#Ars Zero
1 messages · Page 2 of 1
Amazing work on dispel, there is a slight oversight though as using dispel on a voxel with split
causes only one of the voxel to be dispelled
(also apologies for not being able to reply, this week and the following ones are coding pool which working all day to sometimes midnight)
here a cool spell btw
this sounds like a lot of work, hope you get some deserved rest too!
Hmm sounds like a bug with context, thanks! I'll fix it
how about convergence with wind burst?
That would probably be the logical next one because the one I'm working on now is earth related
I’ve been out of the loop on stuff, what’s Convergence do?
On its own it can charge source jars (and maybe other players, I could only test it on myself lol)
Then it has currently two compound effects:
- Megusplosion
- Sacred Conjure Water
See it like Tier 3'ing existing glyphs basically
Oh, cool!
this cute fella is coming in 1.7
he's just a visual indicator, not an actual living entity
I love him
"If anything were to happen to him
I would kill everyone in this server and then myself"
I got good news for you, he is literally unhurtable
For the server you mean
he stops building when punching him, but only the caster can do that. he pauses building when right clicked
Oh building ?
It's Convergence + Conjure Terrain
Ic
You start by defining a shape of a structure, by default a cube. There will be a modifier scroller for the size
With some some augments you can choose a different shape.
Sphere
Hollow
Flatten
Then with the staff you can extrude this to be a tower as it gets multiplied to be a cylinder
That's the idea at least, just a resizeable cube atm
Could be, let's see. Hope it won't feel clunky
Okay, so! Strange behavior:
Turrets can use convergence- That is fine. What I didn't expect is using it as way to move source from one jar to another and discovering that, uh, it uses my mana to infuse the jar, and only uses the source for the initial casting. Also, phase turret can't sustain the infuse into jar effect.
Interesting
Yeah. Tbh, it not being sustainable isn't a problem for me, I could do repeated shots to infuse jars, but
It draining my mana really is a no-go
Also, if you have the mana to use it, enchanted turret+convergence can lead to a net positive in source?
Hmmm yes, I'll have to fix that 👀
lil terrain guy can
too
it's a bit gimmicky, guess it's gonna take a while to 'get right'. I currently have some new augments;
Geometry - Cube (default shape)
Geometry - Sphere
Geometry - Flatten (sphere -> circle, cube -> square)
Geometry - Hollow (othewise solid)
You can set the size with cmd+scroll, when flatten is used you can set the depth with option+scroll.
Regular scroll is locked to one axis, and you can use the arrow keys to position in the other axes.
Option?
On Windows; Ctrl instead
Oh yeah alt sorry. I need to test on windows later, I do have a PC as well
I was thinking since you quickly use up the amount of glyphs available, I may make a Builder's Tool that has more glyph slots but somehow is limited to conjuring blocks or breaking blocks, but later on. First I want to get this right. Anyway, before I go further on that, got some issues to fix instead
my beautiful training grounds
The interlocks cylinders tickle something in my brain lol
chinese
Ahhhhh Les go
there we go
Wait dyeing the staff dyes the UI?
Yoooo
1.6.1
- fix: discard not working when resolving on multiple voxels
- remove: unused player animation library dependency
Yibby
@deft sentinel ^ new patch coming on CF soon w/o that library!
i want more bones to animate than there is in the Minecraft player's skeleton anyway heh. we'll get to that in 20 years when hytale comes out
The dev came back and reopened my bug report.
I guess someone else had the same issue.
Is there a way to have voxels orbit the player
Not so far. There's already
but this is closer to a cast form (I guess that's why there's a older
emoji) as it does not cause an effect on previous resolved entities from the spell context but spawns new projectiles that orbit.
Anyway, if I add that, I would like for it to be used for any non-living entity (though would be fun to orbit chickens around you) and I'd have to come up with a new name.
"Revolve"?
Yea I can get behind that
are these augments exclusive to geometry glyph?
Augments are always exclusive to specific effects, so yes. It would be exclusive to Convergence... however I'm thinking it's a bit confusing, as these augments would not work for Explosion and Create Water.
Granted, I could make them work, but especially for explosion it really doesn't make much sense. A square, hollow explosion? Nani
Maybe for water it could somewhat make sense but you don't get to choose the size... it's just filling. 🤔
So I'm half questioning my sanity and half questioning if these two new things (Geometry - Break Structure, Geometry - Place Terrain) should be another effect entirely.
I like the idea of being able to do something on a large scale but still keep the same 'interface' as Ars players are used to for Conjure Terrain and Break, but I'm thinking 'Convergence' may not be the best entry point for these two processes
So yeah great question, maybe let's create a new Glyph called 'Geometry' or 'Geometrize' or something, that should make it slightly more clear.
lil bro follows you around now in his own cute bubble
imho, a small floating island would have been more fitting
like those botania flowers
true! but won't i need to change the model completely then? or can i render two models in one renderer...? it's easy with the sprite at least
oh well you could include the island in the entity model and hide it on need
like the crab does with the hat
hmm yeah. just wanted to avoid making a separate model, i'm reusing the amethyst golem model
if that changes, i have to change it too
but maybe that's the case anyway, if that model changes, the texture surely would as well
I decided in making a new glyph called Geometrize. This will by default conjure mage blocks, then you can choose Break or Conjure Terrain as alternative effects.
And this one should work with block shaping 👀
noice
about being able to do something on a large scale
how about fully rotating a block structure?
By default does nothing if there is at least 1 block of hardness above x
amplify - increase hardness of blocks able to be targeted
dampen - .
extract - rotates the structure even if there are high hardness blocks. Does not move high hardness blocks. Any low hardness blocks that would be placed at the location of high hardness blocks get destroyed (you still get normal block drops)
you mean to rotate an existing placed structure? I'm not sure I fully comprehended what you meant when you meant above 'X'
I think this was also the general idea with Select + Anchor already but it's just quite a pain to get it working right unfortunately
you have to post a funny idea here now
Make the Fern Spammer build possible when you get to the Zoltraak glyph 
yeah, rotate an existing placed structure
"by default does nothing if there is at least 1 block of hardness above x"
let x = 20. This means that the spell will fail if the selection area contains any blocks with hardness > 20. Amplify can be used to increase "x".
tbh I should've chosen the required tool tier instead of hardness lol
oh
"above x"
i meant "greater than"
😭
Won't do that one because of all the complexity with block states, block entities and storage 🙁
When you use 'Break' it uses a different animation (harvest2). That little stomp even moves the island, very cute
I can foresee some very weird things people could do with
and this glyph
This is actually a great way to create a reservoir, if you do;
Geometrize - Sphere - Flatten -
-
and then extrude it to be as long as you need, it will break the blocks and place water as it continues downwards.
it's a bit OP though as I'm only draining mana for the block placement or break, not actually the forwarded resolved spells (e.g. the
) but I'm not sure how to do that in a balanced way 🤷
I think actually by default Geometrize can just forward the spell. So you can cast whatever you want on each block in the structure, not sure if that would be a problem (other than it being OP in some cases)
The other downside is that with the Break and Terrain compound effects, the break/place speed is governed by your Earth Power.
