#Ars Zero
3796 messages · Page 4 of 4 (latest)
Warcrqft III mentioned, nostalgia neuron activated in my brain
Convergence +
resets the world to its original state
I agree, we need to add more ways this mod can crash your server
Convergence + Discard will delete system32
Convergence 
Deletes the root
i wonder if it's actually feasible to reset a chunk
i'd imagine so? unsure if it would work while the server is running
My daily coping message: still working on the necropolis.
Some rooms are done, some of the npcs still need work. Feature creep is real. Hope to have a beta build ready within a couple of weeks
Npcs? Damn noice
I hate project scope
I need a resource pack to turn the staffs into the ones from frieren beyonds journeys end so bad omg
None exist yet
Unfortunately
i have a couple models they just not 1.21.1 compatible atm ima see if the creator will tweak for me tho
i was hearing about feature creep from a plant engineer on a trip around the same time as you said this lol
either way cant wait to play what you're cooking
If you have the model already from some other item, use the Transmogify mod!
it has rotations not within the 22.5 degree increment rule for 1.21.1 so im going to try tweaking them
unless theres a work around for that idk im new to all this lol
Zero
Since you're already suffering from feature creep and (maybe) got permission from crumbs to use the tattered armor model...
Make the anima/necrotic armor and my life is yours
Wasn't there another dev already making that
I'm curious about it
If there's not I think I'd be up for it.
Elemental has the base 4
Technica has Manip
Zero could have Anima
And I'm gonna bash my head into my keyboard until I can eventually push out Conjuration and Abjuration
I don't remember if anyone's already making Anima/Necro though. I do remember a conversation where the Heretic Robes (I think?) came up though.
Mr Morgrimm was the user
fern"s staff im like 3/4 done i think
https://sketchfab.com/3d-models/ferns-staff-from-frieren-minecraft-model-8892d53afb6a4a48964c00c63f9f256a credit for og artist
Fern’s staff from Frieren minecraft model
All my contacts to buy this or other minecraft models, or to make your personal custom model https://linktr.ee/Bavokor - Fern's staff from Frieren minecraft model - 3D model by Bavokor (@Bavokor88)
I made a model for Anima armor, but wasn’t developing it further
This is awesome.
Personally I think it needs a secondary lighter gray tone or smth
But an anima set would go hard
Or purple veins
Where did you find this? I cannot find this user
Woah bro
Found them. Thanks! I'll try to look up what's the deal on the anima part
Because I do have two variations of the tattered arcanist armor now, the other being Rotten Arcanists' which is just a more holed version
Then I'd like to make a "higher tier" one for the lich, this could potentially also be the Anima armor
You could make them the Light & Heavy variants
What about dark green veins?
Got a bone to pick with you
Hm
Now I wanna try something with the armor
This is giving me some oblivion mannimarco (modded) vibes btw
Ah yep I see it
See, I already loved Ars Zero for the Staff
But all the Necromancy content might just make it my favorite add-on
lol
This is a Gashadokuro, a 10 meter tall skeleton from japanese folk lore
"do you have games on your pone?"
"hayyyy whatchu guys up to :3"
Haaai hello hi hi
"skeleton bone rattles"
Do you still have the model for this by the way? 👀
The texture is actually in my Elemancy build - just not used. You can pull it from the GitHub if you want to use it.
hi
i've been trying to use the beam glyph right
but i tried to use it away from me and it had mixed results
the first idea was to make multiple beams at once but it fizzled out into one off-set beam that was really hard to aim
the second idea was to use this
and it resulted in another off set beam, tho triple this time
it goes off screen eventuallly when you hold it
trying to center the spell around yourself like this
briefly makes this happen:
but it also fizzles out in like a tick then becomes
a single beam
is it currently not possible to make beams offset from your position?
trying to use anchor results in the same effect
but not if i dont split it
You're supposed to make the beam in begin, not in tick
And for this one, usual suspect of using Burst/Wall/Chaining, it's just not properly supported in Ars Zero atm
But for this question - yes, it should be, but they will look where you're looking
Here again I would do
Begin; near, beam
Tick; temporal, anchor
End; temporal, discard
how do i enable the aoe II and III glyphs in my config? right now when i try to learn the glyph it says that it’s disabled
That would be a modpack thing
i did not think for a second to use it in begin phase thanksss
I don't remember by heart but should be a folder in config, either it's in ars nouveau itself or it's in ars_zero
There's configs for each glyph
Still want a voxel that will pop (trigger) no matter what after a certain amount. Of time has passed
I don't want to make a fan of lasers I SWEAR
I think arcane does pop after some time but....maybe it doesn't trigger the sub resolver? Maybe it should
Look up the bucketst vid on the addon
Is useful
oke
TOOJK0gftoiejnoj
NO YOU DIDNT
NO YOU DIDNT
NO WAY
y'all addded EXPLOSIONNN
who was gonna tell me
also with sustain it seems to have a new problem of only doing one beam off-set
i’m not sure why but in the 6.1 config folder for all the mods i’m not able to find the ars zero folder, i had no problems with it for 6.0
Yer using burst, no bueno
aw man
for some reason i can't seem to have access to aoe II or III
anyone got any idea why? i learnt it via a command so maybe something to do with that
need to enable it in the config
ah
first playtest really trying to 1-on-1 the lich with netherite gear
spoiler: i lost :V
need to make it possible to hit through some of the voxels
Looks really cool! Will NPCs be capable of handling multi-phase spells or only regular spells?
It's closer to regular spells at the moment
is it still early in developpement or is the update coming soon
feature creep is a developmental concept that is what occurs when a dev thinks "it would be really really funny if i added this as well" one to many times
coming this summer
aight
imma be honest witchu it really depends what you mean by "soon"
But I would like to wrap it up this month, fr
like a month or two
yes definitely
I would say the necropolis is like 80% done. The actual staffs w/ filials is not there yet at all, but I might just release this first, then do that next.
O o o. I got the assets needed for filials too now, it's all coming together











is there a way to make psion's circlet cast a toggle input?
@humble tree Hey, do you mind if I ask you some technical questions in DMs?
