato cannon and extendo grip.
It gives pressurised air space on the piece similar to the copper backtank/netherite backtank from Create.
Only basing this on a guess since I've seen a few messages about it.
Is there a way to see amount of source in a jar in the same units that source motor usage is described?
What's source motor usage described using?
8 source. what does that mean?
thanks
Wow, the source generator's kinda cracked then, huh?
What is the source generator? 👁️👄👁️
That's the tooltip for the motor right? Maybe it shouldn't say generator, that's a bit confusing. But it does generate kinetic energy from source
how is that confusing, it's the generator that runs on source
I just got confused when you said "source generator" 😄
In the first version I called it a Source Engine actually
I'm gonna release 2.4.0 today because folks are having problems with Ars Technica 2.3.0 and latest Create, so I'll have to get back to Fuse working in basin in the next patch (plus some fixes for
But I've nerfed Obliterate at least!
I think this should make it a bit less mysterious/confusing and as well more balanced.
2.4.0
feat: press, polish, whirl and obliterate can now interact with items on a Depot block
feat: nerfed Obliterate and made it more obvious in the Crushing recipe screen what it does
feat: Transmutation Infused Turret (casts spells infused with the Focus of Transmutation)
fix: crash (related to Create 6.0.7) when moving
fix: Telefeast no longer lets you eat glass bottles and iron buckets
fix: pocket_factory encoding being stereo instead of mono
chore: updated minimum needed Create version to 6.0.7
Whirl working on depot blocks is huge.
i was pondering (not the create one) the other day while looking at my ars contraption and was just thinking how fckn ugly it was, so naturally i thought why my create ones looked so good and they key lied in the metal girders, brackets and casings so naturally I was lead to the ars discord to suggest this concept
it would be totally cool if we could have some source casings or brackets to go around spell turrets & source jars, things like that would just make all my builds look so much better oh and also i was thinking maybe you could use the regular create mod casings go around them too??? anyway just a suggestion tell me what you think!
I worked on this before but it was tricky to implement because I would need to register it for every kind of turret, so I gave up on that 😅
all good
no need to stress about something that we wont be getting
just in case you actually pay attention to all comments I seriously do adore this mod! the equipment and qol features it provides are Just perfect for the packs i put together my favorite item you guys added being the runic spanner (because of its ability to pick up containment jars ofc)
...wait does oblitterate work on modded create recipies?
should
what am i doing wrong here? cant craft the technomancer armor for some reason
Is your armor tier 3?
oh, thank you for bringing that to my attention
it is not, maybe thats the cause
It is
The armor needs to be upgraded to T3 before transforming it into technomancer
Same rule applies for ars elemental armor too i think
Yeah, it is not super clear in the recipe, I've received a report about it many times. I'll try to see what I can do for the next patch!
Yeah because the JEI crafting recipe just rotates between all tiers which is annoying
weird, doesn't happen with the elemental armor
Is there different NBT tags for t3 armors
the tier is written in their tag yeah, because the item itself is the same
Oh well that's bug, as Alex said it doesn't happen in AE.
However i think people may still miss it even if I follow AE to do it right, might have to make it "stand out" more
Are you using the jei category I put in Sauce?
I don't think so, I have not yet integrated sauce to technica iirc, but it's on my sights!
Is the Technomancer armor set a straight upgrade from every base ars armor set? If I'm reading it right, it has the threads of Sorcerer's, better armor than Battlemage (well less straight armor, but with armor toughness to balance it out), and better mana buffs, plus the create-related stuff. Does it still count as gold armor for piglins?
Yes to both questions.
is it possible to add fuse-exclusive recipes (i.e. can only be done by fuse spells and don't work in create mixers) through datapacks/kubejs?
also can any mixing recipes be removed from fuse glyph processing?
Currently, as far as I recall, no for both questions. Fuse does not behave exactly like mixing (some bugs with Fuse) - but it operates on exactly the same recipes
Good to know, thank you
I'm trying to find some unique glyph-based recipe types for a pack I'm brainstorming, and I'm kind of surprised how few addons there are for that kind of thing
I think it is because this kind of check has to be implemented "manually" in the addon. So I could add support for another kind of recipe, and similarly I would have to add a filtering kind of logic to blacklist certain mixing recipes in fuse.
