#Ars Technica
4737 messages Β· Page 5 of 5 (latest)
π That's exactly what I was thinking it might do lol
Maybe I could use that for some fun cosmetic swirly stuff
It's knockback in a random direction. I could see it for a funny looking mob farm
actually, its not 'random' really, is it, it's based on direction of entering.
when you uses telefast with perjectile on a scryers eye
Okay. I'm very confused.
Maybe it's a server thing, but if I break sourcestone enough times with this drill, the liquified source stops moving into the block it leaves.
OK, replacing the liquid seems to have undone that. I'm very confused. I give up.
update: replacing the liquid only fixes it temporarily???
Not sure but either way liquid source is from Starbunclemania
I didn't know you could drill into source stone to make it liquid though, TIL
Or wait... Idk what exactly that process is but looks cool haha
It's a sourcestone generator, with lava flowing into source
Ahhh right. Super cool
I figured maybe Create Drills had a problem with cobblegens in general or maybe like
specific liquid nonsense
It doesn't have specific behavior, could be a block update gone wrong
Some of the modded cobblegen methods do an explicit check on if there are lava-water blocks to optimize and avoid that kind of issues, wonder if it being a different fluid than water has its own set of issues
Create does have optimized cobblegen setups if it detects some sort of alignment of water, drill, stone, lava, and collector, but no idea how.
Nope
it has to be coded specifically to allow logging
there's mods that allow you to do it with lava, and some include it for their liquids
oh so is that why you can do it with mek heat gens?
probably, I'm not familiar with mekanism
has anyone figured out a setup to automate whirl?
having 94 transmutation focus-ed whirls exist at once would make every item be whirled in 4 ticks which is the same speed most item dispensing things work at
but thats a bit ridiculous
but for the sake of entertaining that idea, youd need to be firing two turrets at 6gt intervals for an effective rate of 1 whirl entity every 3gt to get 120 whirl entities with the default lifetime of 360 ticks
or a single turret on 4gt if you put 1 extend time on the whirl
whirl extend time costs 50 mana, or 100 mana with a transmutation turret due to its cost doubling
meaning such a setup consumes 500 mana per second or a source jar every 20 seconds
Maybe @manic smelt would know the answer to that? π
The most EXTENSIVE Source Generation video you've ever seen. Considered scaling your source farms? Wondering if it's worth it? Are there better options? What are the best options? What are some alternative options? Fun options? Optimized options? I've got you covered.
This does build onto farms that I spoke about in my 'Ars Nouveau Starter Guide...
I could never tell how fast things got whirled.
But honestly, trying to manage entities was the biggest struggle with these kinds of automations. They're not very lag friendly at all
And maybe you know more about this, but if I have automations running, I'll occasionally run into some kind of desync if I try and log in or teleport nearby. For example I had a grow harvest spell going to farm mendostein. It seemed like the grow harvest was working, but the item pick up wouldn't work for a while which causes my game to have a heart attack until item clear kicks in
Only 'solution' I have is to try and use xycraft collectors where ever possible to minimise entities. But I'm not even sure that that helps that much
this uses filters unfortunately
something timing based would be nice to use for every recipe
Wasn't the lag problem resolved with depots? Or not, only holds a stack...?
I could make a Megapot that holds 64 (or something) stacks
18s timer
the only problem is that the funnel outputs too slow
its still very fast though
2gt lifetime setup that eats a jar every 10 seconds
half the source consumption
the top ring of glass is unnecessary
but the space between the chute and the cobweb is
in other words:
with a bit of logic you can sacrifice 20s of startup delay for not consuming source when not in use
realistically: just use this lmao
i dont really understand why but it also looks like the whirl current lasts one tick shorter than it should
which can lead to that setup tossing items into the void
fortunately it does look like placing a block below the funnels mitigates the issue
oh, how did you see? or what do you mean?
in that setup items just occasionally drop instead of getting pulled in
not a big deal since the fix is easy
the code seems right to me, which makes it even more confusing
the motion of the pull doesnt seem tied to the lifetime of the whirl either
minor issue: runic spanner cannot merge inventories on the back of a mechanical crafter
is there a way to affect items inside inventories with whirl, obliterate, and the like?
Only depot, otherwise nope
only depot? that is enough
Yeah, depot is actually huge
whirl on depot seems to only do one item at a time
cant reproduce https://github.com/zeroregard/Ars-Technica/issues/54
#18 is fixed in 1.21
opened a PR that fixes #74
im also aware of the fuse fluid bug but im not sure how you want to go about fixing it
the obvious solution is failing the recipe if any fluid outputs dont add up to 1000mB after the iterations
but that feels rather restrictive
youd never be able to fuse cobblestone into lava for example
actually nvm you can
not with 10 glyphs actually
youd need to fuse 40 cobblestone at once
which requires 9 aoes
even with a caster tool youd be missing one aoe
and transmutation focus doesnt affect fuse amount
i feel like at this point you are casting Create Lava with some cobblestone as a reagent and i am unsure I see the problem
blood magic used to let us tap lava on the ground for two hp
Thanks qther, I'll get back to you tomorrow (π€)
Hey! I noticed new armor have same amount of armor points as Iron tier... even though you can get this set by crafting it from diamond armor at the start.
What's the reason for that nerf? Is it more balanced with less armor points?
It's how most of the tier 4 armors have been handled, as being progressions from Arcanist gear instead of sorcerer or battlemage's gear. - elemental is just now swapping to unique armor sets.
Ah... so would Ars Technica eventually introduce their alternatives for Sorcerer and Battlemage variants?
Maybe?
If that's so - that sounds quite exciting not gonna lie.
Though I noticed Elemental made Battlemage sets have more armor than even just regular Netherite armor... WITH other perks on top of that.
tbf, regular armor value is... not that big of a deal, compared to stuff like protection and better threads.
Sounds complicated π
I'm not excited for new armor variants purely because of the armor stats - it's also the other stats it might come with on top of the armor tweaks.
