#Ars Zero
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O
of course, it only works on blocks from that mod
Never used frame blocks
But it's framed blocks, so that's very very flexible
I'm a loyal Copycats+ fan
To each their own ๐
Lsat time I tried copycats+ it had major crashing issues
that was about 6 months ago
question, does frameblock work with create schematic?
IT DOES!!
MUCH to my surprise
I extremely agree. Make the debug stick just a wand? XD
(first check out what all it can do, idk if there's some block states that'd break stuff?)
Does the author have any plans to add more glyph of the Water School? At present, it seems that the Water School is the weakest, and it doesn't even have a level 3 glyph
Ok so the beam glyph is utterly terrifying
I need a content mod, theres nothing that can stand up to this. I just sliced the chimera in half with two quick rakes with a harm spell
Isn't Convergence + Conjure Water fitting this?
But maybe Convergence and
one day
I would love to make a worthy boss for this mod one day : D
It is needed
We need a boss that fights on Ars + Apotheosis levels. Teleportation, insane protection levels, very high damage output etc
a boss that will make you shake your pants
I'll need to pit it against Azalea who has like one billion mana and 1024 health lol
I'd say give it illusions or decoys that debuff you if you shoot the wrong one
Maybe you need the right thing in the offhand for the coup de grace
Yes please!!! I want to lose many times to a boss before I finally win!
and your reward shall be 1 dirt block
So worth it
idk I'll need to think that one through haha
Going in a glowing item frame above my front door
At the very least a head trophy of the boss
That would be cool. I think the Cataclysm pets are a pretty great reward for the bosses that have them
Oh another Ars familiar pet would also be a nice reward
oh yeah, a familiar locked behind a boss
Ah yea, something that will fight perhaps
a lil feisty one
Perhaps a familiar that casts dispel on you once per 5 minutes if you have negative status effects, assuming the boss goes all-out with debuffs
A little golem that drinks source smoothies for fuel lol
Can solo the warden with the proper arrangement, but hes got to be necking source jars like hes displaying hillbilly fortitude
Cute
Lol!
can completely freeze a creature with ice blocks, making it immobile and unable to use the items in hand and causing it freezing damage. Then, you can use
to deal even greater damage
A more powerful freezing capability than 
It's not just about simply creating ice blocks on a living being, but completely wrapping it with ice blocks to turn it into an ice sculpture
would maybe be fun to just completely turn it into ice, swapping the renderer, freezing all movements etc
hit it; breaks in pieces
if blocks it would just turn into 1/2 blocks? cuz not sure if we could get the size/shape of a creature reliably
Or add an ice effect to the appearance of the creature?
To those whoโve been playing with the staff more: what are the silliest, most useless spells youve come up with?
I believe Self + Leap/Launch and then Temporal Context + Anchor allows for self propulsion lol
Ray/anchor launch
On a boat you're riding
I will double check later tonight but I swear I managed even without a boat
Just a heads up though, controls are wack if you fly that way haha
A new idea, "Shield", when used together with "Self" + "Convergence", can release a shield centered on oneself to resist all projectiles, and "Diffusion" can be used to increase the radius of the shield
Arcane Shield is slowly coming, one day!

make it work with geometrize
oh my gosh
i wonder how many entities we can get away with before minecraft starts crying
A lot less than you think if said entities are geckolib based
They will be for sure. Why does geckolib help on that? Mostly worried about server lag, not GPU (though also a bit)
Manipulation, maybe
If it is purely TPS wise then it shouldn't impact
Sudden spawning and collisions tend to be what overcharges servers
Especially because if too many things happen in one tick, that tick ends up taking too long to process and Watchdog kills the process
That's true, whatever "big" form for the shield needs to spawn entities over a timeframe
Looks neat
COGGSSS
Make it coggsss
Technica synergyyy
But that's a pretty dope model actually
To do (Docs): Be able to Ctrl+C the 'example' spell
To do: Spell phase context; move up/down on right click of a phase (also explain in docs)
"To do: when clicking 'V' (key to open book GUI), if you are not holding another casting device (book/staff etc) in either hand, and you have an equipped spell casting circlet, open this GUI instead"
man an annoying one, SpellSlottedScreens expect an InteractionHand instead of a stack
maybe it can magically put the item in your hand for the duration, because it's really relying much on that hand, can't easily mixin my way around it
Ok I don't really understand the staff yet, still trying to grasp it, but I do have a few QoL feature requests that you can ignore or keep as you see fit. Mostly just parity with the base ars spellbook type stuff
- middle click to shift glyphs right
- Ctrl+C/Ctrl+S to copy/save spells
- save to shift glyphs left
- typing when search is unfocused starts a new glyph search
- remembering what stage of the spell I was editing when I leave and come back to the staff spellbook)
I have a feeling I'll eventually have same requests around
, perhaps my favorite glyph. But I don't understand the staff well enough yet to know what those requests would be
randomize alteration to work with colours?
i want underfoot mageblock> aoex2> wololo> randomize
to make a rainbow road. not all at once, but like assorted.
(this isnt a priority, just a dream)
xD
Maybe? Idk, I need to understand the staff. I just like randomize and always want more randomize lol
Something like randomize to randomly select or drop out blocks from the previous target, perhaps? Or maybe that's already a thing
i could try to help you understand the staff as much as i do, if you'd like?
That'd be cool
will do ๐
one of my favorite staff abilities is using select on an entity then applying an effect per tick or per couple of ticks
reminds me of jjk in a way
1.10.2
- fix: add missing Geometrize translations
- fix: move Feet spell circle above block surface
- fix: set default circlet keybind to U instead of V
- fix: add translation for spellcasting circlet keybind
- qol: open circlet GUI on hotkey when no casting device in hand
- fix(docs): explosion example to 2 amplifies, add one AOE (explosion only allows 2 amplifies, not 3)
- fix: convergence explosion having a tiny deadzone where chickens were safe. no one is safe now. except eggs.
Thaaaanks. I have the Ctrl+C - Ctrl+V support in a todo above you but for the others:
Todo: middle click to shift glyphs right
Todo: save to trim empty glyphs (shift glyphs left)
Todo: typing when search is unfocused starts a new glyph search
Todo: each spell slot in staff should remember the last edited spell phase
Hmm wait a sec, I'm not sure if I uploaded the right build. Taking this one down, sorry for the 3 downloaders
Alright, new build coming up, pretty sure the previous one was not 100% up to date. But the builds only have a 1 byte difference so :v
What do people think about changing the default delay of staff/circlet from 1 to something else like 5 or 10?
The logic here is that if it's something higher, new players may be more likely to question "how do I lower this", when they need it, rather than assuming that it just can't be changed.
What do you folks think?
The other scenario I see happening
"Okay let's see what happens if I put a break spell on tick phase"
holds button
"Oh sh-"
Let's try to set the default to 10 then!
chaos gremlin it and add a config option for the default tick phase
i mean i could
1.10.3
- fix: all recipes missing
๐ญ
Learned my mistake; no more gitignoring src/generated
were so back
zero bro any word on infinite spells or a way to get better aoe/amp?
on multiphase
nope
not something i'll look into i think any time soon
best bet would be to add aoe/amp for now, that i could do, probably disabled by default since eventually adams ars will be 1.21.1 (???)
please
oki dokiii
BUG report: The staff cannot save spells now
Hmm. I was able to last night on 1.10.2, last patch should only have been recipes ๐ค
I can't reproduce, could you provide more details? ๐
Could it be that there was a conflict with other mods? I'm not sure either
I think, from what I got from Bucket, it's maybe when it's in offhand
To do: better split beam functionality when used in non-Near forms (somehow?)