Right now for the default behaviour with mageblock it's Summoning (Conjuration) power.
I could do that in a generic way, checking the first school of the first effect and try to get the associated Power from that, perhaps.
I...try. Sometimes.
Granted Technica has some balance hics but Zero might surpass it quite easily. To be fair it's much more experimental
If balance is a concern, I would probably lock the Staff or the new glyphs like Convergence and Geometrize (is that the golem one?) behind late game.
Yes, Convergence and Geometrize are already Tier 3, that's as late game as it gets
eh, i dont think thats really balance as much as it is delaying stuff
Yeah I agree. like if the cost for convergence was 1 mana on its own, just because it's T3 doesn't mean it's balanced. That's why I made the Water / Break / Terrain compound effects drain based on blocks placed, then it's up to the player to find out how to get more mana (regen)
my thoughts on it are so long as you can't bypass claims with these, it should be fine
unlike a certain ritual of conjure islands....\
another thing is you can 'wall hack' a bit with Geometrize because you can see what are empty blocks thanks to the grid displaying stuff in green/yellow/red depending on if it's free/touching/overlapping blocks, but i think ars players probably can wallhack already
yes that we can
which reminds me, i could have done an xray ritual sooo olong ago....
MRI ritual when
also don't let balance limit your creativity
i meant in my singleplayer world, i gota cozy world going on honestly
not very often i get the right mood for singleplayer
that is a fair point. i just would like people to enjoy the mod in multiplayer too and don't want people to hold off on it because it would 'ruin' the rest of their experience
to that i say
ars plus
which, mind you, is unbalanced and it indeed isn't in a lot of modpacks, but-
but that's my point, ars plus and ars trinkets are not things i'm aiming for (in terms of balance, bless the devs and their ideas for the rest, it's golden)
that is a gif i didn't know i needed
another mention for a need for a black hole
not against implementing that for sure
but "could i achieve chibaku tensei with your addon" - right now? I... don't know? Maybe?
ill see what can be done
ive recently made a big leap in oritech so i reckon its finally time to delve into ars instead
A funny idea (@winter phoenix didn't put one out):
A beacon like block or a ritual that automatically casts spells on entities in it's range in the same way that the new staff can.
Casts initial spell on entering range of this "beacon",
then casts continuous part of the spell while entities remain in the range,
and finally - casts closing spell on leaving range of the "beacon".
Naturally it consumes source over players mana since it's a block casting spell.
That's an interesting block. Maybe there could be a configurable range, (living?) entity filter and two modes: triggering on any, triggering per entity.
If you wanted a block that kills any undead in range with shooting voxels at each one, you need triggering per entity
6000 lines of code later...
1.7.0
- add: new glyph Geometrize and 4 related augments; Cube, Sphere, Flatten, Hollow
- add: Geometrize + Break compound effect: Break Structure.
- add: Geometrize + Conjure Terrain compound effect: Place Terrain
- add: Sensitive support to Anchor to freeze target in initial relative position
- add: show mana drain per second when /ars-debug is on for Geometrize and Convergence (Sacred Conjure Water)
- fix: crash from clicking docs button in staff UI
For a 'somewhat' balanced approach for Geometrize; if you see the Arcane Golem, not the Earth Golem, it means it's the generic structure resolver. This one will drain by default 5% of the forwarded spell on every resolve, probably there's a better way of handling that, but this is better than nothing.
todo: fix turret convergence behaviour
todo: black hole glyph (?)
todo: beam glyph (zol'traak)
hey man i did say the idea on #1281613727824613467 its basically a mechanical bearing/piston spell
kazuma needs credit when and where credit is due
despite being a panty thief
todo: fix crash related to explosion controller entity
today i learned about this because i finally logged in
staff stuff makes sense. but did the block movement stuff get removed?
with the temporal anchor in tick
we shall sail the seven skies
New mini game. Anchor a boat around a maze. The end of the spell is interact, so you teleport to it
Still can't get the thing to work with moving a chunk of blocks around though
wich iron's spells are you using?
im starting to take a real look around irons spells so i need ideas
I'm far from optimized. Bunch of random stuff. Echoing strikes works with ars spells. Charge is a speed boost, but doesn't help ars lightning damage. Lightning bolt is easier than t3 for a charged creeper acquisition
wait, echoing strikes works with Ars spells?
😮
im playing cisco's rpg modpack, this is going to be so useful...

Locked behind a config because it's too glitchy when you start using it for more advanced blocks
from what i can see, lightning bolt, echoing strike, haste; charge, magic missile, summon swords, electrocute, pocket dimension, oakskin, ascension, shockwave, lightning lance
iss has quite a good buff spells
like evasion or eldritch shroud
and i think they aren't affected by
?
Don't forget to dye your staff too!
1.7.1
- fix: crash when using convergence explosion on server
Zero, you still have the Player Animation Library set as a required dependency on CF.
Which auto installs it each update.
Second this ^
You can uninstall/disable it and it doesn't break the game, but it keeps installing it.
I suspect you encountered it breaking Better Combat as well.
Yep but this is not my fault
I already removed it, so I've asked CF why it's still there
Probably just CF being dumb again.
The app's search is also horribly broken
And it likes to bug out, requiring a restart
CF has broken a lot of stuff recently.
Yeah, I actually didn't know that was what broke Better Combat's animations until someone pointed it out here in the Discord.
I thought it was only me... I'm so used to a very specific catalogue showing up whenever I search for mods, but right now it's all over the place and I can't find my lovely 50 Ars and Create add-ons that I always install.. More annoying than usual..
only reason to use CF is ars, which uhh, lacks a bit on modrinth
CF seems to be using a fuzzy matching algorithm that is very poorly implemented.
Actually this was my fault, but I didn't realize this. Every file in CF has the 'relations', so I had to remove PAL from every single file, otherwise it'd show up in the relations tab in general.
But I think the real bug is that new files, despite me having set the new default relations, still added PAL as a dependency. Maybe it copied previous settings... hopefully should be fixed for good now!
Did you check the default relations in the project settings?
Yeah, that's the thing I adjusted first
But for new builds they still got PAL added, that's why I think maybe it would copy the previous' builds settings
looks more necro
To do, fix/investigate this:
"When trying to use the circlet I keep getting the 'this spell does not start with a form glyph' error when I use Self first, am I doing it wrong?"
More anima stuff 
Fire. Oh how I wish I was on 1.21
Not fire, anima. 