What with the press-and-hold ability of this mod, it's VERY easy to crash your game
as it turns out
arcane voxels already execute whats after when they expire
however
there is no way to augment them with reduce time
This mod doesn't touch the underlying code for 'Focus of Block Shaping' or the Leap glyph does it?
entire game is crashing when I try to re-make some of my shotgun spells, but it keeps crashing even when I don't use any Ars Zero glyphs or the staff at all
🤷🏻♂️
Is it a coincidence?
not at the moment
Sure thing
That should be an easy fix for me though!
Sounds like it could be a coincidence, but the only way I can tell you is if you send me a crash log via https://mclo.gs/
Easily paste your Minecraft & Hytale logs to share and analyse them.
Man....I'm nowhere near adept at how that works
Guess I can try when I get back to pc
Which is the right log? The one it spits out called 'latest'?
Yes that should be the one. 'latest' means 'latest crash'. There is also one called 'debug' but that's written to even if the game does not crash.
do you want that one too?
25000 lines | 1469 errors
say the word and I'll post a plain text of it
Anyway, it seems like the bottom of the log on that site is missing, and I suspect that's probably important for error reports.
hmmm yes sort of, mostly because i am not entirely sure if we even see the crash error from that log
i don't see much mention of zero at least
you sure have a lot of errors but they don't seem damning to me, though I'm not a super expert on parsing errors
shall I just post the full report? the bottom definitely shows a fatal error at least
a good outcome is a yes or no that it's your mod, the best outcome would be 'which mod is b0rking my game'
Yeees the full thing, though also on the same website. If they just don't allow pasting it that long, you can .zip it and send it here instead?
7z is the goat
if you want any more information, I teleported to 'my town' earlier in the game, (actually a Minecolonies colony, but with machines from various mods nearby) and the game crashed as soon as I got there, so I had to restore a backup
Incoming zip bomb (joke)
prior to that, I went into the wilderness and started testing spells, and it just.......crashed a lot
explosions and lightning happened just fine, but the 'conjure water/ice or terrain and launch it' spells killed it every time
I'm actually trying to become adept at Ars Zero so I can make some videos showcasing the spells, but of course, there's so many more options than just the spellbook
Aight my work shift has begun, so I'll have to come back to you later. Putting a reminder in my calendar
no prob, it's 4am here too, so I'll try to check-in when I wake up
appreciate your effort so far, though
If you don't use Ars Zero at all, what happens?
What is the spell you are casting, also?
I'm not 1000% sure but what I can see at the end is this:
[16Mar2026 23:59:11.037] [Render thread/INFO] [minecolonies/]: Removed all colony views
[16Mar2026 23:59:11.048] [Render thread/INFO] [ChunkBuilder/]: Stopping worker threads
[16Mar2026 23:59:12.537] [Render thread/FATAL] [net.neoforged.neoforge.common.NeoForgeMod/]: Preparing crash report with UUID 73ac406a-63a0-43b3-a115-ca3856d4b913
[16Mar2026 23:59:13.749] [Render thread/INFO] [STDOUT/]: [net.minecraft.server.Bootstrap:realStdoutPrintln:135]: ---- Minecraft Crash Report ----
// You should try our sister game, Minceraft!
Time: 2026-03-16 23:59:12
Description: Rendering entity in world
org.spongepowered.asm.mixin.transformer.throwables.MixinTransformerError: An unexpected critical error was encountered
....
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: Render thread
....
-- Entity being rendered --
Details:
Entity Type: ars_nouveau:enchanted_falling_block (com.hollingsworth.arsnouveau.common.entity.EnchantedFallingBlock)
Entity ID: 4280
Entity Name: Enchanted Falling Block
Entity's Exact location: -422.50, 82.00, -577.50
Entity's Block location: World: (-423,82,-578), Section: (at 9,2,14 in -27,5,-37; chunk contains blocks -432,-64,-592 to -417,319,-577), Region: (-1,-2; contains chunks -32,-64 to -1,-33, blocks -512,-64,-1024 to -1,319,-513)
Entity's Momentum: 0.00, 0.00, 0.00
Entity's Passengers: []
Entity's Vehicle: null
Immitating BlockState: Block{minecraft:ice}
Stacktrace:
@sudden mica
Binary searching your mods lets you find the offending mod faster than disabling them one by one.
- Make a backup of your instance so you can restore it later.
- Disable or move half of your mods and then reproduce the issue.
- If the issue still happens, the broken mod is in the enabled half. Otherwise, it's in the disabled half.
- Repeat the process with the half that still has the issue until you narrow it down to a single mod.
If a mod depends on others, move the whole group together so you don't create new errors while testing.
Move the inactive half into a folder like disabled-mods so you can toggle groups without deleting anything.
Please raise an issue with @young scroll
This would be my recommended approach, it takes a bit of time... but essentially, disable half of your Ars Mods, try, enable half the disabled ones etc
Eventually you will find a combination of X amount of mods, or a single mod, being the culprit
The log alone does not immediately reveal to me one mod being the devil here
Because there's a lot of LevelRenderer mixins going on at the same time 😢
Holding straight up water and fire (???)
so i've been making a new fern spell staff from scratch to be compatible with 1.21.1 and upon trying to test it in game all I get is the debug model block
can anyone tell me what Im doing wrong here? the model loads if I add the custom model predicate to the vanilla wooden axe
might be better to ask in #1019655534900678737
ah okie i wasnt sure if there was sum special I was missing i havent fully wrapped my head around how your staffs pull the models n stuff
you made your own parent model right?
wdym by parent model?