Potentially a whole new passive for each gear π
Actually yes
Did I? It was supposed to be on par with netherite
Basically one-upping the previous tier, since the classic elemental armor have always been diamond level
There was a small bug in earlier 1.20 versions where maybe the armor value was lower than intended
early 1.21 too
i meant that, 1.20 shouldn't have experienced it
hey guys just wondering - for the focus of transmutation's "+1 luck augment per gylph in your spell", does that increase looting and fortune for all spells? so an attack spell with 20 glyphs will essentially have 20 looting and a mining spell will have 20 fortune or something like that? (assuming its not capped in config or something)
break glyph is capped at four
And should simply mean that you get a +1 on each, not for each
sorry, could you elaborate on this?
each glyph would act as if it had one more
augment
ohhh right, so the spell needs to have luck augment glyphs to begin with. that makes more sense
tyty
does that apply also on
augment itself (so it counts as two of itself) or does it not apply to modifiers?)
Augments only apply to effects. You cannot augment an augment
but i want to make my
, zero
That's good to know... mostly so I can apply appropriate amount of
glyphs to my spells when needed. π
though it would be nice if Transmutation Focus was able to apply one
glyph beyond normal limit for my dream Fortune V break spell
Actually... would it be a good idea to let
Glyph above set cap increase just lower part of loot range you get from sources?
Say... if Fortune IV from 4x
glyphs normally let's you get up to +4 extra diamonds from it's ore, giving it more
on top of that could only make that amount of diamonds more likely to drop, but not cross the limit? Say 5x
could increase the minimum amount of diamonds that drops from 1 (at 4
) to 2 (at 5
)?
It would mean that the new hard limit would be x8
on a break spell for guaranteed 4 Diamonds from every ore.
it probably already does that
I think there are mods out there that allow you to go beyond the cap but not sure if Luck would work automatically with that
Going over the cap is kinda possible only if the addition is via spellstats and not a raw addition of an augment glyph to the spell
And I don't remember luck being in the spellstats
technically could be mixin'ed
i could probably do that if @fresh condor is interested in it
I feel that's quite a hack, to specifically be a workaround only for Fortune?
yeah
I wouldn't do that, because that opens the door to "why doesn't that work for X, Y and Z" and then you'd need to keep extending the mixin to all kinds of enchantments
oh no not fortune
just 
to be specific id be mixing into SpellStats#getBuffCount
checking if the passed argument is AugmentFortune.INSTANCE
then adding 1 to the original value if so
Ahh okay. I guess it could work? Maybe we'd need to adjust the tooltip to mention that you can go above regular Luck caps then
So it means it would also work for any glyph at all utilizing luck, as long as it doesn't have some further clamps
yeah
actually the way it currently does things already works
this is on EffectBreak
Oh... but is Fortune 4 and 5 possible already?
If that's the case then it already works outta the box but idk if fortune 4+ are technically possible as is in vanilla MC without modding
4 is, 5 isnt
enchantments are more or less uncapped via commands
isn't the problem just that the enchantment itself effectively caps at 3? so you can have fortune level 10 but if it's doing;
effectiveLevel = min(fortuneLevel, 3)
then it doesn't really matter if this is the level used for multiplying drops
but i didn't get why 4 is and 5 isn't
the cap should be only in terms of game design because we had crazy luck turrets before capping it
you should be able to simply up the cap in break's config and it will work
mojang doesnt really have a reason to cap it
mods that uncap it sometimes change the calculations though
e.g. apotheosis changes protection calculations
because otherwise youd just have 100% protection
right but then it's back to my original point, the luck itself works, but you need some other mod to uncap enchantments (?)
like apotheosis or similar
nah we're setting it via code
enchantment limits are only capped by the enchanting system
you can just /give yourself level 32767 enchants
actually im not too sure what the max level is anymore
it keeps changing
it used to be 127 which made sense
16 bit integer does not make sense
yes i understand that part, you can have fortune level 127, but that's not gonna give you a billion diamonds when you mine 1 diamond ore block
o well then i think we are good, there's no cap anywhere?
not for vanilla enchants at least
but then this should be possible already? π€ π€
yeah it is
they most likely just didnt test it
i wouldnt have bothered testing without a debugger either
thanks for checking it btw πββοΈ
I haven't tested that you are correct... Though doesn't spell book itself prevent you from applying more than the set amount of certain glyphs?
I will check it after work though... Which is in 3 hours as I'm writing this...
If does, yes, but the transmutation focus does not care about that validation
Fair enough... I haven't tested that then...
Hey would some kind of lense a spell projectile could go through apply beyond boom cap?
Like... I haven't played with lenses much, but would a lense applying Luck modifier do so regardless of what spell already contains?
I am not familiar with lenses to be honest, so I can't answer that one π€
I remembered that spells casted from offhand with a tool or a weapon in main hand will act as if that weapon had cast said spell and kills or block breaks performed by spells would consider unique properties of tools and weapons for the loot tables.
Stuff like Holding a Knife from Farmers Delight and having spellbook with
would let you break grass and occasionally get Straws, or holding that same knife and using spells to kill mobs would give out their Knife exclusive loot.
It also considers enchantments - holding a tool with Silk Touch in main hand and spellbook casting breaking spell on a block will cause targeted block to drop things as if they were harvested by tools with Silk Touch. Same goes for Fortune... however it seems like Luck doesn't add up with Fortune - it seems like it will benefit from stronger luck effect, but not combine both in any way...
I'm wondering if there is a way to definitely prove that though - with 




+ Focus of Transmutation I managed for Diamond ore to drop up to 6 diamonds - an effect of Fortune V.
When I was helding a pickaxe with Fortune in main hand though, it never went higher than that, but since technically it's not guaranteed to get the potentially higher roll - technically it's not a proof of the combination not working - it could be just me being really unlucky.