Be the change you want to see
finally got temporal context form working for turrets
so remote charging with convergence is possible, you will lose mana on the form though (~10 mana)
1.8.0
- add: Conjure Blight glyph, change to use instead of Envenom, change visuals, change to apply Wither instead of Poison
- fix: temporal context not working at all for turrets *
- fix: turrets having 1 tick delay too much
- fix: convergence for turrets draining player mana instead of source jar source
* There are some new bugs from this, e.g. using Convergence + Explosion causes a small explosion in addition to the large explosion - I'll address these in coming builds!
i was quite struggling with this temporal context fix for the turret, when i finally thought i fixed it, it was STILL broken (from my perspective) because of the other bug; tick delay of 1 meant an actual tick was being skipped for turrets, that's not how it works for other cast devices. glad that it's improved now 🥵
todo: fix turret double megasplosion
hello there
is there a list of what convergence can do?
- charge source jars
- with explosion:.biiiig boom
- with conjure water: veeeery water
Y E S, CONVERGENCE IS NOT A VIABLE SOURCE SOURCE ANYMORE WOOOOOOOOOOO
Not a viable source, source? Okay PaRappa.
actually what did you mean, was it glitching that hard before and giving more source than it was taking?
No hole filler with related glyphs?
If Convergence + Conjure Terrain works like that one mod that literally just works to fill holes in terrain automatically that would make it the best mod ever
ZEROOOO, MAKE THAT A THING
AND MY LIFE IS YOURS
I mean, it's basically what conjure water convergence does
Seems like only needing to switch from water to a block
Mmm ..
Obv without the cross-glyph interactions
One thing about the hole filler mod was that I think it naturally fills the terrain
yeah that is mega cool
Doesn't just use one block but is adaptive to the environment to fill it in
If Convergence + Conjure Terrain did that it would genuinely be one of my most used glyph combos
why not just.... use that mod though
That's a bit hard to do because convergence start from bottom and need to be held
That mod does all at once probably, scanning the area to fill then deciding how to stratify
Even if visually it doesn't seem instant
Honestly no reason. I just threw the idea out there.
Still, a depth based switch from stone to grass could still be attempted I guess.
i mean each convergence application now has a separate entity so they work completely differently but yeah i think this is quite a doozy to implement
i feel like i would just end up stealing an entire mod to put into my own
That's fair.
Even just fixed to dirt would be pretty useful
Mmmmmmm.. A block fill/terrain fill analogue to the water combo would still be cool.
The other option to do that is currently using

I could do Convergence + Conjure Terrain that would work exactly like Conjure Water. You can choose if you want to use Dirt, Stone etc.
To only chain on the blocks that have the face hit exposed
There's a small delay between each y level so you can stop it in time
Ex. all blocks that have the top face exposed to air
Is the plan to add Convergence functionality to every base effect glyph or are you thinking of just a limited list, by the way?
Not saying you need to do all glyphs, I just got curious about the scope of it all
Ah btw still waiting to see the thing you wanted to upstream into Sauce regarding glyph combo
Absolutely not to every base effect glyph, just a limited list. I would like to do something like 1-2 per school of magic though
There's too many base glyphs to cover
Yeah that tracks.
Yeees. Although to be honest I'm not really completely happy with my own solution so far and I question a bit how great of a UX this currently is.
Some pain points;
- a compound effect (e.g. Convergence + Conjure Water) does not always allow for all of the augments shown. You can add e.g. 'sensitive' but it won't actually have any effect.
- once you have clicked Conjure Water, it does not show in the UI anymore that it's a compound effect, that's only visible via the tooltip when the current/last glyph is one that allows for compounds (e.g. Convergence)
maybe if i figure out how to address those points in a holistic way it could be worth sharing, it's just a bit thrown together atm
First point seems inevitable, but could be solved by warning
Second, can't you just look back if there was a combo glyph and the current one is combo-ing?
Yeah I think second one is easier to address in a way but I will have to do a mixin for the regular spellbook. I want to avoid doing that too much, but speaking of inevitability I think that's just how it is
I would like for the first point to just not allow unsupported augments, but it will be a tricky ahh one, i need some sort of map in e.g. Convergence of the compound effects and their supported augments and caps
which makes me question if i'm going down a path of insanity
but, i still think these combo/compound effects totally make sense in general
rather than bloating spell books with a bunch of new glyphs like Convergence Conjure Water, Convergence, Convergence Explosion, Convergence Terrain...
yup, you could essentially get infinite source, regardless of mana consumption from the player
How did you do that?
I did notice an infinite source bug as well when I finally got it working, basically casting and then stopping (from turret to jar) but after some fixes I couldn't reproduce it
Just set one of your phased turrets, set it to projectile>convergence on the first track, and context>sustain on the tick one
it refused to sustain, but each hit would drain my mana to refill source
until it couldn't, but it'd infuse mana into the jar anyway
well, as source
Nice. No more!
I have a question, I remember seeing one of your demos of the staff replicating the Gravity Gun. How did you do that?
Was it something like touch select, then anchor and remove gravity in the repeat phase, and launch on the end phase?
Pretty much
It's sustain in the repeat phase, actually
I've been using this to move mobs around for rituals in Occultism, and forcing them through warp portals
great for capturing creatures in jars too
sustain is a new one
it was anchor
It's, for entities:
Begin: projectile, select
Tick: context form, anchor
End: context form, push
thanks
hi im very sorry that i was sleeping
did you read the tool tip ingame for it?
If it's not available; it processes blocks from bottom to top instead of top to bottom
can't have a zoltraak beam without a proper magic circle
The idea is to have it somewhat customizable, but you won't be able to choose its scale. Instead, you'll be able to toggle all the bones (shapes), that way it does not get mixeled like Mahou Tsukai. Also it uses the same symbols as enchanting in Minecraft
This will be available only for multi phase devices (at least psion's circlet and staff, let's see about the turret)
wait what is the question mark in this instance?
im trying to get the gravity gun spell but im super new to this and have no idea what to do rn
It's Temporal Context Form
I should probably write some sort of docs, it's not so clear :v
Gravity Gun
Begin: Projectile, Select
Tick: Temporal Context Form, Anchor
End: Temporal Context Form, Push
Doesn't work for blocks anymore
You have to enable that in a config
Because it's very glitchy, wouldn't recommend
*funny
i do love duping half my base and crashing my server with item entities with block anchor
This is the way
my brain is fried
how do i make use of arcane voxels
how would i get rid of arcane voxels
is there a way to rotate the vector of voxels?
i was really close to making a cool spell but there's an issue
when you exchange places with the voxel, it makes you look at its previous vector position
This is Dwarf Fortress level of "fun"
Discard
Not currently, I think we have
but it's only for blocks right?