Both are probably a good idea, why not
Are they? Like, why have a level of 'items you can't magically fuse together'.
that makes a lot of sense
I mean honestly for my purposes I was thinking about disabling the mixing recipes altogether (if it was possible) and just having fuse be its own distinct crafting method, but I can also imagine pack developers wanting some recipes to remain create-exclusive for balancing reasons
Can be for balancing purposes. It's pretty easy to use superheat to create lava (and also the amount is bugged right now)
wait wah
Wait conjure lava spell?
Conjure terrain amplify superheat?
It's a mixing recipe from Create
It's not supposed to make entire lava sources like this
Because recipe is making 50 mb of lava not 1000
Is it possile to get custom delays on runes with ars technica? How do I do it?
found it! runic spanner
ohhh ty! I should have thought to try that!
Worked like a charm!
Question, is the polish glyph meant to make more outputs than there are inputs?
I just had it make slightly less than 1 and a half stack of polished rose quartz out of 1 stack of unpolished
It's not, suffering from the same success (a bug) as Press, that I've long been needing to fix 😬
oh i see
on a second attempt i had it spit out 13 stacks out of 1
"this doesnt seem intended" and ran off with my illgotten goods
Whhhhat. How did you manage that?
I am unsure. Might be a weird mod interaction going on in the background. The pack im playing has a lot of mods in it
The actuall spell was fairly basic
Touch Polish 8xAOE
I think i figured it out. I just need to do a lil more testing to confirm
I think it can just be technica on its own 😅
It is
but i figured out what causes it on a surface level at least
whenever a stack is being processed, and processed items are picked up mid process
It seems that the spell tries to add +1 item to an existing stack if it can, but if the existing stack of processed items is missing, it just creates an entirely new stack of items for the next process? This is a lot of guesswork on my part on how it works internally.
easiest to test with the Artifacts Universal attractor, since it only picks up items not thrown by the player
So for instance, processing 8 items in a stack, and picking up the results every time it crafts,
will end you up with 36 result items (1 + 2 + 3 + 4 + 5 + 6 + 7 + 8)
If you instead process 8 items in a stack, wait for 7 to process, pick up the stack, and then have the 8th item process,
you will instead end up with 15 result items (7 + 8)
Maybe you already knew this, maybe not. But hopefully it helps you get to the bottom of it if not. Want me to add it to the issue tracker?
2.4.1
fix: Press and Polish producing more items than they should
And yeah you were right in that, it's a "race condition" basically
so it turns out telefast breaks when used on a create tank with pottions in it
yohoho can you add potion flasks to the list that doesnt die with the Awesome glyph telefeast
i wanna use amplify to do stuff with telefeast but it the flask dies 🙁
Wow, obliterate + luck + transmutation + random glyphs to get to 10 has such huge yields. I need to change out my crushing wheels!
Just discovering that obliterate = crushing wheels (wasn't obvious from the tooltip or docs)
It's -really- not
awwww I'm on 2.3.0, no transmutation turrets for me 🙁
That's ok, obliterate + luck is still worth swapping out the crushing wheels
What are the chances of the fuse glyph being able to actually use up in world fluids? Unless I'm missing something it seems to preserve fluids involved in crafting even when a recipe calls for a full bucket.
Anyone got an example of an automated obliterate turret with item pickup that doesn't accidentally double-process items? My current strategy is a timer going every 3 seconds firing touch->toss->obliterate->luck x4, and then a separate timer 35ish ticks later using pistons to push the processed items out one over for item collection (chest with pickup upgrade). It's perfectly functional, but feels kinda bulky. Image attached to give an idea of the bulk, I know it doesn't show all the redstone (can take more screenshots or upload a video if wanted)
I tried a similar setup with a smart funnel underneath and locking/unlocking it with redstone but it took about 10 seconds to clear the items out for 1 stack of lapis ore (testing with lapis because it's so high-yield, 1 stack lapis = over 20 item stacks to handle)
If you are only using the hammer on specific things and not just tossing in whatever
A projectile - > pickup turret next to a container with an item blacklist/whitelist in an item frame could work
Oh yes, a pickup turret would probably do quite well
Shouldn't need the item frame. I want to be able to process multiple stages, like ore -> lapis as well as lapis -> dye otherwise I'd just put the pickup chest right underneath the obliterate turret with a denylist of c:ores
Pickup doesn't care and will grab everything at once so you dodge the throughput problem
yeah, pickup upgrde on storage is similar, but i think the turret option will be much more compact
ty!