If I get 7 or more diamonds from a single ore using both that spell while holding fortune pickaxe - that would be proof that it works... but it not happening isn't proof that it doesn't work...
is there a way to check for sure if it can add up - Luck modifiers on spell and Fortune in main hand?
it does not
wait we can knife grass for straw
this drastically changes my earlygame
Yes you can! π
You don't even need magic for it - just swing your knife around and you should be good to go!
notably it doesn't even consume durability so one knife of any kind will work just fine!
oh my god thats so much easier than my bamboo nonsense
Eh... if you are automating the process then maybe it's still worth doing it
you can also use Knife on Wheat crops and that should guarantee stra drops I believe
I don't know if they changed that though
Also - Knife used on fully grown Rice Crops will immediately split Rice into seeds and Straw! π
Mod version 2.4.1, apply glyph consumes deployed item even if it's marked as not consumed in recipe
seems easy enough to fix if youre fine with api changes
which i assume is fine since i dont think ars technica has any addons other than ars unification which doesnt use that part of the api
and if it did id fix it on my end
Thanks champ
I'll make a release when I'm at a computer again πββοΈ
oh you dont have auto publishing set up
feel free to reference https://github.com/Vonr/Ars-Controle/blob/1.21/.github/workflows/publish.yml if you feel like setting it up one day
Addon for Ars Nouveau focused on increasing control. - Vonr/Ars-Controle
thanks! I think now is a good time to do that
Okay hear me out:
Planarium but a big gear rotates around it providing more stress the more stress you can supply to a relocatable shaft that connects inside of a planarium to outside of it.
You can rotate that gear freely with wrench and dominium wand let's you reconfigure which border block gets to have the shaft stuck in it
I suppose this could fit into #ars-creo too...
... At the same time this could be a cool reason for this version of planarium to utilize the magical precision mechanism in it's recipe.
Example application for this:
A pocket steam engine that can distribute it's power to multiple outputs remotely.
DAMN thatβs a cool idea
What is a planarium?
The pocket dimension of the last major update, or to be correct it's access point. The name of the planarium is hashed and used as the dimension id
Ahhh gotcha. That does sound really cool!!
A Key concept is that the block doesn't actually contain the dimension, it's just an entry point + fancy showcase
You can have multiple planariums pointing to the same "place" across your world
which would be INSANE for logistics
specially if you could insert items/fluids from the sides into dedicated blocks, besides rotation
alas, scrolls and portals will suffice for now
Being both ender chest, ender tank AND ender stress engine is crazy concept.
I know blocks are visible inside of planarium, but I never checked if they are animated when looking into it from outside
having Planarium appear like a tiny clock machine from outside would be sick, twice as much if fully animated!
this is actually objectively correct
...which part?
The Planarium being potentially a better ender blocks or the animated blocks part?
yes
the degree to which i want a clockwork pocket dimension though
This is DEFINITELY something that the magical Precision Mechanism would be used for crafting of.
also only slightly related to this but I just wrote like 5 feature requests all related to Planarium. such a crazy block I love it soo much!
why does my ars creo say failed to load correctly
Looks like you found it already hehe
im having a bug where if i have curios slot inventory and curios head slot keybinds both g, the inventory opens (not what i didn't expect) but when you close it with escape, the slow cursor effect doesn't go away
i fixed this...
but then when i rebooted the server my mouse is still super slowed
i fixed it for now, by using a new instance..
Thanks for that! :3 good luck figuring it out <3
2.5.1
- fix: apply consuming unused items (qther)
- fix: properly clean up in EffectCrushMixin (qther)
- fix: apply glyph uses last fired turret's container (qther)
- add: zh_cn lang support (#83)
2.5.2
- fix: issue with spy monocle mouse slowness persisting ( @fierce anchor !)
wanted to test the new CI automation, thanks @restive plaza for the link
i usually make separate ver: x.x.x commits that i tag
I changed it slightly to allow for making the tagged commit be included in the auto generated history so you can do even 1 single commit for one patch, with 1 commit since last version
ic
gonna release a small update later today to add Articifer's set and Machinaguard's set, Light and Heavy versions of Technomancer's items, to be matching with Ars Elemental.
this also means adding integration with SauceLib, and that means all of these item sets will provide bonuses to Manipulation Power
OH? Are there cosmetic differences?
I might straight up go for one of them if there are
Not yet, sorry, only the item
I just mostly copied the item textures from ars elemental and then separated into _tint and _brass versions, so it's possible to dye them. But the model is 100% the same as technomancer, for now.
There's differences in their attributes though!
Might need to commission @grave moth for yet another thing if they're up for it π
o/ had a quick question to relay from our discord.
Is it possible to do heated mixer recipes with ars technica? If so, how?
Check the tooltip for Fuse!
ah, nice thanks!
okay not today, flu is getting to me
Take care of yourself bud, this yearβs is a rough one
hope you get better soon, Zero!
2.6.0
- Added new light and heavy variations of Technomancer armor: Artificer and Machinaguard. Added SauceLib, armors now provide Manipulation power.
There are cosmetic differences after all @flat summit, but it's just a small addition to Sorceror's and Battlemage's armors (mainly the create goggles) for now, at least it stands out differently from the Technomancer armor.
I hope I didn't miss anything with tags or stats, cross referenced with Ars Elemental armors a few times 
... I did forget something important, here comes the patch :v
2.6.1
- fix: missing damage reduction events for new armor types
Woohoo! New armors to play with!
Praise be Zero!
thank you for pinging me
any time π½
Wait thereβs heavy and light versions now?
yyyeeees
how do i use the fuse spell with liquid in the recipe
Dump the items involved in the recipe into a block of the liquid
What if the recipe req lava?
Ah. Don't think you can then?
how do you do it in Create?
Basin
try casting on a basin?