Need a "spin" for entities. Once for 90 degrees, put again for 180. Could that work?
What is this supposed to do exactly? You swap places with a voxel and push yourself?
this swaps places with you and then pushes the voxel (to despawn it)
also the reason that a spin glyph wouldn't work is because it wouldn't work in a dynamic way
it would be the same problem just with another cardinal direction
fair enough. I think I would have to try that spell myself to understand the issue better
Is the beam glyph intended as an effect or as a form?
Effect

We already have :ray:
Will it only be compatible with pantomime or... How do you intend to handle the beam origin point?
You would use Near for its origin
Kinda like how you spawn voxels
Just no need to push
having trouble with the circlet
when you have a self glyph in the spell it doesnt read it properly
ok so it actually works if i add self to the tick phase, but the warning still shows up
Super late- Love the design it looks amazing! But also, where are you designing it/animating it? And, how do you actually get it to show in game? Do you create a custom entity or custom particles? I'd like to take a crack at a similar effect later.
The player will be designing it via a new tab called Casting Style, similar to Spell Styles.
It's a custom entity, because this gives you the most flexibility. You can still do things like have it be invisible to jade, no collision, no physics, and control the rendering type completely
I'm gonna fix this in the next build! 🙇♂️
yay! keep up the great work, i love this mod!
Oh- Uh, I meant more so the program where you're actually making the animations and assets. Is it Blockbench by any chance?
Good to note that it's an entity though! Thanks for the tip!
Oh yes! That's blockbench
Blockbench with the geckolib plugin
Thanks again! Really looking forward to more Zero content! 🙏
Has there been any consideration of allowing "acceleration" and "deceleration" to affect the casting speed of the Golem? Speeding up makes the Golem faster, while slowing down makes it slower
Why not!
I hope my golem can cast spells in an instant and destroy a large area instantly
You can get more Earth Power to destroy stuff faster at least
After 1.9.0 the next thing will be filials for staves to allow you to increase specific spell power
Watching black clover rn, this Security Golem looks a lot like the terrain golem from Ars Zero :v
I'm not exactly able to reproduce not being able to have 'self' in the psion's circlet but judging from the photo I think it's a misunderstanding about how spells work; every row in the UI is a spell. Every spell needs to start with a form (missing validation for this, coming soon)
So in this photo, the only valid spell is technically the first one, the begin spell. It just has no effects.
The effects in the tick phase will do nothing as there's no form.
The augment in the end phase will also do nothing.
ooh okay yeah i was confused, i thought it was one spell split up
I'm slowly getting started on the Beam Glyph (for lack of a better name)
It'll work like Ray, but show a visible line from origin to hit.
I think it should work like an arcane voxel; forwarding the remainder of the spell.
But unlike the Voxel, this beam will be able to resolve a forwarded spell on every tick.
Alex' work on the summon rework got me thinking about how it reserves a chunk of your mana, I'm now wondering if I should go that route rather than how I did it for Geometrize and Convergence +
, those drain mana on every tick.
Mmm. For a summon ability that's once-and-done, I think reserving the mana is okay. But for a spell that you continuously hold active, I think I prefer the mana drain.
At least in concept, I guess.
The only issue I have with mana drain is that it's more difficult to find a good balance multiplier, you don't need that for the reserve (imo)
I see.
Found a way to kind of make a beam with the current glyphs
Start phase: Near >
x3 > Select
Tick phase (1 tick): Temporal context > Propagate missile> (insert the rest of your spell here)
Careful when using it with explosions though, the blast will launch particles out of your control
Funny thing
I found a way to fly for basically no mana cost at tier 2 with ars zero
Begin phase self select
Tick phase context form (question mark form) into anchor
And it maneuvers like this
moving myself relative to myself :smart:
can i fix that? yes.
should i? i'm not sure
I'm actually adding
augment to anchor which will rotate the target to look in the same direction as you (needed for Beam)
i wonder if that will make you start jittering like you had 50 coffees if you do the kazuma self trick then
Nah don’t fix this it’s hilariously uncontrollable
It’s like yes you can go fowards but I haven’t found a way to make it consistent, going backwards is way more consistent
Is there a way to summon a bunch of voxels? I was trying to use
but it didn’t work out well
I was trying to make hellzone grenade for anyone wondering
Piccolo charges up and fires several energy spheres randomly in the opponent's direction, disregarding accuracy and with no intent on actually hitting the enemy. With efficient ki control, the multiple energy spheres are suspended in the air, completely surrounding them. Finally, Piccolo commands the energy spheres, which change from a yellow to...
you can use split on conjure voxel
do we have other glyphs that create entities?
that are not summoning living entities
Cold snap
just to understand if
works okay with those
Yes it does
todo: fix why burst not working with conjure voxel
As a rule of thumb burst is able to apply the effect to any entity within its range
When using sensitive it does this on every block (including air ) in its range
With the exception of satoru go- cough I mean summoning
Might be simply because burst only work on living ones?
I can't remember if that was changed or not
Or maybe a whitelist was set
Does wall and linger work with voxels
this beam + chaining + ignite is a vile way to vaporize a forest
i managed to break both ars affinity and fling myself across the world
a very stable glyph as u can see
yeah on this, it will be mana drain, reserving would actually be OP as hell, you can just continue casting an incredibly powerful spell forever that way
getting somewhere
somehow messed up trimming the video properly, my bad
1.9.0
- add: casting circle style support
- add: beam glyph
- add: accelerate/decelerate functionality to geometrize
- change: psion's circlet ui
- add: validation for spell phases, they must start with forms
I wanna do some more on casting circle like adding particles but also curios for any feedback, I find it a bit invisible/unnecessary for first person view but maybe it's cool in multiplayer
beam go brr
Maybe it could have a passive continuous sound effect. You can change that in spell style but I think it's a bit tricky with looping sounds, maybe
i finally figured out convergence
its really peak
if i had 1 suggestion it would be a staff variant thats just your hand
like ars magica from way back
It's just a model or?
Ohh I see. That's actually pretty neat
Maybe the circlet?
I'M FINALLY HOME TO TEST THE BEAM GLYPH
I'm unsure if I read the glyphs correctly, but Sensitive anchors the beam's target to the initial direction you look at, correct? Does that mean the beam should always follow your line of sight?
Because to me it always continues firing in the same direction. Unless it's affected by Anchor, too? But I can't sustain the beam without it.
I feel like that might be needlessly complicated to implement.. But also, the beams are more inspired by zoltraak than a kamehameha wave.
just make it so whoever runs out of mana when clashing loses
its not like domain expansions
and even then domain expansions work off of whoever has more amps
Can the Damage Immunity of the target be ignored when the beam is combined with damage (or other spells that can cause damage to creatures)?
question, is the circlet different from the staff?
