v2.4.1
v2.4.1
- Fixed an issue that made eldrathium sigils uncraftable in the thaumic workbench. - Fixed an issue where the Ritual of World Essence would not create an obelisk. - Fixed an issue where Lesser Befriend Animal generation max was 3 instead of 1.
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7489 |
Mar 22nd at 1:46 PM |
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rustboundmagic_2.4.1.zip |
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v2.4.0
v2.4.0
The ritual system has been revamped and improved! This is the process now: 1.) Select the sigil to knap out of an enchanted stone. There is no longer 3 versions of each sigil, just 1. There are still some rituals that do not use sigils, like the Ritual of Purification, Corruption, and the Mana lantern charging. 2.) Place the sigil down and right-click it with magic chalk in hand to see the pattern. The pattern will only show magic runes and extra blocks. If you know the pattern, you can just place everything. 3.) Right-click the sigil with magic chalk in hand to confirm all blocks are placed. If so, you will get a message telling you to place the fuel sources with a list of Fuel blocks that can be accepted (manatorches/lantern available for the ritual). This is what can magnify the potency of each ritual now. To do a higher version of a ritual, just make sure your magic tier is high enough and just use the better fuel. This aligns with magic tiers. The fuel used needs to be all the same type. For example, using 3 rustic manatorches and 1 light mana torch will not work. 4.) Right-click the sigil with magic chalk in hand again to see what reagents need to be thrown in, then cast transmutation! This new system should simplify the process and make some rituals better. For instance, ritual of pyrolysis now just converts stacks of firewood for all tiers. That means a tier 3 mage using dark mana lanterns can turn the firewood directly into anthracite, instead of going to firewood -> charcoal -> black coal -> anthracite. The ritual section of the guidebook has been redone to reflect all changes.
- Added a new ritual, the Ritual of Grace! This is a complex spell ritual that will heal all entities in the area of the ritual. The healing potency increases with better fuel sources used. Tier 1 is 4HP, tier 2 is 8HP, tier 3 = 12HP. - Added a new block, eldrathium sigils! All ritual sigils now have an eldrathium version that doesn't get consumed when used. - Added a new block, Mage candles! This is a decoration block that is also used in rituals! Part of the new ritual system rewrite. - Added a new block, support beams! Variants are enchanted stone, astralith, xegonite, netherite, and eldrathium. - Added a new block, small support chains! Variants are enchanted stone, astralith, xegonite, netherite, and eldrathium. - Added a new block, large support chains! Variants are enchanted stone, astralith, xegonite, netherite, and eldrathium. - Gateway pedestals are now lockable. - The magic ward has a new model and now creates the barrier 1 block higher, allowing you to embed them in the ground to get a level wall. - Magic wards are now lockable. - Talisman of warding has a new model. - Fixed a crash having to do with creature spawning from harvesting unstable crystals. - Devouring voids will reward more essence per tick for shiver and bowtorn creatures to put them in line with drifters. - Fixed the rust sickness AoE center point for all essence generators.
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621 |
Mar 21st at 8:00 PM |
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rustboundmagic_2.4.0.zip |
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v2.3.10
v2.3.10
- Finished the overhaul to all versions of the spell Summon Light. These spells now support different colors! To change the color, right click on the orb to open the gui and pick the color. Must be a mage to access this menu.
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2554 |
Mar 14th at 8:09 PM |
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rustboundmagic_2.3.10.zip |
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v2.3.9
v2.3.9
- The crucible block info will now show if the item in the player's main hand is compatible with the crucible. Compatible items are arcanus, eldrathium bits, primal arcanus, and seraphic arcanus. - Added some color to the crucible block info. - Transmutation will now recharge magic bridges, like all other utility blocks. - Did some prework to the summoned light orbs to accept new colors. It is not going to be easy converting a rgb value to a hsv byte array... - Added more info to the inert ancient artifact block info to better describe what you need to do. - Fixed an issue with riftblooms not actually growing properly when under the influence of a rift. The speed is roughly doubled with a rift around. - Added an additional transition check for riftblooms to make sure they don't slip too far into the negatives for daysleft.
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472 |
Mar 13th at 6:51 PM |
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rustboundmagic_2.3.9.zip |
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v2.3.8
v2.3.8
- Added a new utility block, the Magic bridge! This block makes a magical bridge. Length of the bridge depends on the runestone it is placed on. - Expanded the essence leyline system rewrite from the previous update to properly clean up connected blocks when one is broken in the chain. - Added an extra sync check when using the resonator to connect an essence generator to any cores. Sometimes the pedestal would not get the information about the newly connected generator from a core. - Fixed an issue where rituals would eat oil lamps and regular torches. - Removed old code that tried to fire when using the resonator. - Changed the visual survival recipes for numerous items. This will allow most items to have links to each other. An example is how before enchanted stone was not linked to rusty dust. - Wood and bone wands are separated into separate groups in the survival handbook.