Wait does fuse work on basins? Last I tried it didn't work at all
i dunno, i am guessing
no, not yet
iirc you should be able to put the liquids in nearby tanks
no(t yet) π
ahh got it!
what is that recipe?
playing a pack called integrated MC
exploring this a bit, though if i do get it working i think this is much closer to ars creo territory so i would probably PR it there, if PRs are accepted.
too much work for me right now :v no blocks are animated at all, not even water. looks like a huge undertaking for me to do, sorry!
bailey was talking about potentially commissioning the gander devs to add scaling so that we can use it for planarium
gander being the thing that powers ponder
if that happens i think your issues would be solved
with the added benefit of better performance for everyone
that would help, i'm up for tackling the logical aspect, but rendering seems very difficult/impossible
Maybe feature request. .. how hard would it be to let us change the sound effect of Obliterate under spell styles? It's not so bad when it's a one-off but when you have a machine casting a lot of obliterates, it's kind of awful, like being near a noisy piston contraption
Or if that's not feasible, maybe obliterate->dampen just silences the glyph lol
(unless dampen already does something, game isn't booted for me to check)
hiding turrets, glyphs with obliterate
around the bases of your enemies
Lol
oh like we dont already do it with twilight forest cicadas
I don't remember if you can set multiple sounds in the style screen? Because iirc obliterate has 2-3 sounds going on, so might have to use Dampen instead π
I think the styles screen is limited to one sound per. effect category or whatever it's called. Dampen would be pretty great though
Dampen it is!
Also as a workaround, I just remembered that the mod Extreme Sound Muffler was included in this pack so I manually dampened the sounds for now
You just have to find out how to make the custom timeline and you could have all kinds of settings there
Might require a bit of digging to understand how to make the option but it's feasible
Just don't ask me how
reminds me that i was already struggling with trying to figure out how to get custom sounds into the spell timeline in the first place
multiple custom sounds is just another (runic) spanner in the works haha. but would be nice to figure out
so uh... how? πΌ
At high level, the effect needs a timeline
The timeline can have different options, for example projectile have on impact, on resolve and the travel part
Which can have their own subset of options or directly the settings
Everything needs to be encodec-able obv since it's all saved in the spellbook data, but should be pretty basic since they're all primitive fields (floats, strings & co.) that have premade codecs
I didn't have the need to play with it too much
But taking one option from the base ars that support one sound setting and editing to support three sound settings shouldn't be hard
Oh, i wanted to mention, it might be good for the Runic Spanner to get some documentation in the book as it has none, so the only real place i could find that says what it does, is the curseforge page. (similar to the fluid tank Fuse mechanics)
Yeah i dont know the difference besides the runic spanner looking cooler
One really cool feature of the runic spanner is you can right-click ith it on a basic source relay (any realay, really) and it converts it into a Precise Relay which is basically a much faster version of the basic relay (60% more source throughput and transfers source every 1/4th of a second instead of once a second)
There are some things the runic spaner can't do that the wrench can, but now I forget what those are. I forgot to file a bug report, I'll keep an eye out for running into that again
oh dang i should make that
the precise relays? Yeah, they're awesome
They're 1 input, 1 output like the basic relays, so if you want an effective spitter you gotta do relay->jar->relays
Which is fine anyway because the splitter is bugged so that if you split to N outputs, you are sort of reduced to 1/N output, so I do spitter->jar->spitters when I want to split output
I think I saw that my bug report for the splitter bug was resolved, but don't think it's been released yet?
Unable to connect Mechanical Crafter
ahh yeah that sounds familiar
Kind of abummer to have to keep around the regular wrench for that
This is indeed a bug and may need to be reported
Are you certain it's mechanical crafters? Just want to make sure i report the right bug, since i can't test it right now
I can't test it now either
I tested and confirmed it's the crafter. Bug report here https://discord.com/channels/743298050222587978/1466303699482841291
Sorry, I don't have time to report now. If possible, please do it
Yep I did, that was the link to the report π
The runic spanner also let's you change delays on spell runes
Yes, that's the main feature of the runic spanner, hence the name π
Thanks for the bug report! I still need to figure out how to deal with the runic spanner, as they're probably not going to do a real tag-based functionality for it in Create, they always check for the hard-coded 1 specific WRENCH item, no inheritance, no tag.
Really? That's obnoxious of them lol
it's fair i guess, don't think they expected anyone to make a different wrench
Two things can be true
Have you asked them?
(in case it wasn't clera, my intent was jocular, I don't actually think they're obnoxious)
I did ages ago but I don't know if it's changed since then
Make a PR to update existing uses to use a tag, and then suggest they stick to it
If the work is done I don't imagine they'd be against it
I dids a things. Been toying around with Create Ages & Ars Technica a lot and it's sent me down a recoloring/retexturing rabbit hole with Ars. Figured I'd take a crack at source-ifying the calibrated precision mechanism a little further. Couldn't decide whether to make the interior source gem (A) or the exterior sourcestone (B). Not really asking for them to be implemented, just figured I'd share.
maybe the big inner gear as brass still, but otherwise like in the left? just to break up the color separation
Please do elaborate. I don't think I understand what you're describing... 
Is that not just back to how the current texture looks then, more or less?
it kinda looks like a source pie
Calibrated precision mechanism pie that gives you a great amount of mana regen and manipulation power for 10 minutes
nothing like munching on some metal
New status added to Ars Technica: broken teeth.
You can't eat food for that amount of time. Liquids are an exception.
How do teeth stop being broken you may ask?
||Magic||
im pretty new to create esp w ars, is there a way to connect 2 source motor together for more SU?
As long as you match their speed, they should work
Yep, just to the same network and the same speed and it's gonna work
wait, what? You can't add SU to a network with a different speed? every time i think i understand I am wrong
You can but not directly, you'll need to convert it
Just picture a bike with two wheels going at different speeds (where the chain happens to be directly connected) it's not a good time
Honestly the RPM part of Create still baffles me
i figured out how to make Cool Smelters
Last time I used create, you can directly combine SU from different engines, even of different rpm. The system converts to the rpm of the fastest source. What you can't combine is different rotations (clockwise vs counterclockwise)
So like, my last create factory used about 5-10 source motors all linked into the same max rpm system, along with a steam engine, and 2 windmills (I just kept adding more power as the game progressed)
Maybe I am misremembering, if so, my bad!