Circlet is a curio you wear and staff you hold in your hand?
as in the casting not where you hold it
Oh yes I should mention, you need to use Anchor with Extract
I just logged off, man
This will ensure that Anchor also rotates the target
Why would you make me want to boot it up again
Sighhh
(thanks for the tip!! I didn't know about Extract)
M-maybe. I don't know what those are but I can guess from the gif haha
Essentially a mechanic where two beams might clash head on and one overtakes the other based on the caster's power. Either spell power stat or by amplifies.
Yeeeeessss....
Beam glyph and anchor are so much fun
Delay is there for pure aura-farming purposes
This add-on is so peak...
Real, im just happy I can have my book as a curio now
nope, 100% the same casting. it just has its own keybinds and can't be dyed, otherwise the same
You mean the tick-based immunity? I was thinking so as well, maybe yes. I think beam on its own should then do quite little damage as it's continuous, but you could then amplify that or add more spells for insanely high damage. It'll get OP very fast so need to be careful haha.
Also why I want to make an Arcane Shield, there needs to be a defensive counter to this monster
least epic mage fight with ars zero
You got that Tome of Blood mod installed there it seems
By the way, smoke suggested an "empty hand" staff variant, but I 100% feel like you could implement that with the circlet. Already there and I think it's fitting.
(or what was that demons ability I forgot)
Yeah it was literally just blood bending.
Yes and no because you can have the circlet and hold a staff at the same time, so your hand is not necessarily free?
(you could cast a shield and cast beam at the same time)
.... Oh my god
RIP your fingers holding down two buttons while using WASD
I hadn't even considered dual "wielding" circlet and staff...
Oh well you have two hands I suppose
Real hands I mean. But I think some staff alternative could be cool, but it's just gonna be a reskin basically, you can already do this with transmog mods
eventually though!
Yeah, I don't think transmog or alternative casts are high priority rn
Keep cooking Zero! ❤️🔥
yes,I'm really looking forward to this feature
Keep casting a shield to fend off any projectiles?
Using it on oneself can release a shield centered on oneself or generate a shield in the target area. It can "strengthen" to increase the shield radius or "suppress" to reduce the shield radius
the staff and circlet aren't 1:1 in functionality
that's ok imo
even the option to change the staff locally is fine
In the meantime:
https://www.curseforge.com/minecraft/mc-mods/transmog
Though you would need to find an item that's just...an empty hand, nothing? I guess some magic orb item that's just some particles :v
How to modify the color of the light beam?
What effect does the combination of beams and sensitive produce?
Not possible (yet)
What effect does the combination of beams and sensitive produce?
It's supposed to use the look direction of the caster instead of just whatever direction from resolve. It might be more apparent if you try using beam in a form that isn't Near. But I haven't tested it myself actually :v
ran "out of time" because im gonna be away from computers from tonight for the rest of the week
well thank you twin
im crying bro you're such a tuff developer
dont stop
hands bro a napkin to wipe hims tears
hahaha
i just CHEEESED the chimera with this
just think of a hold mob spell with wind shear in the tick phase
turns out, doing this with 20 tick delay makes it really easy to regen enough mana to NEVER let go during the whole fight ( i had 1.4k mana)
With beam?
im slightly afraid of letting it pass through the damage immunity cooldown lol
maybe it's fine if it's just the beam damage itself and not remainder resolved spells
Not beam just select anchor combo
And when I mean cheese I mean it couldn’t fight back rather than insta died
Zero, sir! I tested the beam on the phased turret, and it ticks once in front of it before relocating a bit farther out and up
makes for a great mining laser
also, sustain still drains from player's mana
Check the glyph config!
It should not anymore, as in, I changed the default mana cost, but that doesn't overwrite the glyph config file.
By the way out of curiosity what is this test map? How do you get a checkered layer?
After testing, I felt that there was no difference between being "sensitive" and not being "sensitive". There might be a BUG
Also, it seems that there's a BUG with "Select effect". No matter what, I just can't select the blocks
What do you mean by "the square"?
Maybe I should allow for selecting blocks again, but really only regular blocks. No chests, no block entities, just regular ol blocks
My translator used the wrong words
LOL
create bits and bobs ponderflat
Ah, alright, I'll check it!
There is a config to enable this again but beware it is experimental
I forgot what exactly it is but something with BLOCK in the name
In addition,Will there be more variations added to other magic talismans? For example, "convergence"
I love the translations here haha. So I'm guessing you mean if there will be more compound effects coming to convergence, Geometrize and conjure Voxel. Yes, that's definitely not out of the question.
I would like to take a stab at Convergence + Gravity, no promises it would definitely be implemented as it's not as trivial as Beam
👍
what is most hoped for at present is that the beam attack can ignore tick-based immunity and become a very powerful attack method (perhaps too OP?).
Yes. Let's see if it's too OP! We can make it a config perhaps
I mean... don't immunity frames pass through an attack that's stronger than one that triggered them originally?
You could make this attack deal increasing amount of damage on targets that already took damage from the beam and are affected by immunity frames... and since it would be a beam that deals damage per tick...
In theory it shouldn't suddenly jump with damage because it wouldn't apply increased damage if player isn't affected by immunity frames - dealing it's original damage instead.
though I suppose being able to prevent immunity frames from triggering in the first place might be more elegant solution
indeed
I think just an immunity bypass would suffice. Otherwise the beam needs to keep track of which targets it damaged and how much, I think it gets a bit overengineered
i think i have a new favourite spell
i just cannot figure out hows to make the falling block entities unfall-ify
GOT IT
:D
oh.. its simpler..
I think you can get away with removing Launch at the start. Just Remove Gravity does the trick. Unless I missed something.
It's also pretty fun to add launch/leap with amplifies at the end lol
Launch is to transform the blocks into falling blocks probably
They're filtering out blocks in the first one though. Could work on the second.
What does it do? 😄
I'm planning to let Anchor/Select work on blocks again for the next update, removing the config. It will only work on blocks without capabilities or block entities though, I think that should still be fun and useful without breaking your game completely
levitates a block or mob in front of you and then sets it down. can place blocks mid air
:3
just like gravity gun from half life
Half life 2 mentioned, need to implement Dog now
This add on is silly/positive. I'm really loving it.
Picking up mobs, blocks, item entities...
:3
yuh :D
i learn stuff every day
^,.,^
I think you could technically use Anchor on projectiles like arrows
😂
i was trying to grab them out of the air
which is possible im sure
but im not good enough yet
such a cool mod xD
Thanks : D
I've been thinking I need to add some ingame docs, explaining some concepts, glyphs and giving examples of spells like the gravity gun
i agree 100%
Either by extending the existing book or making a new one (separate item that works the same way) that's focused on this mod alone
I'm guessing the other mods do not have separate books though so maybe not needed
Yes that's what I mean, adding another tab to that one
nods
I think that's probably the move

is there a way to turn off the warbly sound of sustained casting?
or change it to like.. something really annoying like allay sounds?