To do, fix this: "So if I do something like a geometrize spell, and instead of allowing the spell to resolve, I swap to something else in my hotbar - I get the channeling sound stuck"
thank you bro actual legend
im sure everyone will appreciate this one
it's disabled by default and I put a Note: This is copied from Adam's Ars Plus and will be removed when it has been updated to 1.21.1.
I didn't copy the recipe though, I think you need some custom items for it IIRC, so just simplified that
Round
1.10.4
- feat: multiphase spell parchment (can be applied to spell turrets)
- qol: ctrl+c & ctrl+v support for multiphase devices (copy to/from different devices supported too)
- add: AOE/Amp glyphs from Adam's Ars Plus, disabled by default
- qol: config for default staff tick (defaults to 10)
- fix: offhand saving spells not working
- docs: explain lifespan-based effects and show all these with a special tooltip addition
- docs: show that Sustain and Anchor extend lifespans
@prisma bolt could you elaborate a bit on the "typing when search is unfocused" one? ๐ซถ
Sure. In the base ars spellbook, click on any glyph to de-focus the search bar. Then start typing. Whatever's in the search bar is erased, and whatever you type is written to the search bar. This is a really nice workflow (type the first 2-3 letters of a glyph name, click the glyph into the spell, type, click, etc)
Amazing, thanks!!
Yoooo Bucketst put out an Ars Zero video
Yes! It was all planned ๐ I'm gonna put it up on the CF page now
Done! Video here if anyone's interested ๐
https://youtu.be/NJXWKSmyDwo
Ars Zero - An addon for the mod 'Ars Nouveau'. This addon adds staves, hands free casting and new advanced glyphs to Ars Nouveau,
For more information, visit the Ars Zero modpage:
https://www.curseforge.com/minecraft/mc-mods/ars-zero
โผFollow BucketStโผ
Twitch โบ https://www.twitch.tv/bucketst
Twitter โบ https://twitt...
(Discord really doesn't like using the real thumbnail of the video ๐ซ )
May I forward this video to video websites in China?
As always, I promise I won't make a profit from this video
Yes you may
Oh you mean...
Reupload?
I'm not sure about that, I think that's a question for @merry frost perhaps
I would prefer that you didn't, but if they're china based platforms I can't exactly stop you
Understood. I won't forward it anymore
how does that even work?
last time i checked wind burst doesnt do dmg
does it have something to do with arrow velocity instead?
Would it be confusing if I added loot-type items called "Wands" that are uneditable staffs? E.g. Wand of Telepathy
Just to make it clearly separated from the staffs and also because I can then make them "handheld" type item renderers
Scepters might be a better name, methinks.
Hmmm yes, that just feels very paladin/royal to me ๐ค
If not scepters, then yeah, wand might be your best bet. There's also "Rod" but I'm not sure I buy it for a name haha
Rod is used as an alternative by a lot of media
Scepter isn't necessarily royal or paladin-esque, more like noble? Dignified?
Staffs sound like something you could wack somebody on the head with
Scepters are above that
Immovable rod, Rod of ages... Could work
Right now we only have Dominion Wand though (and advanced one)?
I did use (archwood) rod for the name of the ingredient you need to use to make the staff (instead of a book for the spellbook)
But I do like rod more than scepter
Guys... solution is very simple:
- Item for casting from this mod could be named "Wand"
- Rename "Dominion Wand" to "Dominion Scepter"
- ...
- Profit?
I gots it. Since Runic Spanner from Ars Technica was removed and Arcane Wrench was added, we rename it Dominion Spanner
truly the best of ideas
well... can't deny the logic. Sure why not.
There's also the Enchanter's Wand
oof... that might make things a bit confusing...
And then there's a Dowsing Rod
One wand is used to cast a single spell but this other wand can cast one one of 10 made spells? AND you set-up the spells differently on each?
Solution: Rename "Enchanter's Wand" to "Enchanter's Specter"
Why not something like Inscribed Staff? Or Caster Staff
Inscribed Spell Parchments exist in Additions
And Caster Tomes are the same thing but for base
"Enchanter's" is word used for a series of items that you can inscribe with one specific spell
Correct
tbh main reason I want to avoid "Staff" is that I wanted to create simple textures to have unique item icons per "pre-programmed" multiphase device
when that texture is "handheld" it appears significantly smaller than the Spellstaff, i.e. it doesn't look long enough to be a staff
alternatively I just cave in and create a 3D model per instance of these
Caster Staff should totally be a thing though
What if... we had a series of items coming from enchanted items that let us store up to 10 configured spells (like in Spellbook) but they keep their original limitations of all starting with specific form and potentially a modifier for that form?
So... Enchanter's Sword that you can tweak and change spells to one of 10 just like with Spellbook, but it's starting glyphs remains
.
or a Fishing Rod, or a Bow etc.
Sounds interesting ๐ค
For those specific tools I imagine they would utilise Spellbook UI with some kind of indicator that let's us know which Glyph it starts with before the custom 10 we can input in
Could always use the Artificer name
Artificer's Wand
Artificer's Bow
Someone who tweaks with the magic more
For me other than fun/vanity the idea with the pre built wands is also so you can get some ideas (copy paste able) of multiphase spells. Easy to try in Creative, fun to find in Survival (some new custom structures would be nice)
I think you need a name other than Wand
Staff is only used by this addon
I think maybe staff is the safest bet yea
Tbf I tried making an icon for a telekinesis staff and it didn't go super well, maybe I'm just made for the 3D world lol
on the plus side then I can also make a custom pedestal block for displaying staves
You could even expand on the Enchanter's tools by having Enchanters Staff be what your current staff is, but with a single spell slot you modify through applying spells on the table with help of a book.
Then you combine Enchanter's Staff with a spellbook to make Artificers Staff - device for creating up to 10 spells in the same manner that your current staff does.
in Ars all books that we can find in loot tables all come in the same texture (not counting variants added by Ars Elemental that come with predefined Focus)
So for consistency... all we need would be just one texture for the Staff.
I'm not sure either. This method was also told to me by someone else
I think the intent is to accelerate the arrow shot by the bow, I might be wrong
A staff with 'Ekusupuroshon' built in that has a very specific custom model 
Oh that is a good point, we HAVE to have 3D models
1.11.0
- fix: Staff 'keeps firing when changing items
- qol: middle-click inserts gap, shifts glyphs right
- qol: saving trims glyph strip immediately (no reopen needed)
- qol: selected phase remembered per slot
- qol: type to search w/o having to focus on search input
- add: loot item Staff of Telekinesis
- add: Spellcasting Pedestal to display your staves and spellbooks
it is probably hard to find that staff atm, but i have an idea in mind for small structures to be added to find these
We have not enough archeology uses...
Would you consider burring them staffs in sand?
Actually wait... Then that would make them farmable from the crab guys...
The crab guys?
But I was thinking just a small structure with a Casting Pedestal that displays a staff
I guess that could be nice looking, though how often and where should this structure generate?