{
"parent": "ars_zero:item/spell_staff_display"
}
those are the contents of the mage staff json
is it a geckolib model
yes
this is just the display settings for the staff
like how it should show in hands, in inventory etc
this is the actual staff model:
https://github.com/zeroregard/Ars-Zero/blob/main/src/main/resources/assets/ars_zero/geo/spell_staff.geo.json
m yeah i saw that file, adding my custom model data to that one failed completely
I guess i have to make the staff as my own gecko model
whatcha trying to do?
i was thinking if you're trying to make a specific ars zero staff look like a different model you could just use transmogify?
or is it because you want this on a server that doesn't have that, then yeah 🤔
I want to give the spell staffs frieren beyond journeys end inspired models
im running my own server with a pack im working on so I could try that maybe
I also want to preserve the casting circle animation
i saw your mod in a yt short and was instantly like mmm frieren in minecraft time lol
frieren was 100% the inspiration for the casting circle and beam : D
its really simple with gecko, you can just get the blockbench extension, create new Gecklib Animated model and then import another open project
then export geo model, done
oh okay
mm btw i'm working on filials right now. if your resource pack is simply changing the model, adding filials will 'force render' stuff like these, on top of the model
however!
i could make it look for bones, so e.g. if you had frieren's staff and you did want to render smth instead of the red gem in her staff, i could do something like:
if no filial: show bone 'no_filial'
if filial and bone 'filial' exists, show it
ou yeah that'd be neat
I need to create my own mod to add a geckolib model or am I missing something
You simply resourcepack-replace the .geo.json in geo instead of the json in models
You need to have the plugin for Geckolib on blockbench to make models in that format
nothing changes when I do that ack
What does the file path look like?
rn its going assets>ars_zero>geo>item
just realized prob dont need the item folder anymore should i get rid of that
I think so, yeah. Do make sure your model is a GeckoLib model, too.
yeaz i exported it from a gecko project
is it bc im trying to use the custom model data predicate maybe? my end goal was to be able to replace it with one of two models and be able to have both so I did it that way
I guess that was it I have a model now finally yays thank you everyone!
is there a trick to getting the new texture to load it keeps grabbing the og texture
sooo close lol
Yeah, I dunno what the colorwheel is though
this is ATM10, I didn't pick these mods myself
But I see the strat, I'll remove Ars Zero first and make a new world to see if the crashing continues (I don't want to start removing mods from a world that already had them, for obvious reasons)
and I guess I'll go from there
Getting the game to work without the mods is hardly an option for me though, I'm trying to make videos in exactly the Ars mods, but it'll at least narrow down whether that was causing the crashing
I'll let you know when I get around to it, gonna eat first, weirdly exhausted
Hmmm good question... Because that's kind of baked into the renderer class 🤔 you'd need to create 16 textures
so like include one for the spell_staff_red etc you think?
it looks like its pulling the spellbook texture oddly
so your model is currently referencing what looks like the regular spell_staff texture, aka the purple one
it's a very unoptimized texture ngl
you see it has the spellbook texture within it :v
your model happens to be more sane and use the UV in the left hand side, that's why you are seeing what looks like a spellbook
Okay, but I need to know why the staff textures include the spell book textures...
Staff is just long book
oh god
i have nothing to say in my defense
the 'gOoD nEwS' is that this texture is just as big as a regular spellbook texture.
the bad news is IT REALLY DOES NOT NEED TO BE
im just using like a quarter of space
the manipulation filial inserted into a staff looks like... like...
grab
Right, reporting in
was gonna start with your checklist, but I had a hunch because of this
went into my mod list and found that there was a mod called 'colorwheel' as well as 'colorwheel patcher'
updated them, booted the game, haven't had a crash since
even made an ice and terrain throwing spell using the focus of block-shaping, expecting that those spells or that focus specifically is breaking the game
but no, terrain and ice fires smoothly with no crashes
don't think I did anything else, deleted a few shader packs that said 'obsolete', but the game had been running for hours without crashes by then, so I'm guessing it was the colorwheel mods
they just needed an update
I can see it, cuz when I update mods, things break; hitting 'update all' is asking for trouble, so I rarely update anything more than the basic ars mods, so maybe it was just so out-of-date, the game was breaking because of it?
thanks for the help though, both you and Alexbuncle
Noice. Glad it's fixed! As always, Alex is the MVP 🫶
Indeed
hmm so how would one go about forcing it to grab the new texture
Cool no staff items do they effect the spells in any way
You mean new staff items?
yes, they add power to the relevant school of magic
I might also do some additional bonuses for them, but needs to be something small and stackable. Because you can also hold this item offhand, to get even more power
depends a bit what your goal is. if you only want to have 1 texture, and it ignores the dye, you must also overwrite all the 16 textures with the same image copy
ars_zero/textures/item/spell_staff_*.png
yippieee
NIIICE. lol at the custom model for fern
@restive oyster went for 'drip' instead of circles. like liquid mana
Custom static staves, even with custom (cosmetic) filials!
this is perf
10/10
thankk its actually just a normal skin with 3d player skins and the gender mod
Sauce
golly
this week bouta be crazy huh
crazy suggestion but
can you make rewind work with conVergence to do a tick freeze
that sounds laggy af
depends on how tick freeze works
if you were on a server it would affect everyone
what is a tick freeze?
I am guessing you mean "skipping" a tick for an entity?
that does sound like an insane idea. I think it may be possible ?
I presume they're wanting something like the /tick freeze command in newer game versions.
Which stops everything except players.

Stopping everything sounds game breaking
Hello, the Ray glyph doesn't seem to work well with the staff
yes, true. A known issue but I didn't investigate yet
Thank you, is there a tutorial of sorts for the Ars Zero Glyphs? I've only learned to use temporal context now
It seems to work okay for now, but sometimes the ray would fire backwards
There's only the video by bucket and then there's some entries in the ingame documentation (tattered tome? I think it's called?)
Iirc it's an issue of using ray in begin, and then the point it hits for tick is not respected/passed correctly for context. I did debug it a bit some months ago but forgot to go deep enough to figure out if a fix was possible within Ars Zero or NEG
@humble tree I think I know what bugs it now, the spell circle. The ray hits the spell circle when placed on Near
Oh reaaaally
Watch Untitled by yashua and millions of other Minecraft videos on Medal. #minecraft
what if you removed near?
it's the same, as long as the point you're targetting intersects with the magic circle, it will get blocked by it
hm
So Geometrize...........I use it, a wireframe shows up for 1-2 seconds, too short to rescale it to my needs, then it disappears and an arcane golem spawns
.....is this the expected behavior?
trying to get it to show the wireframe until I'm done with it, but maybe I'm just dumb, like I was when i couldn't get the Megumin spell to work (forgot to hold it)
in the tick phase do context sustain
ofc
What are these smooth animations by the way?
smooth?