Hello bois
I jsut wanna ask, Can press make recipes that need item+liquid?
Like, i have one of Granite, that press Lava+Flint+ Red Sand
It cannot
could it perhaps be able to with right focus? Say... from Ars Elemental focus of Water could enable pressing/mixing recipes as if there was water present in the recipe.
and focus of Fire could make it as if lava is present in the recipe
I think that's maybe a bit too different from how it works for Fuse, you need no focus, that one picks up nearby liquids (at least on paper, haven't tested it in a while :v)
Just found another discrepancy between the runic spanner & wrench -- runic spanner cannot pick up cart contraptions. Would you like me to add a #1096849320608805123 ?
Imo bug reports is for base ars bugs. For me it would be more helpful to have it reported in the GitHub repo's issues, otherwise I'll lose track of it for sure
Will do!
Would you like me to submit 2 separate tickets for mechanical crafters & cart contraptions? Or a single ticket for both since they're both runic spanner behavior differences?
Just a single, thanks π
I think this has to be solved once and for all, either via me opening a PR to Create, or letting the regular wrench work as an arcane wrench
Done!
fwiw while it'd be nice to only carry one wrench, the mod is VERY worth that minor inconvenience
yeah agreed. despite the runic spanner looking cool i'm thinking it's also fine if the regular wrench lets u do the same thing, but it needs to be documented somewhere. i'll first try exploring actually fixing it with a PR, only gonna go the other route if it's just not possible
What if the transformation into runic spanner was an NBT value you add to basic wrench?
That could actually work
You could even tweak it's model by modifying it's data I believe...
haven't played much with NBT stuff to replace model of an item to another one, but from what I remember it should be possible.
Yeah it is
So until PR would be merged into the Create, that could be a neat work around
i think you may be a genius
which version is this
oh damn
tk don't want to open game and test it 
I was planning on doing so anyway
I'm pretty sure you might either have a luck effect or the transmutation focus
oh that might be it(it is not mine video btw, just some player in other channel :p)
well, there you go
can comfirm it still works with max luck on spell AND transmutation focus
just turned 1 wool into 7 string
version of Technica is 2.6.1
still littlle too op imo, but guess that intended way :p
also 1.21.1 of minecraft
I don't know... doesn't feel like it's intended...
Honestly I had the same reaction, it's so simple and yet so perfect
only thing is i need to take care of transforming player's existing Runic Spanner's to Wrench++
idk if i can do that automagically or just add a recipe
That's pretty easy to do, just remove the item from being registered and listen to the event that's fired when an item isn't found, and convert π
@main flare you did something like this to replace the ores in the private server, right?
It should be something like ITEMS.addAlias
What if someone named their Wrench something cool though? Would name be moved over to new Wrench?
you get the cool privilege of renaming it!!
What about Enchantments? Some mods add new enchantments that may go on other items - Soulbound comes to mind, Reactive could apply as well
i'm wondering if I should change the name of the regular wrench when nbt'd. maybe Arcane Wrench
that is a good point
Also some mods let's you add lore to your items in survival friendly way - what about those?
lore being a text under your item name - a description if you will
You may be able to view the NBT of the item and move it to the new Wrench
im guessing we can just copy over all NBT
That might be one of cooler updates for Ars Technica
I'd assume the components remains on the itemstack
even if it's just technical update
The only thing that changes is the item it relies on
yeah but by doing so it fixes a lot of bugs and lack of interactions that are not ment to... be lacking
Like, when the item is read from the world data the old I'd fails to be found but there is an alias for it so that one gets used
gotta live up to the mod name
TRUUU
I was all set to make a feature request for runic spanner picking up ars blocks on shift+rightclick but it's already a feature!! SO nice, I hate dealing with pedestals and their resistance to my break spell
that was one of the very first requests actually!!
nice
ummm but it just ate my spellbook that was on the pedestal
yeah, looks like items ON the pedestal when you use runic spanner get voided
ill add a bug report on github
My poor spellbook π’
oh noooo sorry π
It's ok, mostly it's annoying to re-create my spells. Usually I keep copies of my spells in a spreadsheet just in case... and I just... didn't this time
But remaking the bok itself is fine, just a few items i have in surplus
why doesn't ars actually have a way to copy spells from 1 book to another
There is
Ctrl+C, Ctrl+V
it copies a base64-encoded blob of some kind into clipboard, can paste anywhere you can paste plaintext
inluding into a spellbook!
i've never bothered decoding it but im gonna guess it's like bson or something
it's just json
ah nice and human-readable!
o that's good to know, i should implement for ars-zero
you can only copy 1 spell to another spell slot in that, but not from staff to staff
think i got the 'migration' down, seems to work. need to test with nbt data. wrestling the rendering itself now, should be the same but alas.
to be continued π΄
I love runic spanner though..
You could just rename the wrench to Runic Spanner
That name was mostly to show it would do stuff for runes which was the first thing it could do
But it does more than that now
I always forget it does stuff with runes, despite the obvious name
Yeah I think I need to add some ingame docs to explain
Can you add a patch for my leaky memory while you're at it?
Which what where.
The memory leak inside my brain
the one that causes me to forget obvious facts, like runic spanners affect runes
oh. was gonna say I have a case of memory leak + stack overflow within my skull too
I think it all works, tested by putting an old Runic Spanner in a chest, even with an enchantment it gets converted to the new Wrench that has the ars technica arcane_wrench component and keeps the enchantment
just gonna fix that bug too, but all "lack of regular wrench functionality" bugs should be fixed with this!
Woo! Lovely how quickly you respond to bugs btw. All the addon devs have been so responsive to bugs.