I still think adding in some suspicious sand or gravel could make the structure more interesting - adding in some story elements to a structure, maybe new sherd while at it...
can't add more sherds without an external api
or well, remaking said api
mojang really made sherds dirty in 1.21.1
My idea was to make it generate in Archwood Forests, once per biome'ish (there's no way to clamp it to once per biome though, but on a normal world I mean)
This update omitted the spell I submitted earlier, which is not in the demonstration case
๐ข
Sorrryyy. I'm actually thinking to get rid of the examples, they'll be obsolete once we have staves that show these off.
Players that are interested in learning are likely going to head into creative, there they can try our the "Example" spells immediately with the respective staff
ic
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sooo question
Im trying to do a multi part spell, but the temporal context glyphs don't seem to be "working"--only the first line goes off
I feel like im missing something so obvious, can someone point me in the right direction?
(I'm trying to remake this old spell into a better version via staff)
the spell line for that was this
tried adding the select glyph?
@glacial musk
Result for search: select
Selects a target entity or block without performing any action.
AOE: Increases the area of blocks that can be selected
Pierce: Increases the depth of blocks that can be selected
Sensitive: Only selects entities, ignoring blocks.
AOE III: Increases the area of effect (stronger than AOE II).
AOE II: Increases the area of effect (stronger than AOE).
1
0
Manipulation
which line would I put that
?
(my idiocy is showing)
Doesn't make much sense on its own so maybe it's specifically for use on the first line to propagate to the ones below
at least according to bucket's video
I tried putting it at the end of the first line and it didn't change anything
I tried this and it didnt work either
also, side question, is the beam glyph disabled by default?
I cant find it
probably on the second page?
wait for Zero, not enough Zero-mancers around yet
not showing up in the creative mode inventory search either
well did you check it's on latest?
yeah im on 1.21.1
i didn't mean minecraft version
2/15, right?
latest is 1.21.1-1.11.0
im gonna make a new world maybe updating it messed something up idk
im gonna go back to working on this for now
OH MY GOD IM AN IDIOT
I UPDATED THE MOD BUT FORGOT TO UPDATE IT IN THE OLDER MODPACK I WAS USING
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
critical thinking ability: zero
Temporal context doesn't work very well with Burst yet
Any suggestions for a substitute?
I tried select like Alex suggested and I didn't seem to have much luck with that either but maybe I was using it wrong
Depends what you're trying to do really
projectile -> big explosion when lands -> explosion makes smaller projectiles that spread
like this but staff-ified
Not sure :v burst within the tick spell should work on its own but it won't pass all resolved targets from tick to end atm
aighty
thanks for the help tho I was losing my mind thinking I was missing something obvious ๐
Baller mod tho frfr beam with max amplify glyphs is so dumb I one shot the warden ๐ญ
OOH maybe I just got an entirely different direction and do something with convergence/explosion
so basically what happens is that each context created in the first spell override each other for what temporal see? (only pick the latest)
Hmm if I remember correctly, it's been a hot second since I touched this now, it should be that there's two contexts per cast device: a context between begin and tick, and a context between tick and end
Ye it is. I'll need to get to a computah first to get back to you but essentially that's the problem, where it is storing it is not doing it correctly
Ok im back with another question--Im using this set of glyphs, and while I can get the explosion part to "charge" just fine, the lightning bolt happens when the spell first makes contact
is it possible to make it so the lightning happens when I release the spell?
would that be what "end phase" is for?
lemme rephrase--I want the detonation to go off with the lightning simultaneously
OH MY GOD I FORGOT ABOUT TH EDELAY AUGMENT
IM SO DUMB SORRY
Ok, legitimate question this time, I've got this spell working pretty decently, but I can't figure out how to get projectile style effects to apply to the projectiles spawned by that last propagate arc glyph
is that just not a thing I can do or do I need to mess with some stuff
it has come to my attention that what I thought was the propogate arc projectiles was actually just remnants of the explosion being charged mb
If only I could make the explosion particles red ๐
Oh also, how do I re-enable the AOE III etc glyphs? If its by going into the config like how you do nullify defense, I can't remember how to do that either its been so long ๐
(sorry for the question spam)
what did I mess up here
Ah I getcha! Hmm so that's not possible at the moment. I could technically get that working but also gets a bit messy to explain that you can do Convergence + Explosion, which is already a combination effect AND that allows you to further resolve spells when this explodes.
But it's not completely off the table
That propagate arc glyph needs to register the "spell style" timeline for you to do that, I don't recall which addon adds that though
I saved but I forgot to restart minecraft ๐ญ really showing my intelligence today
Looks good to me as well!? You did restart the server this is running on?
Kek
I like your funny words magic man
Delay glyph got it working
Anyway it's from Ars Elemental, if you want that you might wanna poke Alex, the magicest man
So basically I do a subscribe to EffectResolveEvent.Post event... and then I also do updateTemporalContext manually.
God damn it's such a freaking mess, I've dug myself into a pile of technical debt here.
yep i'm gonna refactor all of that next even if it takes me some weeks, I can't look at this anymore
Then I want to get temporal context working for burst, chaining, and anything really. That's the goal!
The projectile itself is in base ars so it's outside my scope
Both arc and homing will use the projectile spell style
That should do it then ๐ Thanks Alex
Yeah thats the thing, I couldnโt get the end part of the spell to spawn the projectiles ๐
I'm wondering if it's actually an ars zero issue then, I can check at some point
much appreciated ๐ yall are so goated frfr
Minor issue i had, the Orbit projectiles are orbiting higher than they should be on Voxels
The spell I was trying to make is a spell where it holds a Voxel in front of you, then charges up a ring of Orbits around it, before firing it, cutting through enemies and terrain
AOE III and block groups is interesting
Is there a pierce III and amplify III as well?
Rip. We should make it a spellstat.
Related question, is it difficult to get stuff into base ars? I never made a PR for it
relay that to api-dev, the hardest part might be not being flooded by Qther's PRs
Maybe I'm the only one with this problem, but when I use a voxel with shaders, the voxel itself becomes invisible. I've tried it with complimentori and solas shader.
Yeah shaders and ars dont mix well
Common known issue not really a fix for it besides dont use shaders i guess
Its the same thing with skyweave blocks being invisible
There should be an option for you somewhere to enable custom shaders
I think that is the common fix for it
Some of the voxels use a custom shader, I didn't know how to animate them otherwise. Maybe you can do UV scrolling somehow with geo entities... Though it's easier for me with this approach :v
how does this addon's wand work? I understood nothing from the guide ๐
I can't really help you much if you understood nothing at all from the guide :/ If there's something in particular you're struggling with I can try to lend a hand!
To do: fix this
#1473304652471603283 message
Are there any plans to make upgrade recipes? As in, when you craft the next tier staff it retains the settings from the previous staff (like spell books already do)
...it doesn't?
We gotta fix that
It's just using standard shapeless recipes right now. Need a custom handler
Pierce spell stat, split spell stat, all the spell stats
what does temporal context do? I tried putting ray - break block - (next row) temporal context- break block. but it didn't break 2 blocks
Just made a spell that shoots a spray of flames as you hold the cast button, then when you release the button it finishes with a powerful explosive fireball
Very satisfying to use, the fireball is a Missile spell so its really good at finishing off the still-burning horde from the earlier fire spray
anchor having no cost feels a bit op
How does one use the Geometrize Arcane Golem to place blocks? Trying to fill in a giant hole and can't figure it out.