granted I've got shaders on, but it doesn't seem much smoother than what I'm used to
is it maybe GPU power or something?
oh hang on...........when he strafes in the air
I think I know what you mean now, Steve doesn't usually lean when he flies
I was trying to look at the framerate smoothness
Either a resourcepack like fresh animation or a mod dedicated to flying anim
It's a resource pack called Detailed Animation
2.0.0-beta1
- fix: incorrect timing for tick delay
- fix: block group entity logic, no longer needs to be enabled in config, but only works for piston-pushable blocks
- add: new block group entity rendering
- add: blighted forest biome (dead archwood log, dead archwood leaves)
- add: necropolis (blighted soil, blight vein, bone chest, ossuary beacon)
- add: acolyte, necromancer, lich, bone golem
- add: staff filial logic and 8 new filials, per school of magic (Emberclast, Crux of the Sea, Vortex Gale, Oakheart, Ossuary Sigil, Crucible, Soulwell, Metacorpus)
- add: new loot staves - Staff of Demonbane, Staff of Geometrize, Staff of the Explosion Arch Wizard, Staff of Lakes, Staff of Switcheroo
Sick filial names
May contain BUGS, hence the beta. I put it as 2.0.0 mainly because it now contains a new biome + structure, i.e. it alters worldgen.
I'm also not 100% sure if this is the full changelog, as I got pretty sloppy with commit messages as time went on for this one
Okay so what do the filials do
Buff their corresponding element? Act like foci?
They'll add +3 power to that school of magic
I'm also open for suggestions for other/further bonuses, but it probably should be something stackable
Neat!
I’ll have to remember that next time I play around with the mod
what does this do
this protects the item from being destroyed by e.g. lava or other things that would normally destroy an item entity if you drop it somehow
well, okay, not anything
Have you considered adding descriptions about new structures and new enemies in the ARS Zero section of the ARS documentation?
I haven't actually haha but that should be done for sure!
Bro.. i just published our official server🥹
If i update ars zero, would it still be fine?
tbh wouldn't recommend, it is in beta for a reason 😄
I see alrighty, the update looks tempting though
not the end of the world and the biome itself will probably not change much, but there is likely new bugs with e.g. block entity groups, i have not had the time to test things in depth yet, that's my next phase now
missing lang entry 😄
thaaanks, snuck in a fix
2.0.0-beta2
- fix: missing lang entry add: custom renderer for creative spell staff
- fix: all spell staff item rendering
- fix: tick phase not firing if begin is empty
- add: docs about blighted forest
- remove: docs about examples
- fix: telekinesis not having correct renderer
- add: Staff of Aetherwalk
For beta1 I forgot to mention I added a new OP command, /tplocate. It locates a structure/block/biome and teleports you to it when its found
oh, yeah I was curious are the new mobs and such only llocated in the structures/biome? Or is there some kind of transformation to make them?
Haven't had much time to sit with the mod yet
They only appear within the Necropolis - but, you can actually make bone golems. It's like making an iron golem except bone blocks + (wither) skeleton skull.
But it won't be friendly. I haven't tested if the perk from ars affinity cancels it attacking you or not.
I have not added recipes for everything yet, e.g. Corrupted Sourcestone can only be mined, not created, but I will probably add an imbuement chamber recipe for this for automation, if someone would have the desire to build with green bricks. They're purely aesthetical really
You can craft bone chests though
sounds like you'll have to add a blacklist in affinity
Okay this is one of the good bugs. Wow. That's like a dwarf fortress class bug lmao
Help! I'm trying to vast a spell, but my magic circles are dummy thicc and the clapping of my pentacles keeps blocking my beams.
vast
this needs to be either pinned or smote
The typo almost makes it better. Not sure if I should leave it or not 
Dwarf Fortress mentioned
how can we sneak in a DF feature to ars zero
Summon deadly fish of insanity inducing miasma
Ngl miasma is actually an interesting concept. Basically a cloud (AOE) version of blight, some translucent area that puts blight on you.
Standing in it too long suffocates you. Maybe that's more like mustard gas but hey
Found another missing lang entry 😄
also missing a JEED description, where gravity-ridden seems to have it included
Punish the player if they kill a cat. Depression spiral
Hi, I was using the staff and had the caster circle enabled and it was super cool, and I cast a ton of spells and now the circle won't go away even though I am no longer casting spells with it. Logging out and in, taking the staff fully out of my inventory (chest or the ground), closing the game and reloading, sleeping, and disableing the caster circle don't change anything. It just persists. And while cool it is really annoying to have it going constantly. I was wondering if anyone knew how to fix this?
Nevermind. Figured it out.
How did you fix it exactly?
Killed the entity that was the circle. I did not realize it was one.
ah
Can players build their own Skeleton Golem?
Last time I tested it, yes. 4 bone blocks and a skull is needed
Have you considered adding a spell that directly summons Skeleton Golem?
That completely defies having to make one, no?
I did think about it. But also thought about what Alex wrote
If you had a summon Bone Golem, then I reckon it should not be hostile to you. But building one should (if you aren't undead)
It does seem like the Anima set is under-utilized
it's cool, but adding mob AI into things just........causes issues
dunno if more summons, a control panel for summon commands, or a break-off tree as part of Anima would help it most
Blood Magic is it's own mod, Death Magic? But what spells would that even be?
Maybe I'm just thinking outside minecraft too much, but not being able to summon a zombie seems like a miss
I did want to add a summon undead V2 but without the summon rework I delayed all summon glyphs
What happened to the summon rework in the end?
Still no news
I have an idea, to collaborate with ARS Technica and use 'Convergence' to summon a massive arcane hammer
Speaking of convergence
What are some uses for it that aren’t just “big explosion” or “I summon the ocean”
I don't know how to do this without adding a hard dependency to Ars Technica though. I mean i'm the maintainer of both so not a problem from that side
I know you can use convergence to channel mana directly into a source jar
as source
There's also the convergence>create terrain, but am not sure how it works
Are there any update plans recently?
no, been busy with life
you could have ars zero detect if ars technica is installed and then do xyz, or you could make an addon that requires both
sounds like a lot of work chief
thats fair
Hey, quick update on a conflict with a different mod. Not sure how fixable it is but when using the circlet with a utility vest (toolbelt equivalent) when holding an empty hand and trying to store/retrieve a tool it detects the circlet and the circlet starts popping up/vanishing from the inventory, the curio slot and the hand in turns.