Otherwise starbuncles. If you wana risk one getting pancaked
(this is a terrible idea)
lol
actually the starbies would be safe since i'm using obliterate->sensitive, i think?
you could use a filter along to be sure
Oh, I specifically don't want a filter though, so starbies won't work. because I want to be able to process e.g. both ore->lapis & lapis->dye, so if the filter had lapis on it I wouldn't get the dye. Want it to be generic use
@outer lion Your turret pickup idea worked great, it's much slimmer and it's running on a 35gt timer instead of 3s now
Could probably push the timer a little more but 35gt is good for me
Horay
Oh, I meant a filter glyph. Pretty sure that you could use one targeting items to keep starbies safe
i thought there was a way to force feed a stack of xp gems at once with telefeast sensitive... is that not the case?
looks like only sensitive and pierce augments are compatible so i guess not
Hey, i have been trying to see if there is a way to get this to work, but havent found one myself, but, is there a way to make the fuse glyph actually use up a fluid source block it is being used on?
can someone tell me the recipe to upgrade to the technomancer armor? 1.21 and emi isnt playing nice
Mark of Master or Mark of Technomancy + netherite ingot, brass ingot, engineer's goggles, all used with enchanting apparatus on tier 3 ars helmet = the technomancer helmet
And for the others it's 2 brass ingots, 1 netherite ingot, mark of mastery/technomancy + tier 3 ars armor
tyty
Oh yeah, and 7000 source
ok i have an idea and maybe its ben mentioned before but what do you all think. if you put power into a motor (irl) it turns it into rotation. but if you rotate a motor it actually becomnes a generator. so what if we could use the source motor as a source generator. so if yo put rotational power into it it would turn it into power. it would take a lot of SU to make anything meaningful but it could be cool.
I mean, it's not like passive source generation is a big deal, necessarily, but I'm trying to understand what we're spinning to create Source.
Happy holidays!
rubbing magebloom fibers to generate static source
What's a potion flask? Is it different from the vanilla glass bottle?
Happy holidays!!
yeah, potion flasks are items in Ars that can hold 8 doses of a potion, and has variants to either boost the effect level or duration
Cool, thanks. I can do that
I has come up a few times, the main reason I didn't implement it was mostly that we have so many other ways to generate source already. That being said I think there is a potential to implement something interesting eventually for this.
I have always thought that it's fine to burn source to make rotation, but that turning rotation into source is a bit too passive for my tastes
Create is already very good for making farms that can make you a lot of Source though
many farms you will already be making with Create can also be source farms
its a ars potion holder
I think if it's just passive that's boring, it should at least need source berries. Hydraulic Fruit Press machine is a bit weird though
in the spirit of Create, it would need to be a few steps of processing
Yeah. I was toying with crushing amethyst and combining with source berries + some sort of necessary cooling mechanism that would yield high amounts of liquid source. I think that would be cool.