SOMETIMES its best to really be a pixie floating the keys out of their pocket
or something like that
No, but also it's just Anchor that has this sound. I was trying to design a sound that sounded very very vaguely like the gravity gun
!
I need to figure out
- how to add custom sounds to the spell timeline
- how/if looping sounds work with that
i wonder
I'm stuck on 1) but I believe it's possible, because I believe anything Alex says as he's a genuine wizard
i think i just came up with my next spell, one sec
if only casting didn't slow you down this would be actually useful as heck earlier on
but no it'd still be really useful
I was actually trying to make it a thing that casting does not slow you down! But it's embedded so deeply into the Minecraft engine :c
I tried with all sorts of hacks and mixins but none of it felt like I did it right
A part of me also thought "is that actually OP, no other item in Minecraft does this if you use it"
btw
i have a spell on slot 2
i think if there's no spells in the first bar on click or whatever, it should take the next spell?
glyph*
But still it feels like a big handicap, it feels like it's just related to eating, shielding and using a bow. These make sort of sense
its a big handicap
but then same time, the "concentration" aspect made sense to me too
I noticed this, but I think the bug is actually that there's no glyph name, so it doesn't show an icon. Need to fix this
idk how many are using the mod yet but i intend to figure this thing out
the mod that is
Maybe. I might take another stab at it, I just thought the idea of mage battling without being slowed down looks like a lot of fun.
I also tinkered with being able to left click to use the staff but I also failed on that one :v
oh
i wouldnt let left click be a built in feature ifwy
i imagine reactive would be more in line with the rest of the series of mods
then it's an additional option, yeah?
and people can feel like they are getting more bang for their buck!
True. And who am I to stop you from whacking people with your staff
(the wack with staff is weaker than fist, is that meant to be?)
I just thought it'd be nice to have a shield in one hand, staff in the other
to be fair, shield would be cool. i sense you want this more asa weapon than a tool
I think that's default? I didn't really intend for it to be a weapon, but come to think of it, it should probably be fixed to be as good as a wooden sword
but every spell application i've made for it to date is utility
xD
make it default to just stick
xD
(idk why that thought is so funny)
tbh I didn't have a single goal in mind, just wanted continuous flowing magic in general
i hope my pestering is enjoyable and not .. pestering..
i appreciate you chatting about your mod
;p
to do: ingame docs
definitely not!
I mean, definitely not pestering, it is enjoyable 🤣
i took it in a good light :3c
I have a stupid idea alongside ingame documentation; advancements for using specific spells (like 'the fly')
The "recipes" would be available in game too so you know how to get them, just a funny gimmick.
There is some gamification to it as well as you do need to unlock those glyphs to get there
I also really like this mod. Using staffs to cast spells has added more possible combinations. I even made videos to teach my friends how to use the new glyphs. I hope the author can keep it updated and add more interesting content
would appreciate playing about with an unobtainium stand once i've fully grasped ontop this mod
love this idea
This reminded me of a conversation regarding the fixed half-cost tomes you can get from loot, as they're meant to show players new to Ars various glyph combo possibilities
What if you had such "recipes" in fixed staves, not necessarily half-cost but for approximately the same purpose 👀
riffing on this idea:
what if they were stored in some sort of caster crystal which holds one spell, and can be slotted into the staff, or another staff type item similar to the spell binder?
(would be interested in designing such a crystal spell)
Ooh, I really like the spell binder, so that'd also be really cool
I was thinking about how a staff that uses a spell-inscribed-crystal to cast would still only be able to use one spell, since it's not like, well, a binder
But then
I thought about those multi-color pens where you can click a color in place to switch it in
LOL
Ohmygosh, that'd be such a cute staff concept hahahaha
Mang I'm looking at this and already imagining HAHAH
Oh yeah totally. I forgot about it again, this needs to be a thing for sure.
Spell scepters! Spell tomes, but for staves. You can even make them 2D pixel-art instead of 3D models like the tomes so you don't have to struggle with a new staff model lol
I find 3D modeling way easier than pixel art to be honest, I have no skills in the 2D department 😅
I could give it a shot, maybe... I'm also not an artist but I am also not a programmer so I'm just trying to learn all of it as I go lol
Last time I checked, you and I were both the same thing; SAD ✨
I don't know if you mean sad as in pathetic, depressed, or some obscure acronym but I guess any of those works LOL
Supreme Addon Dev
Y’all yellow named folks
That's way less self-deprecating than my initial read LOL
Totally not at all a reflection of my psyche
I did mean what Ethas pointed out :V
zero, staring into your soul: I diagnose you with big sad 🫵
new idea Just like books
Protection of the 4 elements
Added by Ars Elemental
This staff upgrade will protect your staff from all kinds of damage, may it be a cactus or a pool of lava. Can't guarantee on the void. The gold inlays will become netherite-black but you can toggle it off in the client configs.
This.
Another idea is to combine the staff with a single element to reduce the consumption of the corresponding element glyphs
like this staff and anima are combined
It will be single element but instead add to your Power of that element
Is this upgrade only possible for books atm?
Well that has to be fixed. Luckily Ars Elemental is a mandatory dependency so we can use the exact same recipe
looks like I got a few things to do, time to prioritize!!
Does anyone have a server with Ars Zero I could join at some point? Could play alone but would be fun to be in a world with some fellow wizards
There’s always the Patron server, I don’t know if Zero is up to date (haven’t checked it in a while)
Oh yeah! I tried joining that one earlier and failed hard, I'll give it another go soon!
You’re just too cool and fast for it to keep up lmao
I just couldn't get the right versions, it kept kicking me lmao. Wish Minecraft would handle it like Hytale, just download the dang mods
rebooting it with what should be latest zero
I may have to hop on after work
I haven’t used it in a while
i mean, spl does that
Wish ATM10 would update so Ars get up to date so I could try to safely add Zero to it
you just need to have:
- server running
- right ip/passw in its configs
- right loader version
I know I’ve run into not having the right Forge Version a few times
Took me a hot minute to figure out how to change that
Possible idea
How difficult would it be to make a staff version of those pre made tomes? Something to give people an idea of what the staff casting style can do
I don't think it should be hard and it's definitely something I do want to do in the near future
Would be nice with a custom model, even custom models per pre-made staff, but maybe we can just start with 1 custom model
Yes
Is that the patron server or a different one?