Only once per attempt and as I said not sure how fixable/relevant. I believe it is related to how you implemented the circlet from the chat history
I feel like I should be able to dig circular holes with the geometrize glyph, but I lack any level of understanding of how it works and am wondering if anyone has done it and what glyph combos they used.
You can probably do that with less headache with Neg's Plane
Is that another mod?
Cause I would rather use what I have. Right now I can't figure out how the Geometrize glyph works at all and it seems neat and the utility of being able to make spheres or circles seems neat.
G3ometrize goes in the first phase, with a shape. Then you can add one other glyph to make ot a flat plane. The spell tp be geometrized is the last glyph/s.
2nd phase is Anchor.
You hold down your cast, use scrollwheel and look direction to move, alt for size? And ctrl for depth
If you have the propagate plane glyph from Not Enough Glyphs, you can add sensitive to it and it gets very very big with modded >10 glyph spellbooks
Otherwise, zero has a bigger circle... but a lot slower.
can we utilize Sustaine and Convergense on bema to make a much bigger and stronger beam
Thanks for the information.
pretty sure yeah
currentlky it doesent seem to be that way
oh i thought you meant using converenge on a spell
thats on a beam
does quick cast not work?
using spell staff
that would be insane
i think maybe it applying to entites would make it a bit more balanced
but that would just remove the point of rewind working on blocks
how long does it typically take for an arcane golem to complete its task? I'm trying ot use this spell to remove a massive amount of water but it's taking a long time
Isn't the effect supposed to go after geometrize?
Otherwise I believe the golem will go to about 20 blocks a sec (one a tick) while you have the mana for it
you are only
'ing at the end. it should be after geometrize in the same spell phase
is there any like library of spells using this mod as im struggling to get the hang of it
I gotta ask, does anyone know where I can find the nuggets mod?
I've searched on curseforge and modrinth and could not find it
I'm 99% sure it ships with base Ars Nouveau.
Are you getting any errors with the version or something?
Yeah, the game just doesn't launch, and if it disable ars zero it runs fine
Plus nuggets doesn't show up in prism when I search in my mod list
No crash logs or anything then?
It's being shipped inside the Ars Nouveau jar, I believe. You shouldn't need to install anything extra. The only external dependencies I know of (for base Ars Nouveau) are Curios API and GeckoLib.
Mind if I send you the crash log from trying to turn it on?
crash-2026-04-07_20.35.41-client.txt: https://gnomebot.dev/paste/mclogs/JZvkC4Q
I'll try to decipher the crash log, though admittedly I'm not very good at it haha
I can see some lines pointing to a render error but I really couldn't say if that's responsible or there's something else happening under the hood. Sorry. Would need someone more experienced taking a crack at it.
it seems to be an overly issue from what I can see
something about CompleteableFuture?
@icy osprey
I have no idea what that means, but I can't think of any mods on the mod list that have a name similar to that.
Hm I see
what are the uses of convergence and does stacking it do anything
Did you make sure both ars and zero are at their latest release?
also it seems convergence doesnt hold down for all versions of it when its split
Yeah, both are at their newest versions (2.0.0 for Zero and 5.11.3 for Nouvea).
Umh, the crashlog seems just a domino effect
Would likely need the latest.log (needs to run and crash, don't be like some that send the working one 😛 )
Here is the latest.log: https://gnomebot.dev/paste/mclogs/9U1J3tf
I see ... something*
As a note: Do you have SauceLib installed separately? If you already have Elemental or Starbunclemania (I think) it should also come prepackaged so there's no need to install it separately.
I see an error saying it can't find classes from Terrablender.
Is Terrablender installed?
That actualy managed to make it work, thank you!
Yay! Have fun!
I will ,thank you! (It seems like terrablender was in fact the issue, wierd that I didn't get the usual "missing xyz dependency" message)
?
would it be possible to add an aoe modifier for geometrize? the largest setting is unfortunately too small for me
Why has no one answered my questions?
It happens sometimes
I blame bystander effect not you
Can you reiterate your question?
I was asking firstly about if there was any documentation or or good sources for baseline spells or how to better utilise the staged spells and then after that I was asking if it is intentional or a bug that when using convergence explosion with split that only one of the convergence circles charges up till you let go whilst the others explode immediately
Also any just like mass destruction or high damage spells utilising the staff would be appreciated
Correct, yes. I haven't had energy for Ars stuff lately, sorry folks.
But that is indeed the next thing I mean to fix
Summary
TerraBlender is currently a hard runtime dependency despite the intent for it to be optional. This PR adds a note investigating the problem and outlining a fix.
Root cause: BlightForestRegi...
will it ever be possible to use burst and then beam?
It is on 120 but since then it got fixed
There’s no ars zero beam spell on 1.20
a bug, the bone golem statue created by the player will attack the player
when will it be for forge 1.20.1
Probably wont be
I don't understand modding, so I don't know how to do this, but I think it would be cool if the mana cost of telekinesis was proportional to the size of the object.
Size can be estimated by the bounding box I guess
Not sure if mana cost can be made dynamic with zero because in base ars it needs to be calculated beforehand
[2026-04-19 00:17:51] [main/ERROR] [KubeJS/]: Couldn't load tag ars_zero:lich_staves as it is missing following references:[2026-04-19 00:17:51]: ars_zero:staff_demonbane (from mod/ars_zero)[2026-04-19 00:17:51]: ars_zero:staff_geometrize (from mod/ars_zero)[2026-04-19 00:17:51]: ars_zero:staff_convergence (from mod/ars_zero)[2026-04-19 00:17:51]: ars_zero:staff_lakes (from mod/ars_zero)[2026-04-19 00:17:51]: ars_zero:staff_switcheroo (from mod/ars_zero)
idk what are you doing but that tag is cooked
huh that's neat
unsure if this is a known issue or not but terrablender is not autoinstalled with ars zero as it being a dependency
however the new biome looks cool af
looks really nice
I feel there might bea serious BUG. Now this configuration can no longer boot beam for a long time
Not only that, multiphase spell turret naturally has many bugs, such as the inability to boot beam
Come back zero😭 I miss you
idea, alt staff that makes spells cost almost nothing but only allows for geometrize and its varients
This has nothing to do with which staff is used; it's just a BUG
Im not talking to you
Its just a random idea i had while playing
but whilst ime here
how do i make a voxel move/fire? like i have voxel, but what do i do to launch it
nvm
Okay i have a question
with the convergence plus explosion combo what do you mean firepower effects charge rate and explosion radius and ignition and wdym at 8+ it turns into an extinguishing soulfire explosion im confused
nvm i understand it no
now
🤔
what do you mean by boot?