Temporal context takes the result of the last spell and continues from there. In this case, you are saying: "the block I just broke at this position? Break that one"
So you are trying to break the same block twice. Probably you want to just do Ray and Break in the tick phase
You can always tweak the mana cost in the glyph config. IMO it's only OP if you're lifting entities that are not things you created
You can use Conjure Terrain after Geometrize, or some other block placing glyph. But it needs to be after Geometrize, in the same spell phase.
In case someone else is wondering; no, this mod will not be ported to 1.20.1, at least not by me. I do not maintain multiple versions of my mods and I never will.
That sucks but understandable
1.11.1
- chore(dependencies): upgrade dependencies(ars nouveau, ars elemental, curios, nuggets, sauce)
- fix(dependencies): stop jar-jar'ing nugget
- fix: staff upgrade recipe nuking your data
that's a lot of 1's
Omg i fucking loved that show
I cant remember anything that happened in it
I just remember finding that purple guy really funny to look at
i gots no idea what that is so I didn't get the reference ๐ญ
it was some kids show about numbers
they fought weird ass monsters i think
i have no clue how it ties in with numbers but i found that purple guy funny
elite ball knowledge
So I made diet domain expansion while Im waiting on the 1.21 port lol
use it with arcane circlet for extra aura
i like how infuse can create a bootleg sure-hit by injecting the opps with whatever potion effect you nbt in
singleplayer creative world for testing so im too lazy, but in the multiplayer server Im playing in I plan on making one lol
i used instant damage 10 and instant health 10 to oneshot all opps incl undead
yesterday
fairs
I wasn't using infuse here but Ill give that a try
im still new to this shit
get cad editor
its a mod that lets you easily operate on item nbts and attributes
i have a netherite helmet that gives me infinite mana regen
its fun on ur own
also here's fuga just because
tuff
send spell
1 sec
thx
soo it's just an extension for a book? so I can put 27(excluding forms) glyphs instead of only 9?
Yes and no. It has 3 distinct phases which essentially cast their own spell accordingly.
Start - The spell you cast as soon as you right click with the staff.
Tick - A spell that is continuously casted while you hold down right click.
End - One last spell that is cast right after you let go.
Normally, with a spell book, you'd only have the "Start" phase, so you couldn't do stuff like holding down a laser beam to damage mobs or destroy blocks, and you'd need to constantly cast over and over "manually".
The description on CurseForge kind of explains that:
This mod adds a new caster item to Ars Nouveau; the Spell Staff. Unlike the Spell Book, the Staff allows you to continously cast spells as you hold down 'use'. This opens up for new scenarios that were previously not possible. To support such new scenarios, it's necessary to add a new cast method 'Temporal Context Form' and new effects that work in this context.
I'm working on The Big Beautiful refactor of temporal context, select logic and reintroduction of block entity groups
But I'm a bit puzzled about what to do for sub resolvers like chaining. I'm essentially creating a spell context for each of the blocks, which REALLY doesn't scale with a lot of AOE (II and III), it just kills your game.
So I'll dive deeper into the why, hopefully I don't have to put a limit somewhere.
does this not work currently? I tried doing this spell and got nothing I think I may just be an idiot tho
Well welcome to why AoE 3 is only in powerscalers
its just not doing anything rn
You need to enable it, there's only a config for it. I'm working on refactoring to get rid of the config so it's always enabled but only working for "basic" blocks
Is it in the select config?
or the anchor
Hello
Eh
Im having an issue, my game doesnt load for some reason
I have no idea where can I make a bug report, so, Im just trying to find anything related to this addon to ask for help
I think it might be in the general config iirc, something with BLOCK_GROUP
Do you have a crash log?
Yup
1 sec
Loader Neoforge 21.1.219
Current mod list:
Ars_Nouveau-1.21.1-5.11.1
ars_zero-1.21.1-1.11.1
curios-neoforge-9.5.1+1.21.1
geckolib-neoforge-1.21.1-4.8.3
Disabling Ars Zero makes the game work as intended
https://mclo.gs/KSSIaZl
228 lines | 75 errors
-# The only thing I know is that the computer is scared lmao
"disabling ars zero makes the game work as intended" how quickly im deleting 1.21.1 if ars zero is gone:
Ah, that may be the issue
I just noticed, but I would recommend adding a warning that it needs it as a dependency when loading the game, or in the mod's page description as in image-
It should also be listed in mods.toml, not sure why it's being ignored by neoforge ๐ค
Ah-
-# ...sometimes I hate curseforge, relations tab feels too hidden on pc
Well, anyways-
Gonna try see how it works now
i managed to add infinite spells basically by spamming middle click on my glyphs
everything outside of the 10 slots gets deleted once i delete a non overflowed glyph however
its time for a monstrosity
ah yes
ray

the aoes and amp are III
Love this so far omg
I tried doing something and... my whole pc started lagging, even the system
Im scared
i noticed the default ars spellbook disallows ultimine to prevent abusing ultimine to make break spell stronger without costing mana, but the ars zero staffs dont have this compat and let you ultimine stuff with spells for free
i assume that's not intentional?
WHAT
I know ultimine doesnโt work when holding a book, but I didnโt realize that was because spells applied to the ultimine
hey it says amplify 3 and aoe 3 are disabled by the server
what config would that be under
I have no idea what ultimine is, tell me more?
There is a config per glyph, so these glyphs have their own files
ultimine is like veinmining
i dont really get how it can be used with the break spell tho
Hold down the button for it and you highlight up to 64 of the nearest similar blocks in front of you. Breaking one breaks them all
Sometimes modpack makers disabled this ability if you arenโt holding a tool
However, itโs disabled by default if youโre holding a spellbook, preventing you from mining multiple blocks at once
If ultimine recognizes the Break spell as a valid form of mining, it makes sense that this would be disabled by default
Okey dokey, thanks! I can look into that
This isn't a complaint, nor is it a problem-
I just wanted to share that Beam is ABSURD for mining. With it and the divination ritual (15 minutes) I got to mine a stack of ancient debris. Take into account I wasn't nuking the nether, and that I also took my sweet time looking around and emptying my inventory, and it starts to just sketch the potential for it.
I finally got a multiphase spell turret, and I'll build a train network weaving between the nether and the overworld, and this is how I'll clear the way
as always, superb, mister Zero!
Can't wait to see what you'll cook next
do you ever plan on making the staff/circlet compatible with the infinite spells config for ars?
because i have many plans
I wouldn't say "never" but it's very far down the list for me, there are many other things I'd like to do before that :v
First I want to fix problems with temporal context (burst/chaining) and the confusion around Select & Block Groups
Then it's time for some new content, I'm feeling for Frieren style spell shields
No, it's normal now
It's strange that before I got the spell book, I couldn't cast spells with the staff under my feet
At this point I wonder if the mod was meant to be called Ars:Zero instead
For the uncultured swines, it's a naming pattern often used in anime spin offs
mfw i see 73 new bugs i created
a mod that lets you break all nearby block to the block you're breaking, and drops all their loot at the block you broke. durability and hunger goes is fully on you
do i need to make both the staff and book or can the staff totally replace the book
hello guys i got a problem for aoe and amplify 2 and 3 it says that i cannot use them because they are disabled in the config and i really dont know how to enable it please if someone can help me
I think it should be 95% able to replace the book at this point. But it you find something missing, do let me know
if i want to make a basic spell like with a book, all i need to use is the begin phase and ignore the rest
Yes
Go to the ars zero config and find their config and just make sure enabled = true
it's nonsense is what it is
and a plague in modern packmaking
completely trivializes mining
i mean if that's your opinion lol
lots of us like it
we arent playing to mine all day after all
yeah because convenience is a sweet treat
yes, thats what gaming is for
its not a job
if smth is fun, it's good
if it's not fun, it's not good
if you dislike ultimine, don't use it
i like it, i'll use it
why bother making games difficult or tedious at all then
tedium is an obstacle for the player to solve
those who like it will make it
no, tedium is bad game design
no game should ever feel like a job
the purpose of a game is to have fun and relax, not to drain your mental health
okay but mining is a tedium you have control over to mitigate
yes, by using ultimine
why bother have mods introduce better tools if they're effectively as useful as a wooden pickaxe with ultimine
wdym
why bother making mining machines
wood breaks faster and has no speed
mining machines are automatic and have larger scale
your points make no sense
just accept that some ppl like different things than you do
i've accepted that already
then why are we debating this?