Different
Would be happy to have you hang out
A couple folks from the community here play and a friend and a partner as well
Dm'd ya!
i think it's because select is called on things that got hit by an effect
but since your touch bit has no select and no other effect
no select was called
also with aethermancer and air focus, THIS is infinite even when i run out of mana
so nothing will change
select doesn't work with grow
and harvest
omg
this spell fully works
its precise teleportation
thanks zero
this is peaaaak
You need 'select' because otherwise the previous spell doesn't 'propagate' stuff to the next (Tick) spell phase
you uhhhh okay there
todo: fix not being able to use staff for Scribe's Table
todo: fix staff doesn't always fire when right-clicking
1.10.0
- add: ability to choose beam colour
- add: amplify to beam (+0.5 damage per amp)
- add: protection of 4 elements recipe for Staves and Circlet
- change: beam logic
- ignores i-frames
- default resolve cost increased from 5% to 10%
- does a default of 0.5 damage per hit
- drains caster’s mana for an equivalent of every damage done
- default mana cost (from 80 to 50)
- sensitive now stops damage from occurring to targets
- beams now looks where the caster is looking (not just copying caster’s direction)
- fix: beam going to feet of entities when hitting them
- fix: not being able to use staff for Scribe's Table
- fix: minor UI bug in Casting Circle style screen
It's... baking? Okay CurseForge 🍞 🧑🍳
mb it was probs my little brother
so question
how does this check if its doing dmg
more like if it calls hurt, it doesn't actually do something like damage reduction checks or such
(Reading this again idk how clear this was or if I even answered your question at all 🥹)
so either it drains mana if it calls hurt and the amount of original untaxed damage is consumed in mana
or it doesn't drain mana at all (unless you have forwarded spells)
I stayed playing on Aurellia's server, so expect some more fixes/docs/balance/qol, and a bit less new stuff for a while.
I did not play with this mod on survival at all so I want to see where all the gaps are and take care of them
Okay, so this behavior? It happened because I was using anchor instead of sustain for the beam.
seems to be fixed even with anchor in this new version
so, rejoice! you fixed it, zero
Now in 1.110.0, you too can melt a Warden in ~5 s for the modicum price of 537 Mana
(requires Spell Power III + 2x Greater Discount Rings)
Oh, and Artificer's robes. I didn't realize the Beam was also empowered by them.
Err... Can't enchant staves with soulbound.
I think it's as simple as adding a tag to the staves, might be wrong though.
Will investigate and fix! For protection of 4 elements I had to make a new recipe, adding tags crashed the game when viewing the recipe : D
May I share the mod updated information with others, please? I promise it will not be used for profit
Of course you may. This changelog is also available on CurseForge, share as much as you want!
I'm currently making videoes for this mod, so I need the author's authorization
Anchor was kinda broken for turrets, yeah! That should not be a problem anymore but I only checked with voxel and beam!
Ohhh neat! Go ahead! Which language will the video be in, out of curiosity?
Oh I forgot to add in 1.10.0 there is now Chinese language support, courtesy of someone from the community
lol what a coincidence
I'll try to keep the Chinese support up, but I don't speak it, so it may be poor machine translation
ic
I have made a lot of videos about this mod. I make one almost every time there is an update
But the number of views is very low😂
Poor pig 💀
lol
Btw a multiphase turret with beam and
is a pretty fun way to get to bedrock in no time now.
Still need to test if it works on a contraption... If so, mamma mia.
you actually don't need Extract anymore for Anchor btw, beams will always look where you are looking.
if someone has a need for that not to happen, let me know, I can make some Extract for Beam itself.
(that being said Extract for Anchor may be useful again in the future for something else!)
Noted! I realized the beam automatically followed my line of sight when I just used extend duration, but I didn't realize it also worked that way without anchor -> extract
By the way, is there any difference between Sensitive and Dampen on Beam?
The way I'm reading it, they seem like the same augment effect?
Oh... I got so lost in the sauce I forgot I had already implemented the same thing 🤡🤡🤡
Maybe it makes sense to keep dampen as it is and let sensitive either only target blocks or only target entities?
I figured you'd forgotten to change Dampen's functionality haha
That's actually a good point, when it's extended duration you don't necessarily want it to follow your sight 🤔
Yeah, Dampen removing damage makes sense to me. Sensitive, hmmm...
My spell test world is FULL of craters from me just drawing with Beam + Explosion lol
Create Ponder world
As it is right now, you don't need the staff to drag the beam, just extend duration does the trick. Unsure if that's intended.
Also, Beam + Extend Duration + Convergence + Explosion makes for a dope looking destruction beam
But it's not as effective as just using Explosion (with the same AOEs/Amps) since you can't charge up the big explodey combo
I could add
support to Convergence. All Sustain and Anchor do is adding lifetime to the explosion entity.
If you had enough glyph space, that would allow you to beam mega explode
Will there be a combination of
and convergence in the future?
Convergence +
would be funny for the sake of being able to combine it with wololo
Could just dye everything in a large area
Blocks
Yeah I agree. So it would just pass through entities. That way you can continue mining/etc without being pestered by mobs
That would probably be the next one yes because we have something huge for Fire, Earth (Geometrize stuff) and Water, now Air needs some love
I have a feeling you can do this already without convergence
morning zero
You probably could but you could get a cool animation with convergence
-# this is just a joke suggestion btw
I just feel like seeing
compatible with convergence is funny
How, go in a mesa and color the terracotta?
Good noon, Aurellia!
I think this is @subtle mirage aka Rill
(this mage just paints everywhere for some reason)
Me roleplaying as a giant magic squid from Splatoon:
Actually, Even with ars nouveau itself, also can instantly kill warden
Try putting this spell on spell bow and then attack warden
Try this and don't forget the arrows
I checked it, and it doesn't work on minecarts. I'll have to do a gantry shaft with a moving turret platform instead
You mean minecart contraptions right?
I'm guessing it doesn't work for any of them
I'd assume so. The advantage of gantry shafts is that it places the block in the world
Ah right, it "clicks" in place, that's true!
Yup. I've used it before to move those redirection prisms
Works like a charm
I had storage infrastructure and the turret dumped it directly into the vault. The sad part is that the range was so great, I had to travel along with the projectiles.
And I had to keep the turret and vaults loaded
I really hoped it worked on contraptions, simply so when valkyrien skies updates, I could make a downward quarry beam in a blimp and just- erase stuff down to bedrock
I'd like to check why it doesn't. Regular turrets do, right?
Yes. I'd assume it's because that kind of behavior is handled by ars creo?
Ye. But I'll investigate! Todo: check out why Multiphase spell turrets don't work in minecart contraptions
coming, this summer
only in cinemas
Hooooly, the multiphase turret drill. That's bonkers.
Does Beam have a hard range limit or does it travel until there's nothing loaded to interact with?
Also, it looks like Beam has a bit of a blind spot? Maybe there's something I'm missing, but it won't trigger when I'm looking straight down. Only if it's at an angle or horizontal.