I try! I'm not always that quick though π’
Well so far my experience has been that most bugs I've reported have been very quickly addressed. The one exception was the bug with splitters in bsae ars that dramatically hampered their transfer rates if linked to multiple sources, but that ws recently fixed. Took maybe a couple of months
yeah base ars tends to take the longest time
i still have like 10-20 bug fixes in the pipeline
15, it seems
2.7.0-beta
- feat: runic spanner is no longer a separate item, but rather an NBT'd wrench called Arcane Wrench
- feat: in-game docs
- fix: pedestal not dropping item when using arcane wrench to yoink it
If anyone could double check that their Runic Spanner gets converted succesfully with any extra data they might have on it, that would be amazing
btw @broken condor thx for the feedback regarding tooltips!
working now on an upgrade for Press, so you can use
for Compact/Pack
actually need to separate compact and pack with
and
, otherwise u might accidentally Pack the thing you just Compacted on next run unless you take away the item entities immediately.
also guessing people like to have full control
Compacting could be it's own spell with unique visuals...
Maybe an implosion that pulls stuff in and when
it compacts items instead?
Could but also Compacting, Press and Pack in Create all use the same mechanical press
I mean... I suppose...
My thought process was to make it less likely for it to pick wrong recipe, but with right modifier it could be solvable.
Also... Basins let you limit recipes that would be performed, but with spells there seemingly is no way to perform specific recipe if multiple would be possible.
Maybe Pedestals could dictate what recipe output it's looking for?
If near pedestal with item, crafting spells will not perform a recipe unless output matches that item.
Gotcha, but I also like to not create too many glyphs, if we can just slightly alter the behaviour with an augment
I'm thinking to maybe instead make a new block for Ars Technica to help with this. Similar to Depot, but with a bigger inventory and filtering options
Hmm... That could work as well!
oo yeah i love how explicit that is
2.7.0
(same as [2.7.0-beta](#1281613727824613467 message))
- feat: functionality for create recipes Compact and Pack to glyph Press
- qol: 'Subsequent Effect' support for Press, Fuse and Whirl
The idea here is that glyphs can now show a bit more context about what exactly they will do once they're in a spell.
If you hover it in the glyph grid, before it's added to a spell, it shows you possible recipes.
When in a spell, it shows you the chosen recipe.
2.7.1
- fix: relay not turning into precise relay when wrenched; other relays than regular relay being able to be turned into precise relay
can't have a version with zero patches, hua hua hua
aren't all your patches zero patches?
2.7.2
- fix: a server crash due to a client side mixin being in the common config
i think itβd be fun if the superheat glyph could be used on spells like ignite or flare. fire magic go brrrr
Is there a glyph that's able to perform the function of a spout to supply fluids to a recipe? I want to cram a Create recipe chain into a spellbook and there's a spouting portion that I don't know how I'm going to bypass...
Found a problem with better neather and ars technica 2.7.0 onwards using both gives the following Error screen
Version below work perfectly fine
You mean if you downgrade Ars Technica you don't get an error anymore? Kinda weird, don't see any Technica mentioned in the errors
There's not (yet)
Yup without it and or before 2.7.0 no problem at all
This is just 1 of 2 create adjacent mods I found to be giving weard errors with better neather installed.
Ya give me a minute
327 lines
Danke πββοΈ
Gern geschehen
Oh ja, Technica is in der logs
Also just figured I'd say but I'm not fluent in German I just add bits into my speech because my heritage. Just so there's no future confusion
same, I am something like 10% german and I speak 0.01% german
vundabar
Couple of pathes released, check if 2.7.4 fixes the issue for ya @vocal anvil
... can you upload another log? I think it's now a different error
love me some whack-a-mole
Logs or crash report?
Crash report yeah
K just making sure I send the right thing
174 lines
Zank juuu
Did someone say zank. Lol
I think I found the error there, I need to jarjar sauce, not implementation, idk why I did that to begin with. but need to run now, will put up another patch when possible
Lovely.
I'm in no hurry I'll wait.
Tho after looking at it I think I'll use it anyways
You shouldn't really need to as all mods that use sauce should jarjar it, it was just my bad not doing so
But yeah if you want to get unblocked now, that's the way π otherwise I might not get around to it until tomorrow morning
Like I said I'm in no rush. I still haven't even found the right seed for the modded playthrough I'm wanting to do. So this is still just a lot of messing around and trying to get all my favorite mods to work right together.
2.7.3, 2.7.4, 2.7.5, 2.7.6
- fix: potential crash from schematic cannon
- fix: not being able to upgrade to ATM armors from technica armors
- fix(arcane-wrench): guard Create wrench access during registration to avoid crash
- fix: Machinaguard's Helmet and Artificer's Cap do not augment hud with goggle information
- fix: Sauce library dependency not being jarjar'd, potentially causing crashing
Was my Runic Spanner supposed to turn into an Arcane Wrench in the 2.7 update? We're on 2.7.2 and mine just converted into a regular create wrench
that's a lot of releases
Not a big deal, I can craft up a new one (or ask my admin to replace it lol). But not sure if this is intentional or if I should be reporting it as a bug to you π
As far as I know that was supposed to happen - now Arcane Wrench functions as Runic one while being technically a base Create Wrench - meaning no more lacking interactions from base wrench on supposed upgrade in theory.
I suggested that a while ago and it was been shortly introduced in an update at one point.
I knew that change was coming, I just thought the runic spanner might get auto-updated to the arcane wrench. Guess not π not a big deal though to craft it
Arcane Wrench is just an NBT value on base Create Wrench
Again - base create Wrench means it keeps all of it's properties while the NBT value let's it also get it's arcane properties
Yes, I know all of this. I'm referring to this post: #1281613727824613467 message
Ah... Alright my bad then
All good π
I misread this Soo badly... You did describe it well here π
lol π i have this bad habit of only reading half of someone's message before replying, only to realize my response was totally unhelpful when I later read all of it
It was supposed to, yeah :/ I even tested it a dozen times
Hmm.. if the wrench were stored in a backpack, would that change things?