You're right. Enjoy the game how you want to enjoy it.
gonna be real i did not expect you to be normal about this
I dislike the position of ultimine as an expected inclusion in most modern packs because content is necessarily balanced around its inclusion.
yeah that's fair, though wdym with balanced around ultimine?
This is fine for people who like it and enjoy it, but crowd out the kind of niche gameplay me and others enjoy.
Being able to break one block at a time at any given point in the pack vs breaking a clump of 64 at a time means a given pack dev has to account for a player being 64x as fast at mining at any given point in a playthrough
right but what i mean is like, how would they account for that? by making tools slower?
which means mining needs to be made less lucrative as a resource gathering pathway to account for that increased speed
or by making resource requirements larger?
by making resources scarcer
ah
or resource requirements larger
yeah that's fair
icl i dont play that many modpacks, i've played atm9 no frills, atm10(full), bmc4 and custom packs
so idk how many packs include ultimine
it's hard to swallow "just don't use it if you don't like it" because any competent pack dev will balance the intended experience around a somewhat competent player using all the tools reasonably available to them
I've played a decent amount of packs and the trend around the most popular ones, especially kitchen sinks, is that veinmining of some-kind is omnipresent
1, you could try to rebalance the pack by removing ultimine and changing resource spawns and requirements
or 2, you could just avoid those modpacks that use ultimine
thats all i can really think of
I tend to do the latter
to be fair kitchen sinks arent meant to be balanced
they're power fantasies lol
yeah so I won't hold it against those packs too much
but so many expert-adjacent packs fall into the trap of including it, realizing it makes resource gathering/exploration too easy, and cranking other difficulty knobs instead of just doing without it
because it feels bad not to have it
i recommend trying tech or rpg type packs, tho rpg packs are usually kinda bad so idk if theres any good ones
those usually are more balanced
and might not have ultimine
can confirm
ultimine is honestly a symptom of a greater issue I have with pack design in general
i actually abused ultimine and attribute swapping to mine for ores at no cost and insane speed
so ye -w-
yeah see i get that. I used to play like that.
minecraft modding is generally built on being a power fantasy
like all the expert modpacks use a lot of og concepts
Then I'd burn myself after three weeks of gameplay and there was no quick dopamine left
and thats the issue LOL
the og concepts are fundamentally flawed
im playing to eventually build an industrial complex, soooo
the og concepts are boring to me
so much tech that has no correlation to real tech
i learned real electrical stuff
oh i meant like the og concepts of the modded scene
yeah ik like gregtech n all
like tfym "high voltage" just gimme a number
gimme amps and ohms and arcing and circuits
no i mean like. industrialcraft. minefactory reloaded. the old shit
i need realistic electricity qwq
yeah agreed on that
ohhhh
i wasnt around that early
i was playin ps3 9 years ago
ps3 minecraft i mean
fair enough yeah i grew up on java edition
got into modded in like 2021 or smth
lucky
i always wanted to play java as a kid bc mods
nah shit sucked ass til recently
only had a ps3 tho
you got into modded at a good time
yeah ik but as a kid mods were so fascinating lol
y'all getting #off-topic
oop sorry
but I appreciate being able to post this meme lol
How dare you 
??
ok first tell me your opinion so I know what im disagreeing with
Projectole + Lingering + sensetive + voxels + few splits
And again in ticking
Hmmmmm. I'm also struggling with chaining tbh :v I think I might have to do add limitations
Does anyone know what version of ars zero to download for atm 10? Atm has ars nouveau 5.10.6
No but that's a fair point, I know a lot of ATM 10 players want to use Ars Zero. I can have a look later
Wait, can't you just update your version of Ars Nouveau too? ๐
With a premade modpack, especially one as big as ATM10, there's a decent chance that breaks something
ESpecially having to figure out updating the other addons
That's fair. I'm not really sure what I can do though, I would have to downgrade the required dependency on Ars Nouveau. Maybe that would be fine though, I'm not using anything in particular from latest Ars I believe
Also, ATM10 updated a weekish ago
Ars is more up to date, currently on 5.11.1
Unless you've already turned on content management and can't update, Pr0
Cuz in that case, its probably on you to juggle updating things to allow for Ars Zero lmao
Thank you
I haven't tried that but last time I updated a mod, all the other mods that relied on the said mod flipped out and crashed
Really? I will have to update atm 10 then cus ive been playing for about a month and a half or so
Yeah actually the latest version of ATM 10 has the same version of Ars as Ars Zero does!
Woohoo!
amazing
Tried to made hollow purple
Sorta hollow purpled my pc
I made voxel that create voxels that can break blocks
And because they will destroy each other for whatever reason is here if i use channeling push i need missle spell with explosion to push them forward
I can't made them to damage something because they just kill themself
But it sorta look like hollow purple just small
๐ผ
everyone always wants to use purple, but never red or blue
Purple is better than red or blue๐
I just learned you can use mousewheel with anchor!
(hollow) purple IS red and blue
the best of both worlds
yeah!!
I've been trying to figure out a way to get blocks to launch out a random distance from me or something ike that and I think mousewheel is gonna be the way to go
But were still on an older version of Zero without middle-click/save to shift glyphs around and it's really frustrating to try to develop spells when I constantly have to reset the whole thing, so I'll probably end up waiting until my server updates to really dive in
smol update, I got a bit lost on fixing chaining itself (for the 2nd time now) but I did bring back block group entities and working on making it "good enough"
I am also working on adding a new biome, but it's related to adding new staves. It'll take a bit and I'll dub this version 2.0.0 as the change will be "breaking" as in, you'd need to start a new world to see the biome (I think?)
Anyway it's gonna be cool โ ๏ธ๐ฆด
i know this but this is also a copout
Fair ๐
ngl i've been tempted to restart my minecraft phase just to play with your voxels
they look awesome
yeah I need to figure out wtf voxels are and how to play with them. I feel like once Zero clicks in my brain, it's gonna be really awesome
same and im mad the jjkheads tainted my perspective of it
jjkheads?
a casting tool that expands on the spell construction system like the staff does is super intriguing
any number of the spell-crafting posters asking how to make hollow purple/dismantle/domain expansion etc.