ive held down my test for around 5 min now without stopping
look this
Beam cannot be maintained for a long time, even if I haven't released the mouse button
I see
I dont know what could be wrong with it as when i test it its fine
basically
with also some gods gift on this beutiful world mixed in
and 1.20.1 version 🥺?
HAHAHAHA
likely no
How can I put a spell from A Spell Staff onto a weapon
you don't?
the staff is not the equivalent of a book, it's its own thing
the only thing with the triphase spellcrafting
i wnn cry 😭 😭
You can come to 1.21.1 to play, why stay at 1.20.1?
You can come to 1.21.1 to play, why stay at 1.20.1?
i optimize my world
and it cant work in another versions
and i need redonwload all my mods
ic
how does convergance work?
hi y'all I've been on vacation, now back to the very busy life. i honestly don't know how much time i have for modding anymore. my biggest timesink by far is testing, and I have not found a great way to automate testing unfortunately.
but i do have some good news for...
you!
@reef temple made a 1.20.1 version of the mod. I have not tried it myself at all. I'm not sure if Monkey put it up anywhere, so I'm just going to drop the version here for now. Monkey, if you are not okay with that, I will remove this post again
nice username btw
good to cu again zero
Unfortunately, there are many issues that need to be fixed by you
like this
There is one more thing, the multi-stage turret is not functioning properly and I hope it can be repaired
Request zero to fix this bug and the issue of multi-stage turrets not functioning properly
a NEW BUG
😭
Can it be compatible with Create Aeronautics? I hope to use multi-stage turrets on mobile structures
outsource it to us
This version is very buggy i have a newer version im currently working on tho
spell staff/circlet question with using "telekinesis" spells (select plus anchor etc, that glyph combo)
is it possible to change the distance your targett is from you using a spell circlet? with the staff you just scroll, but with the circlet it changes your items in your hand
ohhhh
https://youtu.be/SvwKbPsGkLw?si=W_Ll6nlE6IyPIn2W
https://www.youtube.com/shorts/Ebti7gX-6m0
This was the last update that i made public my backport has changed alot since these videos
Hey guys, in this video Im showing off some of the bugs I found during testing the 1.20.1 port of Ars Zero that my buddy Monkey is working on.
0:00 Intro
0:28 Worn Notebook
0:56 Glyph Musings
1:06 Explosion Staff VFX
1:30 Demonbane Bug
2:48 Spellcaster Pedestals
3:27 Multiphase Spell Parchments
3:42 Psion Circlet
4:15 Bone Chest Lol
4:42 Ossuary...
this should make it so that the projectile spawned in the tick phase won't damage me, right?
hitting myself with this spell to test it is uh. lets just say a bad idea
yoo, peak 😭
I’m dropping another update today
i wnn donwload, is soo peak
That's a good point, there's no way currently. I could probably intercept that scroll event for when you're using any multiphase spell casting device
noted ty B)
I thought I was missing something again lmaooo
Someone get my Monkey Wrench
Gonna have to keep waiting I ain’t done
ok ok o k
Theres any way to increase beam size?
I’ll drop the very beta version for 1.20.1 tonight
When can the bug 1.21.1 be fixed? 😭
hes likely looking into it
I don't think it's necessary to waste time on making version 1.20.1, as it's already outdated
Okay, I respect others' choices
Although there are still many mods, they are outdated and outdated
a couple of the most popular ones
blood magic, mana and artifice, botanica and quite a few others are in fact still being actively maintained
Mana and artifice is about to release a new content update infact
im testing it, i dont know how use it good but is peak
Don’t shoot me if it’s not as good as the original
I’ve never made mods before
1.20 is still a popular version even if Ars is outdated on it, plenty of people still play it
Its not really wasting time if 1. someone wants to do it and 2. there's a big enough group that may use it
But as far as I know, the vast majority of mainstream mods have stopped updating 1.20.1, which is a trend
You’re right, a lot of mods don’t backport
But this also isn’t the main addon dev working on both, this is someone else that does want it on 1.20 saying “hey, if you don’t wanna put it on 1.20, I can :)”
I figure this is a good time to ask since I've wondered about this for a while,
When you're backporting/porting a mod, what like. Goes into that
Like what do you have to actually do and change (in a very general sense)
adapt the code to the new/older codebase
which varies from simply changing some method names and parameters passed to having to rewrite it almost from scratch and only keep bits of your independent code
This is rather rude to be honest, but indeed I didn't spend any time on it, it was all Monkey's doing.
FYI there's a LOT of people that really would like a 1.20.1 version so it will not be wasted on them.
but indeed, personally, i don't have enough time to work on it
what alex said. it can be simple stuff like changing imports... sometimes it's bigger things, like a part of the codebase needing to use a completely new API.
specifically 1.20 -> 1.21 is somewhat annoying because that's when we all decided to switch from Forge to NeoForge (very happy about the switch though, long live neo)
in due time. you are specifically talking about the spell phase turret bug, right? i've been working on some technical repository upgrades so having a 1.20 and 1.21 versions next to each other gets less annoying for developers
That makes a lot of sense, thanks for the explanation 😎
my respect for yall porting/working on porting to 1.21 instead of staying at 1.20 just went up even higher
And to addon to this going backwards from 1.21 Neoforge to 1.20.1 forge has been especially difficult for first time mod making I’ve basically had to rebuild the entire mod from scratch cause of incompatibility between the two versions so u will see bugs that may have been addressed by ZeroBuncle already to reappear in the 1.20 version
Tbf the vanilla changes def. outnumbered the neo changes
And some were changes to the modloader driven by the changes of vanilla
Most of the major differences have been made post 1.21.1 and we'll see them when porting, not necessarily this year
im curious does the glyph boost from unlocking them not apply if i start off with the staff instead of the book?