Because I'm fairly certain it was stored in my backpack
It shouldn't really, but perhaps. Sorry for the loss π
Oh it's a pretty minor loss lol
micro-releases :v most of them were one-commits
Touch > Apply doesn't appear to be able to use an Axe properly.
It is stripping the log but it's not getting bark like it's supposed to.
Deploying recipe:
Setup:
Axe in the barrel
strips, but no bark is created
Also, AOE and Pierce don't seem to work with Touch > Apply, but do work with Projectile > Apply
as in Touch > Apply > AoE only affects the block you click, nothing more.
The Machine essence clearly has a placeholder texture, and it kind of bugs me. I'm making a modpack and wanted to know, a friend of mine enjoys spriting, if he made some n handed em over to you, would you be able to implement them?
What is the machine essence?
Used for the two machines
Those need full models, so a lot more work
This is the sprite, took a shot in the dark and assumed this is placeholder.
Ohhhh I completely misread your post from before, sorry
note to self; don't read Discord as the first thing you do when waking up lmao
Though I didn't get what this had to do with Ars Technica still, what would I need to implement and what are "the two machines"?
The mana generator and mana fabricator. I may have accidentally picked up an older version of the mod, but this version includes the machine essence and those two mana machines, and all three seem to use placeholder textures/models. Here are the recipes. Since they have recipes, I'm assuming they aren't indev/unfinished.
I really don't know what that is, it's not from Ars Technica.
I want to help you but I'm clueless what this is about
maybe figure out what mod 'mana fabricator' is from?
I am
So sorry
I jsut found the issue.
I mixed up "Ars Technica" and "Ars technical"
omg
i had no idea that existed
i have to see it now
i can't find that but i found ars technic
It's for integration for tech mods with FE and such, I've been doing "@Technica" to find the recipes and such for Ars Technica, and didn't bother to check the exact ID. That is entirely my bad.
seriously do we have Ars Technic, Ars Technica, Ars Technical? wtf is this some sort of pokemon evolution
ahhh okay, so it's this mod https://www.curseforge.com/minecraft/mc-mods/ars-technic
That's the one
it's been in beta for 2 years but who knows, maybe they'd be up for new textures/models?
I'll DM them or smth
Again I'm very sorry for the mix-up, but while I'm here I will say I've been loving what I've seen of Ars Technica.
No worries, and glad to hear it π«Ά
Since it has only 3 things, if the only thing you wanted was source to RF there's another addon that does that
Hey, hum... I dont know if this was already sugested or not, neigther if it is a good or stupid idea, but... What about a familiar? Im not sure of what it whould do i just think a little mechanical familiar to go around with us is a neat idea
Basecly, yhea!
What if it was a little robot you had to build to get as a familier.
That would be cool! But really i think the problem whould be WHY it exists, like, outher familiars help in some short of automation sistem, so, what could it actually do to justify existing?
Well, a familiar that casts a spell you give it is a good start
and if not used as a familiar, have it interact with one of create's system- Maybe it consumes source to turn cranks as an early alternative to the source motor
maybe it's programmable, like Mana&Artifice golems
there's definitely a lot of unexplored niches
I feel like being able to interact with different create things would be a good start. Like maybe it could be a send package like the frog ports
OHHHH!! Thats a good one! Yhea! And meiby it dous something special if puted as train condutores or package ticker? Like, i dont know, makes the trains and the packages asked travel faster or something...
so ars technic, ars technica, and ars technical exist, all by different authors
i love this
I think maybe not Ars Technical, that was a typo. Just Ars Technica and Technic
this literally says technical right there?
The ID says it's Ars Technic, but the name is Ars Technical. It's probably the same mod.
you are technically correct
i am technical correct
Best kind of correct
Now all we need is another mod called "Ars Tech"
I mean you can also just do burst processing. I need to test if prop self works with runes/turrets, but you could potentially use a plane or burst to trigger those 90+ whirl casts and just propagate them back to the location.
Qther (or anyone else), have you built an obliterate-based crushing wheels machine? I built a couple a while ago, so I don't need one. Just curious how other folks went about theirs and what kind of speeds they got (if they were aiming for high performance anyway, which I was not for mine)
the one time i did it was for resource generation using conjure terrain
i just used brass funnels/chutes there
it shouldnt be hard to make a timing based one though
Yeah mine are based on timing. Spit out a stack or two, obliterate, and a precise number of ticks later pick it up before another round begins. Not blazing fast but plenty fast for my needs
Need a glyph to do Mixing. I donβt want to have to build a mixer.π
isn't whirl for that
Fuse does mixing?
Yeah. Fuse does mixing, Fuse + Smelt does heated mixing, and Fuse + Superheat does- well, superheated mixing.
what does superheated mixing even make besides, like, lava
Most superheated mixing recipes I know come from Create add-ons. Base Create might only have that one lava recipe.
I know Iβve had to do one once and it was a pain
is it really super hot if time moves when you aren't
Isn't obliterate still kinda weird? I feel like it shouldn't make extra obsidian here
Is it? Looks like it's just spreading out?
There's a 75% chance for that recipe to give you back your obsidian, iirc.
its not obliterate's fault
its the transmutation focus
or in this case the turret
it doubles any chance based outputs
which is pretty broken
Ahhhhhhhh I see what you mean lmao
Yeah but recently bug was fixed and chances shouldn't go above 100%
But here it clearly makes more than 1 obsidian per cycle
I expect it to always retain 64 obsidian and generate 64 dust on each cycle, but it turns into this madness so I'm assuming that it actually has 150% chance for obsidian
the problem isnt that it doubles the chance of drops but that it doubles all drops that are chance based
so a 75% chance of 1 obsidian becomes a 75% chance of 2 obsidian
spitballing here but i think itd be nice to have an item that contains fluids to substitute fluid outputs so that we dont get 1000mb of lava from fusing one cobblestone
could have right click functionality to fill tanks and then remove 1 from the stack
also item drain interaction
id suggest the name to be something like Inert/Dormant Droplet
i can probably implement most of it, except rendering the liquid inside the item
idk how to do that
Client Items are the in-code representation of how an ItemStack should be submitted for rendering within the game, specifying what models to use given what state. The client items are located within the items subdirectory within the assets folder, specified by the relative location within DataComponents#ITEM_MODEL. By default, this is the regist...