I've had many idea in the past about sells with a couple of phases, a setup and primary cast spell, but that would only use the 1st and 3rd rows of the staff. Need to think about stuff for the middle row too
Ohh
Roses are red
Violets are blue
Some day weโll cruise down blood gulch Avenue
Oh my god so facts
I think trying to make a maximum output blue is way more interesting than purple
โOh boy, big aoe that breaks thingsโ
Vs
โGiant bubble that picks up terrain and you can throw it around at willโ
Are blue and red actual abilities in JJK
I didnโt realize that lmao
yes lol
they're deadass just called blue and red
ig the full government names would be "cursed technique lapse: blue" and "cursed technique reversal: red" but yeah
Blue attracts things and red pushes them away
I just try to pretend JJK doesnโt existโฆ๐
but they're so strong saying "pushes away" is an understatement
more like
nukes a direction
the humble "wrath of god" spell never fails
Love the term โfull government namesโ for abilities lmao
also is there any way that I could make this (or something close to it) target players
I wanna see if I can force choke someone
i did red earlier actually
im a fan of the circlet since it resembles a physical superpower the most out of all ars devices
I have that, just not equipped rn
I was gonna try my hand at that eventually
it looked pretty weird because push and knockback victims just get clipped by 1 block and dont get hurt they just stop
so i might add an aoe break component somewhere
limitless clones in ars are so peak
burst aoe filter player then select?
the ? is because im unsure if ur missing the addon that provides the player filter glyph
also i think its worth getting ray and using that over a projectile
dont have ray in this modpack
Does select just not work on players for some reason? I'm not sure why that wouldn't target players
i tried with my friend, it doesn't
the fling works tho
but the select and move around part does not
so you can throw people but you cant hold them
Wouldn't the problem be anchor
i think anchoring players is locked by config
that's the vibe I'm getting
Select can be used on players if the pushing works, but if it isn't pulling them, that just means the anchor isn't working on players
If you do Temporal Context -> Pull -> Launch, it has similar but more erratic effects, and I imagine it works on players
throwback to that time i tried to make limitless in hex casting
in theory everything is possible though its effects arent as tuff
but it takes forever and the time i spend doing that is better spent actually studying for uni
๐ฏ
i wouldnt know ngl
Fair nuff
Neat
On my end, the propagation just keeps happening where the voxels were first spawned, even when you drag the voxels away
what did you do for red
curious
that isnt neat bro
voxels are cool i wish i could use them
from my cursory use of them it automatically propagates things after itself once released
and it touches something
which implies it doesnt take kindly to other propagate arguments
so i did near burst aoe
then filtered myself out
then did various combinations of leap, push and launch to get a nice looking effect
i added a damage component at some point
i remember knockback not flinging me
try that
What add-ons do you have
?
I thought Ars Elemental came with filter self
nope
elemental and zero
thats what I was using ๐ญ
its dark then
if i get this group project contribution done in the next 15 mins
ill try and record my version for you
hey no hating on JJK here. you can hate JK Rowling tho I'll allow that
Joanne Koanne Rowling slander is always appreciate
next ars zero update gonna include glyph Tengens PowerPoint so u can explain jjk rules to players ingame before obliterating them
jk
nearly 45 mins later im like half done
im tired and i have to go to class in like 6 hours
sorry bro
Not hating on. Just ignoring.๐
just realised tengens powerpoint had more frames than some animes
Wait a minute. JJK has rules?
I thought the whole point of jjk was to just go so over the top that rules are irrelevant.
how would you know/care if you ignore it :v
but yeah it's littered with rules
like one of the latest episodes had some insane curse technique where the user basically was using constellations as a means of pushing/pulling objects towards/from each other
my brain was melting trying to understand the rules
but I get where you are coming from, I couldn't get through DBZ and Naruto because it was all about "going over the top more and more", from my viewpoint at least
that being said, should make some Naruto glyphs at some point
Sand magic go
Rules probably allow it to get more crazy to some degree lmao
"Here's how this shit works. Wonder how we can make it work more"
me explaining how ars zero glyphs work. also jjk writer explaining curse rules
There was an episode of Naruto where the characters were fighting to their absolute limit and were slowly losing until one of the characters had the โepiphanyโ that all they needed to do was to just win instead of lose.๐คฆ๐ปโโ๏ธ
Me when the power of friendship
Been having fun with this, though some of the propagation is glitchy at best. Also looks like if you gain a new propagation source during tick phase, it overwrites your temporal context? I tried adding revert at end of phase but unfortunately doesn't work.
But a typical pantomine/near cold snap + knock back + extract with the tick phase set to lingering x is great for depopulating an entire FoV
Don't even need fast ticking.
I might try snap + reverse gravity and instead do push + linger on tick. I tried knockback reverse grav but apparently it was too strong or something lmao
I need to look into base ars stuff with spell customization and how to reduce some of the visuals other than just turning down particles.
Game isn't too happy when you turn a 100 degree cone into lingers
Something else I've noticed is that zero is 100% not happy with context happening after tick phase starts.
Is there any chance of us being able to put a delay to the tick phase starting? Or perhaps making it so context can update while tick phase is running?
Granted that might be a bit too much
Makes more sense than some of these anime tropes. I think the line in the Naruto episode was โweโll win by winningโ.
At least the โpower of friendshipโ implies persuading others through kindness.
That cant be the actual line
I know anime dialogue can suck, but oh my god lmao
Their โlogicโ was that theyโd always won before, so if they just won instead of lost then they would win.
Why not just use
in the beginning of tick? Or you mean only once?
you're probably misremembering
naruto is particularly strong writing wise
All i remember is
"SASUKEEEEE"
"NARUTOOOO"
repeat
Which propagation is glitchy for you atm? Anything in 'begin' that uses sub resolvers (chaining, burst, others) doesn't work so well yet, and may not for quite some time sry.
i watched a scene of it on a whim last night and was reminded how peak it was
what gets me though is that itachi is framed as a good person
that guys evil man
100% not misremembering. It was said by Rock Lee when Team 3 was struggling against a tough opponent that had them outmatched. Rock Lee basically inspires the others by convincing them that they can win because theyโve always succeeded before, therefore they MUST be able to win now.
(Found it: Shippuden Ep. 28. The actual line is (in the middle of a fight, no less) โI figured out how to beat these guys. We just have to get stronger than we were when we first encountered these guys.โ, which was all of twenty minutes previous.)
I stopped watching a few episodes into Shippuden, it went downhill for me from there. OG season was great though
I liked Shippuden, but it certainly had someโฆinterestingโฆmoments (mechanaruto, for instance)
Preferably only once, but I think delay doesn't work because the context is grabbed before the delay, when I tried it.
I didn't try using select inside tick but presumably context doesn't change within a phase.
And sorry, I honestly don't recall the exact issues. I do recall that aoe/groups would not allow multiple voxel creation or would act a bit strange
Using propagation Glyphs in general, while "propagators" like snap + shaper are fine
But also a little wonky as like, shaper coldsnap -> voxel, a tick phase anchor still used the ice blocks as context, rather than the voxels
It marks objects with numbers 1-5
In order to reach object #5, you must progress linearly (1,2,3,4,5)
otherwise, you will be forcibly pushed back, and any other objects with the same number you have will be attracted to you
I tried
(The reason Kirara was able to throw the car at panda is because someone else (probably hakari) imbued it beforehand)
(so she had setup)
Gojoโs moment was him literally just dying and then learning how to not die and killing the guy that killed him
There is bug that you need to cast spell with book to update mana pool if you learned new glypths to update it in staff
what's the difference between near and pantomine
Pantomine: "Applies spells to the nearest block in your line of sight. "
Near: resolves right in front of your face, no block nearby needed
Midhead
This happens with the book by itself as well, FWIW. Just learning a glyph doesn't update the mana bar.