Could be that I'm too close?
No idea.
256 atm!
Hmmm could be, I didn't even notice this! I'll check it
Plot twist, ray cast getting interrupted by your toenails
That could also be it tbf 😭
Might be it
Trim your nails. Or become a faerie
Yeah, using Freecam and Show Hitboxes, looks like the beam spawns right inside my hitbox and doesn't extend from there.
It's 100% my own hitbox lol. Using Near + 2x Amplifies fixes the issue.
Well it's not actually supposed to be able to hit u at all so Todo; make sure beam cannot hit owner
I could also do smth like extend the distance depending on player look angle, more down, more distance, but just additive, not multiplied.
Or both.
I think the idea you had to make Beam only hit blocks using Sensitive would be baller and might help fix the issue
True. This will happen as well! I think at least it is possible haha
Without Amplifies on Near
With Near + 2 Amplifies
On Near
Ohh
If beams could pass harmlessly through their caster... You could cast
>
>
>
> beam >
>
>
>
> 
and have
Temporal context > Sustain
on the ticking phase
that's a lot of beams
like
stupid amount of beams
and since they bypass I-frames...
1 damage•tick/beam, at 9 beams per block, 81 theoretical blocks (not counting occluded by terrain)
that's 729 damage per tick
this is true artillery
A spell for killing
that's 2.35 withers per second roughly
Does the burst need to be on self?
Could you not just do
instead?
it was a life saver for voxel teleportation so its definitely great when you want an entity looking at a specific direction
does this also apply to the rotation of blocks?
Pretty sure it does not. I didn't change anything related to anchor of blocks yet
But it's coming back soon ™ for simple blocks. Builders rejoice
lol yea maybe there is a reason ppl dont let u move inventories with pistons
LMK if you got some other whack spell examples I could include in here
i saw this one in action and i absolutely loved it
4 examples is good I suppose
I totally didn't understand Tier 2 Teleportation until I tried it out. Of course, the scroll wheel
will do
could we perhaps get a super aoe or super amplify
i made a working domain expansion with spell circlet
but my aoe is tiny
truthnuke
i was going to suggest changing the name of book threads so that they would fit a staff too
then realized that probably the existance of cheap power could destroy the sustain economy faster than trinkets
also the fact that armor threads aren't exactly locked out from being applied to a non-armor
Isn't there already Ars Plus that adds AOE 2 and 3?
it isnt 1.21.1 yet
rip
I think this will be a looooot more work than just adding AOE 2/3 and Amplify 2/3
not just the GUI
what if there was a tier 99 aoe/amp/dampen/accelerate EX
that raised the effect to the power of how many normal amplifys are next to it
Maybe "a looooot" is an overstatement but adding 4 new glyphs takes 5 minutes 😄
These regular AOE/AMP just add +1 to their augment number
99 would in this instance add then +99
so amp 3 would genuinely be done in 1 minute?
crine man
zero u are so cold
i would pay you if i had a job
kinda yea
idk i just find the amp glyphs annoying
is the infinite spell demo in base ars?
should be
to be more precise, it extends SpellSlottedScreen, like GuiSpellBook does
checking...
yes, definitely will take some hours of work, but i can see the value of it.
to do: support for INFINITE_SPELLS for multiphase spell cast devices
work that needs to be done;
- reading the same config values
- handle scroll per glyph row
- get rid of hardcoding of 10 glyphs per phase in all places
mr computer says... work work
but you meant you find Amp 2 and 3 glyphs annoying i guess, infinite spells will still have you bothered by regular Amp glyphs 😄
Oh damn, you have to account for three different counters now that I think about it
That does make it annoying
Even if you can try simply making it work for one row and then feed it as a base for the other two probably since I expect it to be basically the same code multiplied
The copy-paste function is an additional chunk of work that it's picking up too
I kinda feel like you're better off making your own clipboard type rather than trying to 1:1 the original
The encoding/decoding can't be the same, you have three different spells. At the very least an unique separator would be needed to split three encodings, or have a way to save/load only the encoding of the hovered row or smth
yep, that's a doozy
you could, it's just more aesthetic
Alright, so-
this doesn't work
only one of the beam entities survives the first tick
yeah, I didn't get chaining/burst/similar working well get with temporal context
the good thing though
is that it works great as a end dragon killer
as long as you have mana to back it
OOOO, I can't wait to try this and see it in action
1.10.1
- fix: staves/circlet not being able to be soulbound
- fix: staff not firing begin+tick+end from a single right click
- add: ingame docs to tattered tome
- add: zh_tw localization (shasha0227)
- change: sensitive for beam makes it pass through entities
- update: zh_cn translation (ChuijkYahus)
No new content per se, hence I consider it a patch 🙇♂️
Hmm okay it was rejected because they thought it's a clone of another file I removed... fixing
now it's up 🆙
Grats
So what does the beam glyph actually do?
it go brrrr
I hope this was very explanatory
But uh yeah it creates an entity that does a raycast and damages stuff it hits, skips i-frames
Am I just missing something then? It just tosses a low damage spellbolt
continuously, no?
its meant for the staff
To use a firearm term, single action. One click, one bolt
Yes it was on the staff
and the fact that it skips iframes is for this function of the staff
put it in the middle row
not top
99% sure on this
its invisible?
xD
Ok thats faster but its still just a ton of spellbolts lol
it skips iframes
but i actually dont understand it at alli was thinking it was a form
:/
1% got me again!
Its not
That's so odd though, in the top slot it's single fire and in the middle its extreme rapid fire
the middle slot does that
its "cast over time"
you can scroll to change the delay between the casts over time too
We're not meant to use the full page then?
i mean
you CAN
but the first row is cast on first click
the middle is over time
and the last is on UN clicking
:D
you can refer to the first row's target with temporal context
like so
... interesting
that spell is like a gravity gun
picking up mobs or blocks and then releasing them
mobs will fall after its cast and blocks will snap into place
use sustain or anchor to keep it alive
Yea I didn't understand the context one either
yea I read that first and I don't quite follow some of it
Though that part does make more sense now
idk if its meant to be like this or not (i like it) but this spell doesn't update the block it moves
example
example 2
I'm still not clear on what beam does though lol the rapid fire was from the second spell line, not beam
Oooo wait i wonder, if no block updates are given with the spell, does that mean you can make floating buttons?
ah bummer
Guess we're gonna keep resorting to weave blocks for fake floating buttons
it's an entity that fires a raycast every tick. u can give it a forwarded spell, so you can e.g. use it to 'break' things from afar, or whatever you want really, for a much cheaper price than form Ray lets you do
see here
Come to think of it, a glyph to allow you to change block states and freeze them like a debug stick would be dope...
I'll have to look into that
The true Convergence + 