they should apply
scratch that they will apply
but it takes casting a spell for it to update
ty
Anyone got some interesting uses for convergence that aren't the two that you're basically told to do
The think with convergence is that every use of it has to be coded in
There is no modularity with it
So as far as I can tell those are the only two for now
If 1.20.1 gets support for bug fixes, whenever I use it, it deletes all jei recipes from every item in the game, removing Zero fixes it and i'm not entirely sure what would be causing it
Wow, the vminus special
I see whatever that mod is breaks modded recipes, but I don't have it in my modpack
And the only datapack stuff I've done is taking iron golems off the Drygym blacklist
WIth Zero installed it also breaks vanilla recipes as well
I'll keep it disabled in my modpack for now, the mod looks really awesome so far I'm excited for whatevers coming
So any offensive spell with the staff that's usable in vanilla?
With this I made a spell that does 800 dps per second and consumes 300 mana per tick
Tested it on my friend and lets say it was like that video of the cockroach getting blasted with a blowtorch
And the spell won't end if you have the tick phase to 1 tick delay
But its obvious that shreds through my mana
It also seems incapable of harming the ender dragon
how do i use convergence -> explosion?
i cant get my head around a spell for it
nvm
is there a way to make it NOT destroy blocks
i haven't been active for a while, why this mod now require terrablender?
How'd I go about launching the convergence explosion and delaying its, well, explosion
Most successful attemp was making the voxel create the spell on impact but it doesn't charge it up
just wanted to report a bug
1.20.1 forge version somehow brokes jei and i cant see crafting recipe of anything with jei
@reef temple since you haven't replied yet to the previous report, making sure you saw it at least
It’s fixed in latest revisions I just haven’t released it yet.
If anyone has 1.20 issues ping me and if I don’t reply I will have seen it. I’m in the midst of putting a crop in right now so I won’t be able to respond as frequently
Can't lower ticks below 10 on the circlet
best addon on ever
if all of its features get smoothness and customization I feel like everyone will add it to everything
Ok can someone break down how voxels work for me
I can’t figure them out
Invocate a small voxel.
Discharge, water, cold snap, and flame or fiery gives them a respective element but not the functionality of the spell
You need push or some form of leap to actually launch them
Tried to make it into a convergence bomb but no amount of delay makes it charge the convergence
Unfortunately it's right besides convergence with "not enough polish" because it kinda is meant to have unique interactions and not just be "projectile but prettier"
Also is there a way to increase the glyph cap on the staff?
Oh. And I can't modify the ticks on the circlet
Funny mod
I just made the circlet 10 various eyebeam spells
I wish the first devide was only 2 beams
I agree. I put on my circlet lightning, fire, ice, debuffs, drowning, digging, shearing (for sheep), healing (also causes starvation), growing (for plants), and one more i cant recall atm
I also wish there was a config to make the circle use the "hood" and not the head slot
Mind sharing the starvation one? Kinda trying to level up the infinite Ham and it takes ages since the amount of saturation is based on the actual amount needed to fill the hunger bar
So if you have say only 1 nugget missing (what I call the hunger icon) then it gives like only 2 of saturattion
And the damn ham gets experience per amount consumed.
Do you guys have na issue where the Ars Zero addon breacks JEI I was playing of a 1.20.1 modpack called Pioneer and we added ars zero and it broke JEI/ and was not compatible with REI.
The placement of the player hand was annoying me so I fixed it lol
Just use recovery on self. Recovery drains hunger to heal, but if you have full hp you still lose hunger.
Base ars mechanic

Yes that
Not recovery
Heal
Recovery is a whole different effect
True
So leveling up relics is waaay harder that way. Ur best off using xp disperser if ur on the beta, or finding a buggy combo or something to max give xp
I find the testing dummies with the jellyfish necklace can work well if you place a bunch and hit them all
hello i have a question how do the spell staffs work
how do I increase size of geometrize?
I feel like this could be the perfect mod to make a large scale terraforming spell (since I get a preview of where it terraforms) but I don't understand how to make it large scale (instead of 3x3) v.v
okay, had to make it sustainable, got it
this addon is so friggin cool
pretty much exactly the spells I was looking for <3
Is select/anchor players just buggy because half the time it just doesn't work (ik its in the config for a reason)
my main thing is I applied sensetive to select and its still selecting blocks anyway
is there a reason for that
(i am not very good at this)
what REALLY gets me is
staff of telekinesis works just fine
but if I copy the spell 1:1 suddenly it doesn't
You got 3 spell rows.
1 is your good'ol spell, second is the ticking phase which can allow to make a spell continuous by using temporal context (form glyph that calls back to the first spell phase) and anchor to move around the spell using you as an anchor for it.
Third phase is the ending phase, usually when you stop holding down the spell.
anyone got a magic shield spell like the one in Frieren?
Tried to replicate it but for some reason it makes bridges
wanted to use the blocks as a shield that follows my cursor and disappear the moment I start moving the shield
thx
You can apparently chain beams off of beams, or at least thats what I think is happening?
gets a bit silly (and laggy)
Also, does anyone know if there's a way to disable the move speed reduction when casting with the staff, or at least have it off when casting a spell that only has a begin phase so it would have the same behavior as the spellbook?
Hello :D
I made a kamehameka spell
You can change it and, when you release, the beam also releases
Needs [Propagate Self] to work
An example on how it looks
I had to lag the game a lot to take that pic, but it's usually instant
It can destroy a lot, make holes in mountains, destroy villages...
perhaps replacing
with
will cause less lag?
also the discard glyph for items
I guess, I'll try it
on the contrary, I will not do that
I caused my game to lag so much because of the item drops
ic
I'll be experimenting to make a bigger beam
nah, it's almost impossible without the game lagging too much
PEAK
Perhaps a void jar with item pickup glyph?