Even had some model+animation but it never came to fruition
yeah, something like that could be fun. Some input items and some processing of them. Encourages building farms, though also those are things you would want to be doing anyways if you're going through Ars, so it would synergize well
but like my very first Source Farms when I was learning Ars in 1.16 alongside Create, I was getting my Source by tapping into the farms that I was using to make Chocolate, and I loved the synergy of that
Fair enough. I suppose there are a lot of ways to generate source already. I’m mostly just trying to figure out ways to do it in really small form factors
well Create isn't the mod you go to for compact designs
One day I will figure out create rotation engines well enough to use it en masse
i will make some castlevania clock tower nonsense
#1355377296575434822 message is pretty compact and fast, if you haven't seen it yet?
i dont really like recommending that because its too good
i like seeing people innovate
That's fair
I think mostly if we wanna see people innovate there needs to be a benefit to running multiple different sourcelinks
I love setting up a vitalic near my mob farm don't get me wrong
ive already played around with all the available sourcelinks, that thread is the my magnum opus of efficiency both in terms of lag and output
but other players should find something that works for them
Oh, no, I mean like industrial foregoing where there's like, that one furnace that puts out some stupid amount of FE
but only if Every Other Furnace is running simultaneously.
telefast crashes the game when used
The game crashed: ticking entity
Error: java.lang.IndexOutOfBoundsException: Index 0 out of bounds for length 0
What did you do to reproduce exactly?
not sure if its intentional, but the transmutation turret is an enchanting recipe rather than an imbuement recipe like all the other turrets
That is intentional actually, because it is quite a powerful turret
insert should probably look for IItemHandlers instead of Containers
Yes. Time for a Technica bugfix update, coming today!
The reason I didn't do this, is because I'm not sure if it's possible without doing something like forcing the player to use an item 64 times in a row. That's why I introduced the Gargantuan Experience Gem instead
2.5.0
- feat: spell power taken into consideration for damage of Obliterate
- fix: lack of information about what Obliterate does processing-wise
- fix: Potion Flask support for Telefeast (+Pierce)
- chore: require latest version of Create (6.0.8)
- chore: require latest version of Ars Nouveau (5.11.0)
By the way how did you do this, I'm curious 😄 The biggest priority for me will always be to get rid of crashes first, imbalances/major issues second, then missing features third.
i see this wasnt fixed
might pr later
depends on how much i feel like dealing with gradle
i see quite a few unrelated things id change too
like https://github.com/zeroregard/Ars-Technica/blob/7d1e31670f9ccca393bc28506c4472ec726d66df/src/main/java/com/zeroregard/ars_technica/glyphs/EffectTelefeast.java#L204 spawning the projectile even if the area isnt loaded
I have a PR for it but I didn't have enough time to test it yet, that's mostly what eats my time 😅
https://github.com/zeroregard/Ars-Technica/pull/77
And yeah I think spawning the projectile even if the area isn't loaded sounds like a good idea, that's for remote usage?
probably want to check boolean canSpawn = NearbyPlayerCache.isPlayerNearby(checkCachePos, level, 64); so they dont pile up in lazy chunks
we had an issue a few years back
not this one actually
but similar concept
but the main concern is lazy loaded chunks
where the glyph is working but entities arent processed
telefeast also checks for a be for whatever reason despite already using capabilities
i do see that your projectile isnt purely visual though
which makes it a bit more difficult
id probably make it skip the fanciness and just do the impact effect
basically just set forwardItem to false if the chunk isnt fully loaded
Hii hello
Cna i ask whats suppose to do with Nether Quartz Dust?
When i try to crush Quartz for Exp Nuggets it appears that dust and it doesn't do anything
does JEI not list recipes/uses?
press "u" or right click the quartz dust to show uses
nothing
if you are only using the minimal mods then it could be that the component just exists for compatibility with other mods but nothing uses that resource
it's like when a mod adds plate recipes for every metal it detects, but not every plate gets used in a recipe.
I thought I removed it already actually, is this 1.20?
its not the newest version
Im here from a modpack
maybe thats the issue
still, theres a way to delete the item, from the recipe?
to be fair, i jsut want the exp nugget :P
Huh. It occurs to me that fluid sourcelink, cow in a jar, source jar and source motor is very compact rotation.
Thanks :D
That is my secret go-to. Well I didn't come up with it, I got it from @glossy escarp
I am doing ars, occultism, create, and theurgy to solve my problems this time
...that air pressure spell doesn't work on Pneumaticraft, surely, right
What does Whirl do by itself (if not combined with smelt/etc)? What centrifuging does in the context of create isn't obvious to me since there's nothing in create called that