Thanks, then I will not investigate fixing it if it's a problem with base Ars.
Also I cannot unpin or pin messages anymore, as of today. Odd
Seconding this. Can't pin messages either 
@small plank do you know if permissions were changed for addon chats?
dayum
Discord fault, permission scheme changed
Can you try right-click the message, use apps -> source librarian "Pin in Thread"?
CC: @compact coral
So, yall come up with any better mining spells?
Best I've gotten so far that isn't nightmare laggy is to use underfoot -> cold snap -> push + extract (tried to add knockback +extract as well to reduce density directly underfoot but can't get it right) to basically scatter a whole circular area with propagators, then throwing linger with break/extract/pickup.
I tried seeing if I could launch the blocks downwards to propagate the lingers faster, but had poor luck.
Projectile prop doesn't work right, though is good for a guaranteed blast straight to bedrock.
unsure if this is a known issue or something yet to be implemented but you cant look up the documentation page of an item without the base ars spellbook in your inventory even if you have an ars zero spell staff in your inventory
Oh like they spawn aiming downwards no matter what direction your player is looking?
They also all spawn in their initial position and don't update to follow the blocks.
Or the lingers โ ๏ธ
Linger and other blue propagation Glyphs are fine, and will update to their new source correctly.
So near, cold snap push to start and then tickphase linger + violence will basically shotgun out dozens and dozens of linger fields
It's my "fuck this direction in general" spell
nice
i don't have energy to play with zero but my server just updated, so i want to start playing both with mining spells, and just silly spells
Unfortunately linger can't be augmented to fall faster and is basically the only good tickphase propagator available afaict
Ahh faster falling would be a cool augment
I guess the best match would be amplify? Though tbh I think amplify should be ignore gravity, dampen should be bonus gravity
Theoretically you could do aoe break -> reset -> block -> gravity but I think that would screw the temporal context up and also not sure if it would even fit in 10 glyphs
@humble tree really how does the temporal context work within the tick phase? Can it update?
What do you mean by update?
Can the location/entity/block that temporal context retrieves change from tick phase to tick phase, or is it locked to whatever it was when the tick phase started?
It's only meant to be set once from the begin phase and not updated again further
That being said the logic is not very clean at the moment, didn't get around to successfully refactoring it without breaking things
Do you happen to know what it might be under? I was looking around the other day in the config and couldnโt find anything like this
Not by heart sorry ๐ there should be a general config for ars zero. Won't be at a computer to see for many hours still
Yeah, I was combing through the zero config and must have missed it ๐ ty for trying thooo
Iโll check when I get home ty ty ๐
what is it under? I can't seem to find it in the list (maybe im just blind)
all I have is anchor_effect
The general config
the ars_zero folder is prob. just for glyphs config
there should be one or more ars_zero.toml files in config without entering that folder
Just an idea: Ur thoughts about merging convergence with split to increase the amount of splits?
not sure what that means :v
idk either ๐ I just thought that split was very limited rn. So essentially, you can increase the amount of times a "split" glyph splits based on sustaining a convergence
i don't really understand. technically i don't think that's possible
i think they mean, if you do like
start:
[convergence] [propagate projectile]

tick[1 tick]: [temporal context] [sustain]
then holding the cast button charges split via convergence to make more projectiles the longer you hold it
doesnt make much sense to me, but oh well
sounds like a very fast way to destroy your computer from all the projectile particle spam lol
Reminds me of another game a large quantities of projectiles was a problem too... Though in this context projectiles only applied damage to enemies in that game.
Apparently if you have enough of projectiles, game doesn't render some of them for optimization purposes, but they still do what they are supposed to - damage.
I wonder if that could be something that base Ars could adapt... Though since projectiles do a lot more things than just magically punch stuff - might not be feasible...
Besides - Ars isn't the only mod that suffers from overloading with projectiles - the base game in very specific scenarios also could be laggy because of the entity count.
That being said - some kind of optimization that turns hefty amount of similar or identical projectiles invisible when a lot of them are close to each other could be potentially beneficial.
Of course rendering is only half of the battle - there is also all the possible interactions with everything else in the world.
I think Alex said it well before, that part of the biggest issue is generating a large amount of entities in a short time. I think it's not necessarily terrible in this case but depends.
To me it also sounds like "I want to create projectiles every tick" which you can kind of already do?
If convergence means it should make an exponential amount of projectiles, then you will definitely run into some server killing issues really quickly
Rendering is the least of the issues
Spawning and managing all the entities collisions tend to be what weights down the server
I'm not sure how other games work, but everything needs to be done by a single core and synced between client and server each 1/20 of second
Depends what you set the projectile particle count to and what kind of mods (and options) you got installed.
but yes, killing the server is definitely worse than killing the client :v
Particles can be culled
If there are too many, there are probably some limiters somewhere
Weirdly enough, with explosions and thunders I've managed to stalemate the server keeping the client alive. With the sound queue basically committing seppuku
It was a time where chain could be used twice in a spell
The idea came from the concept that the longer you held the convergence, the most the spell splits. For example, the summon undead, a single tick will summon 4, but with more ticks you converge, the number of splits increase, hence, the more summons i can create. Its not exactly creating a new project per tick, rather, the convergence determines how many times its splits
its a little confusing, i get that. Maybe its not suited to work like this. Idk, i just had an idea
So, I made this spell, and I was wondering if there's any way that temporal context could continue to strike the enemy with lightning instead of where the enemy was when I hit them
Huhmm yes I think there's some funky bug/interaction with ray, never got around to fixing/investigating that either ๐ซ
๐ ๐ช
ray>select on first track
context>lightning
thx
I noticed that the glyphs aren't displaying correctly. I think 3 glyphs don't fit at the end of each page.
And the element icon isn't displayed. I hope you'll add this for convenience. ๐ฅฒ
Work progresses. I've definitely entered a feature creep territory but oh well. Some info about it:
I'm adding a new Withered Archwood biome, along with a Necropolis structure, which has new mobs; Acolyte, Warlock, Lich. They're tiered skeletal mages.
I wanted to have some more magic related enemies, some more anima content and a guaranteed place to loot the upcoming "static" staff items (like Staff of Telekinesis, but many more versions)
Obviously this takes quite some time to put all the pieces together. I still a bit more work to do on the biome, and the structure has a long way to go still ๐ I'm adding kinds of corrupted source stone blocks for the purpose.
Anyways, just checking in ๐
this gives me an idea
what if we could modify mageblocks with other glyphs similarly to voxels
like
makes magic magma, sets things on fire on impact and explodes
or
makes a fat icicle that does normal damage and applies freeze
could make a solid magelight block with its own aesthetic similar to sealanterns and glowstone and such
with amplify its permanent
but isn't this just slightly larger versions of voxels? or what's the difference?
we don't have a 'light' voxel that's true though
๐ก
Can someone give me a/some base spell format(s) for how to use voxels? I wanna mess around with them but I cant seem to make them work for me
I wanna try and do something basic like a spirit bomb before I get into anything crazy
This one's nice
You can create a voxel like this then hold down use, and with the scroll wheel you can control where to teleport to
how does mana drain work with the 3 phases because ive noticed that multiphase spells consume more mana on tick than a spell with just the ticking phase
i just tried the spell above which has 30 mana per tick vs another one that has 55 mana per tick but is only the ticking phase and the 55 mana spell drains significantly slower
Might be a mod pack issue, but just checking, has anyone else had issues with tick phase timing being utterly wrong? 10 tick delay will chaingun out like 4+ spells/second, instead of 2.
what are you using
anyway i made a razorblade spell
Added zero to ATM 10.
what spell?