I'll try it in a world with a gamerule that disable item drops
so
I just found out something silly
uh
convergence will put source into source jars 
I have definitely not been source laundering since making this discovery
Yea that was it's og purpose
Source into jars was its purpose before making nukes and generating oceans O_O
damn
so uh
is it possible to make beam apply to fluids
im tryna make a staff spell that just sucks up a bunch of lava
See if
does anything?
I tried that, didn't seem to work
What's the use of convergence?
With explosions, it has a cool effect but lags a lot
All I know is
-big explosion
-generate source
-summon the ocean
that doesn't explain anything xd
Basically do
Start phase
convergence whatever amps you want Then place one of the gold bordered glyphs (should be explosion and conjure water) after it
Then temporal context sustain
Then hold down a bit
the staves don't seem to be functioning for me, I can't seem to hold down to keep casting a spell
heyoo!
ars zero does work with dedicated servers right? (1.20.1)
I only see the error with this one specifically, where the callback says it's trying to access "net/minecraft/client/gui/components/AbstractWidget"
I may've installed something incorrectly, but it seems too specific to be a general ars issus
That's a bug with that port of Zero.
gotcha, thankye
I can't seem to bind the circlet spell wheel, if anyone could help?
there's no options in the keybinds for circlet spell wheel, only to channel circlet
i think it goes off ot the spell wheel in regular ars (?)
indeed
infact equip it and pressing c with an empty hand should be enough
okay now I'm very confused, because the regular spell wheel isn't working, and there's no option to rebind. But using the rotary dial on my corsair vanguard keyboard opens thwe circlet wheel?
it's tied to the Function Key and F11? 😕
its tied to your spell wheel keybind
though it might get a little weird
Hello, how do you make a JJK domain in Ars Zero?
The basic components of one, not a full blown spell
The mod with domains is Ars Plus, not Zero
There was a spell that simulated a domain
I recall someone talking about it
@zenith stream Do you remember the domain spell from Ars Zero?
I think I found a way to dupe blocks xd
can you put multiphase parchments into the spellbinder
also why is this spell naming my skeletons the name of my third spell and not the name of the spell that actually has the glyphs in it
YEP
With enough mana regen, you could dupe any block with Ars Zero
Neat :D
I'll record a vid about this
An updated version of the spell
The key is probably just having the snare on the second and block shaping on the first with the keep on form
As it doesn't check the entity still exists in the world or something on those lines
A cheaper version
It works on Ars Zero 1.11.1,
it doesn't work on 2.0.0-beta 1
What did you use for your domain expansion?
self burst dampen aoe III a bunch of times conjure mageblock
second phase of the spell is a homing projectile throngle variant but using air sword
So, the actual domain is just many propagate homing projectiles?
100 mana per block duped
more or less
Is there a way to extend beam's range?
By default, it's 256 blocks
I wanna extend it with propagate glyphs or something
Can you give yourself some speed buffs with another glyph?
Was there a way to increase the glyph limit for each phase in Ars Zero?
how stable is the latest beta?
i'd like to try out some of the new things but i dont wanna end up breaking my world
Had some issues with REI and JEI on the latest version. Besides that it seems ok.
Hey so I have a big with 1.21.1 neoforge v2.0.0 beta that is if I unlock a spell my mana doesn't update untill I use a normal ars spell on the scribes table then spell staff doesn't update the max mana.
And I would say it's pretty stable i personally have had no crashes
Just the bug
If you are updating please test the big you can reproduce it that would mean the bug is not specific to my modpack but more broad
Is it possible to apply effect only if filter in the previous stage worked out?
thats the intended behaviour i belive
though it might get finicky
I'm trying to achieve firing additional missile only if I hit correct targets in the previous stage
But I'm struggling to understand what temporal context means
basically the target of the previous spell phase is the target of this spell phrase
What if I'm doing something like - shoot missile to kill big slime and in the end fire another missile to kill small slimes only if I actually hit big slime
Is it doable?
likely
it depends on the filter though
you could likely do a filter monster on the start right before the dmg to filter out the dmg parts
thougrh ive noticed that zero can be finicky with its filters
can someone help me understand casting circle stuff? inthe video from the mod page there's two casting circles one on the caster (near) and one on the target (feet?) but i can only ever get a casting circle to appear on me (feet or near). How'd he do that?
its a setting on the left side on your spell crafting interface
i onlyt see "casting circle" setting which seems to only affect me and not my target
ah
maybe it's because i'm not using explosion like in the video and it only works on that because maybe that's one of the only spells sustain works on?
okie that one is done by using convergence explosion
i'm not surre i fully understand sustain glyph
OR convergence for that matter
i was hoping to make a less destructive but just as impressive spell that just does massive harm or something but still looks cool
or grow with a cool casting circle on the ground whereit's growing
its easy just do something like
convergence
then in the tick phase temporal context and sustain
hold down the cast button for a few seconds after it landed and voila
sure but can that be done with other glyphs than explosion? i haven't got that working. 🙁
when you put convergence down any gold bordered glyph is compatable
ok i'll take a look at that
is there something im missing? why dont crafting ingredients show up when i try to craft a glpyph in the scribes table. Using the beta 1.20.1
Beta 1.20.1 is a backport made by another dev, it apparently has some bugs
Yeah 1.20.1 version is made by monkey i reported this bug 2-3 weeks ago and he said that he is aware of this problem and will be fixed at new versions
Ohh okay
Hi, I need help creating a spell. I want the base to be the same for all elements. I want a bean to come out from somewhere near the character and hit where I'm aiming, and upon hitting, apply the elemental damage combinations. I want to make a version of this spell for each element, and have the laser active while I'm holding the button. However, all my attempts have failed because the cost was too high. Can anyone help me?
Is there any way to make a normal spell parchment using a staff instead of a book, or would I need to still have a "standard" book for that? A normal spell parchment that only captures the begin phase and nothing else would be fine and expected even
I ask because I also use Ars Additions and I noticed that multi-phase parchment can't be put into spell binders, but I was hoping to use a staff as my primary casting method and have one-shot utility spells on parchment in a binder so it would be better if I could avoid the hassle of managing a normal spell book just to scribe spells onto parchment for the binder
Can you send me a video of the problems you are experiencing
:convergence: 