You can just take insp from the SBM fluid jar
For the model, just two layers with tinting, we have examples in the main mod
gives create vibes
this man is a legend, pin this post
hey yall, I'm casting a spell
(Touch -> Sensitive -> Press -> Extract)
from a spell turret pointing straight down into placed liquid in the overworld to perform liquid compacting. It works, although, it is also deleting a block that is a certain distance away from where the spell is being cast (8 blocks south, 9 blocks east, 8 blocks up). The block that is in this spot every time the spell is cast disappears entirely from existence. Also, if the spell is changed a little using Propagate Plane with AOE and Pierce to say create a 3x3x3 of Press -> Extract, then all the blocks in that shape are also now disappearing using the original coordinates (8 blocks south, 9 blocks east, 8 blocks up) as the epicenter of the block deletion. What is happening?
this is wild to me personally i did not know you could compress liquids
Create mod compacting recipes is what I meant for liquid compacting. Touch -> Sensitive says it can target Air and Liquids so I was messing around trying to make an ars version of Create's mechanical press
yeah no I know what Press does anr all
I have just never seen a recipe to compact liquids
I would first try removing sensitive, as it is not needed on turrets
turrets using touch always target the block in front of them
would it still target the liquid without sensitive?
yeah
I think the sensitive on touch either does nothing on a turret or it changes the targeting in some other way
I don't think that's the issue
I removed Sensitive and its still happening, block still disappearing at specified distance.
I'm playing on a server so my main concern was will this block deletion in this specific area from where the spell is being cast cause corruption?
could be a bug with the Press glyph. I wouldn't imagine it would be corruption though
Okay, so if I built a little machine and jus didnt build in the area that gets deleted every time the spell is cast then I should be fine? I didnt want to corrupt a chunk or do something along those lines letting this machine run
I have this setup on one of my bottom floors is the thing and its creating a hole in the floor above it everytime the spell is cast
have you tried having the turrets in any other orientation? Below the water? I'm curious if it changes what blocks it targets with this deletion
especially if it is very consistent in the blocks that get wiped, I would say as long as you keep those spots in mind... it should be fine
still quite strange for sure
and im scared to move it now that i found the distance its at cuz i have other machines and things setup around it
so i didnt move the orientation of the turret in hopes that the spot wouldnt move and delete some blocks of my other machines
lol I would say maybe this thing needs to be housed in it's own facility
also, what blocks have you deleted? Have you tried using something like Obsidian in those spots?
so far the thing deleted some modular beehives and centrifuges so it doesnt have a preference, jus a distance of effect is what it seems like
like ANYTHING in that specific area from where the spell is cast jus disappears
if the block itself had upgrades in it or something then those get dropped but the block itself jus poofs into thin air
So it may be using Press on the block itself
and much like how Crush destroys blocks like that
That is definitely strange, even moreso that this is happening 8 blocks south, 9 blocks east, 8 blocks up from where the spell is actually being cast too
Oh so it works differently from luck glyph. I see. I know that logic of chance increase was changed so that it never exceeds 100% and gives less chance per glyph, so I was expecting transmutation turret to follow same rules
So if I use luck glyphs with transmutation turret I can still go above 100% virtually
Unfortunately after I reported that "bug" luck glyphs were just disabled for obliterate in ATM10
Even though the bug was fixed after a few days
Oh well
god forbid obliterate be too powerful in a pack with MA and bees.
ATM10 decisions being bizarre as always when the pack already gets snapped at the knee in the first few hours if you're being optimal
I remember the many nerfs they tried to make to spells against that dungeon you need to do for unobtainium templates, because their idea of challenge is "don't go too fast or you'll lag to death"
Can't have us being too smart
ANYWAY testing this with Aeronautics as we speak, will get back to y'all.
Pretty good!
Meanwhile MFFS disabling all spawners in 50x50 chunks area is being untouched
does fuse not benefit from transmutation foci?
Edit: Use 17s on the Whirl setup instead. Whirl setup rates may not be correct either, but it is at least 2 stacks a second.
Use 17s on the Whirl setup instead. Whirl setup rates may not be correct either, but it is at least 2 stacks a second.
two stacks a second is crazy
is there a way to make sure that the source motor only takes from a specific jar cuz the one in my basement keeps nicking source from the jar upstairs thats ment to be for my farm
@restive plaza could i get some assistance in this?
my apologies im gettin names mixed up these days XD
is there a platform I can use that allows spell turrets to use technica spells on? for example, say I want to use turrets to automate precision mechanisms? normal platforms and depots dont seem to work, and leaving it on the ground makes it bounce around too much to trust
There's something being worked on for Ars Energistique that allows this
lmao
does the arcane wrench have support for the display case?
for scroll wheel adjustment
i forget
looks like the answer is no
Would be nice though
This came from the normal wrench
Apply does funny things when you try to do it with multiple items
@fresh condor weβre running into some weird issues with Press on the server I play on. Some recipes just donβt seem to work - in particular, Incomplete Tracks and Sturdy Plates. Other recipes work fine.
Confirmed that the recipes didnβt work in a singleplayer Ars Expeditions world either.
Further testing indicates it is on multi-step items.
Ah yeah allthemons has the same issue with poke ball production related stuff
Does :whirl: only work with items floating on the ground, or is there a way to make it interact with items on belts/depots?
I thought it did work on Depots.