I want to say it's every spell that I've tried with 10 ticks delay. Most recent was ray + sensitive -> select, and the tick phase was temporal, grow and harvest
No, I think you're not wrong. I recently fixed it but I didn't realease it yet, I'm on a branch that has all the new biome stuff, so it's still cookin
Ahhh okay. Cool, thanks!
can anyone tell me the point of voxel cuz i really don't understand
i figured out im just dumb
the power of the rubber duck
does anyone has good shaders that work with this mod because with mine i can't see voxels or magic circles
You need to enable/allow custom shaders in your shader options
Tyy
how do i do that
I don't know because it depends on what shaders you're using. Try asking in #general-and-help , probably someone can guide you there ๐โโ๏ธ
not trying to glaze but they should add this mod to the essentials cuz it's game changer
im so surprised they didnt add zero's stuff to base ars
If anything im surprised elemental isnt apart of base ars
Its practically essential for any ars playthrough
This very much. But also bear in mind that from an addon dev perspective, while that would be respectable, it wouldn't necessarily be in their interest. You have full control over your addon, you don't once it is in the base mod.
You also get some CurseForge money for you addon
does anyone have tips on how to say 'no' better ๐ญ
"it relies on some api functionalities that were not yet available on 1.20.1" ?
regardless of if that's true or not
i don't even remember 1.20.1 at this point
It was the version that changed the functionality of Cold Snap and Flare
Also, going off that screenshot
Some people are aware that itโs not getting a port. They will, however, still complain about it and I donโt think you can stop people from complaint on the internet lmao
i got request of porting morph to 1.20 when the desc mentions that it's the successor of Scalaes, doing the same things in that ver
People are so smart lmao
Someone also asked for a 1.19 port and said they would pay. So I agreed, but I will only settle for 100 million dollars
do it for the vine
Question im a huge fan of the custom spells designs you can make in ars nouveau and i see that in ars zero is there a way we could get a clear button to wipe a spells design back to factory?
If you happen to have an empty spell slot you can copy it and paste it, it will wipe all the 3 spell phases then
Did not know you could copy and paste good to know thank you
Ok wait real quick just to make sure were on the same page were you refering to image 1 or image 2
Thats what the confusion was i was more so referring to ๐ฅ
I really can't understand why someone would ask for reverse porting. 1.20.1 has nothing to hold on to anymore, and ARS are all at 1.21.1
There are mods that may not be available in 1.21
1.20 seems to be the major modding version at the moment, a large chunk of the time I see a new pack gain traction, its 1.20
1.21.1 is about to become mainstream, and all mainstream mods are porting to 1.21.1
is the psions circlet just a better version of the archmage spell staff
since its easier to craft, no need to hold it as a item and can be used as a curios slot
or am i missing something
kind of i suppose
right now at least
but won't be in next version : )
because the circlet will not allow you to change filials
ohhhhhhhhhhhhh
Filials :0?
just respond with this gif:
Always here for help. Been getting 1.21 requests since day 1 ๐ซ
just gaslight
them into thinking theres already a 1.20 port
bump
What on earth is this
Reminds me of ...
those do NOT give me the same vibe at ALL lol
They do not lmao
That guy kinda makes me think of the spider from that one bug cartoon
This fucken thing
Not as similar now that I see the spider dude
any ideas for spells involving water or ice voxels? right now all i can manage to do is throw them lol
to be honest, I mostly had in mind to throw around voxels ๐
please do not try to eat voxels
this might be even more cursed, thanks
Youโre welcome! Always happy to help
Oh
Uh
Are they poisonous
Is it bad to eat them
Asking for a friend
blight voxel i heard is very delicious
I wouldnโt know, havenโt tried it
hurt noise
hurt noise
hurt noise
hurt noi-
makes sense, would it be possible to give the thrown voxels effects as if they were a projectile glyph? and is it possible to combine types of voxels?
I hope there will be a combination of "voxels" and "Convergence"
Allow players to use "Convergence" to create larger and more powerful "voxels".
fire voxel+ convergence = METEOR
I donโt consider Zero an โessentialโ addon simply because it is such a large power scale increase.
Definitely one of the top quality supplemental addons though.
honestly I think the most OP thing might be anchor
Doesn't the staff remove Iframes?
Nope
Oh huh. I was under the impression that it did
Then where's the power difference?
Very fast casting
Technically
Yea
Have you tried out the mod yet?
Yes
It's got a more complicated spell crafting system
Fair enough
I agree
Only Beam skips iframes
Lyrellion makes it out to be super power and lumps it in with trinkets

The skipping Iframes is where it gets strong af
But as pointed out before, the damage output from Beam is nothing insane, vanilla Ars can do as much DPS already
Yeah I don't think it's on this level. In fact I had to rely on trinkets to get the amount of mana regen I needed for some of the powerful stuff ๐คทโโ๏ธ
Beam is straight dmg?
What would un-straight damage be?
beam is an effect that summons an entity which does damage and skips i-frames, but the damage+skipping is the beam damage itself, the passed subresolver does not skip i frames (e.g. if you give it a
, this one does not skip iframes)
So yea
Strong but not scalable
it should synergize with hex as far as i can tell, so it can be buffed a bit more
even without i-frame skipping I do 32,000 dps with the staff using a beam based spell. so still very strong and fun
given im in vibranium armor so i have a lot of spell power
but even in the air mage gear i was doing 8k-10k dps
Taught my daughter how to use a Archmage Staff...this might have been a mistake...๐
I'm hearing boss ๐ต
But the boss is already dead! Ho-
Oh...
Still working on undead stuff here. Made a bone golem and worked more on the rooms that appear in the necropolis
I also thought about Flesh Golem but it's gonna be too gross maybe :v
Acolytes and necromancers use mana to perform rituals at an ossuary beacon to summon skeletons and zombies
Everyone with their flashy boom zippers, no one appreciates the simple lethality of a half second beam that oneshots a piglich 
here me out
me mix your mining method with this spell setup
i wanna see that
it would be funny
Hi! I just found this mod and I absolutely love it, but there seems to be some rendering issues when I cast spells over water. Is this just a me thing?
Picture for reference
hmmm
yea thats def an error
Glad I'm not hallucinating... Guess I'll just wait until it gets fixed.
I would loooove to fix it
But I do not know how to
I have this issue with all models that use transparency
Transparency in Minecraft has issues that are not for mere mortals to solve
Fabulous might or not fix it, it changes the transparency calcs iirc
What's fabulous?
The other setting aside fancy and fast
Has a different transparency sorting and few extra other things that some resourcepack can use
A new idea, "Convergence" + "
" to produce Flame Strike, just like in Warcraft III
The skill of Blood Mage
"Convergence" + "
"make Blizzard
seeing how it requires elemental
flame strike then
for METEOR
(i want a meteor)
lol