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621 |
Mar 11th at 5:48 PM |
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rustboundmagic_2.3.8.zip |
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v2.3.7
v2.3.7
- Slightly reduced the range of rust sickness from essence generators. This applies to the shorter range with runes only. I did this so that you can wall off essence generators and be completely safe. Before you could sometimes get tagged with rust sickness when right against the wall. - Optimized the essence generator rust sickness effect in the following ways: The listener is less aggressive (from a 1/4th sec tick to 1/2 sec tick). The listener is offset by 1 sec to prevent instant rust sickness from being applied immediately when placed. The listener does an initial check when looking at aoe entities. If no players are around, it stops the code. The listener will run a magic rune check to see if it is contained before applying rust sickness logic. - All essence generator magic rune checks now check both the neutral position, and the light/dark position. This was done for more flexibility. That means you can have celestial prism/devouring void right on the ground now, or an obelisk a block higher. - The celestial prism rust sickness listener now only fires from the server side like the other 2 generators. - The obelisk listener that processes essence is now at a 1s interval like the other generators (was 1/2s). - The rift stabilizer item no long spams incorrect messages when sneaking and ground storing them. - Fixed a crash caused by trying to harvest unstable rust crystals by breaking the block they are attacked to. It now just breaks the crystal without dropping anything in return. - Normalized essence generator animation util calls. - Rebalanced the resistance on all blocks, across the board, it should be faster to break my blocks to pick them up now. - Rift stabilizers will fail when used too close to a riftweaver. Players will have an error message. - When a riftweaver is broken, it will close all rifts around it. - The thaumic workbench should now keep the leyline connections reliably just like the oculus and gateways. There was one last isolated, cheeky disconnection call. - Riftbloom harvest amounts have been reduced. I really overkilled it before. - Fixed an issue on multiplayer servers that would prevent players from researching charged artifacts. - The guidebook can now be opened while meditating. - Redesigned how spell scrolls durability is consumed. The old way is unreliable with the current state of the game, so I am manually modifying durability. - Fixed an issue with the Summon Portal and Summon Void Vault spells where either the spell would partially fail or no mana would be consumed, or both. The old way is unreliable with the current state of the game, so I had to change the design of the spell. - Riftweavers, the Ritual of the Rust, and the Rift spawn admin tool will change the rift activity to low if it is calm. This will last for about 6 ingame hours, then rift activity will change again to the pattern set by the world. If the rift activity not calm, there will be no change to rift activity. - Updated the survival handbook entries for elemental crystals, rust crystals, and rift anchors (rust crystals).
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536 |
Mar 10th at 2:23 AM |
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rustboundmagic_2.3.7.zip |
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v2.3.6
v2.3.6
- Rewrote the whole essence linking system from scratch. It was super cobbled before, packet football, conflicting checks for connections, some were super aggressive, basically used all the scotch tape keeping it together. This rewrite seemed to also fix some of the jank for using the resonator to connect things too. In my test, I set the minimal connection range to 200 in the configs, got a gateway core connected to a celestial prism at 199.8 distance away, and can load/unload, move away, come back, all 100% connected and working now. - Default connection distance for leylines/resonators is now 50 blocks, was 30. - The chalix, riftweaver, resonator, and rift stabilizer can all be stored in mageweave bags now. - Fixed an issue where loose stones were producing broken forms of small unstable rust crystals. - Rifts no longer turn mushrooms into riftblooms. - Telekinesis now brings 16 entities over to you, was 8.
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1964 |
Mar 5th at 5:37 PM |
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rustboundmagic_2.3.6.zip |
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v2.3.5
v2.3.5
- Fixed the rift stabilizer recipe.
All from previous big update. - Changes to crystals acquisition! Expanded the unstable crystal harvesting system. Rift anchors now check the Y value of where they were placed. The block info will have if they can make a small, medium, or large crystal. For more info, refer to the guidebook. - Amount of rot for the rustic compound has been reduced. - Unstable rust crystals have a small, medium, and large type now. - The rift anchor's localization name had to changed for the new system. The old ones will be unusable. - Created a lot of custom configs for unstable crystal drop rates. - Added a new block, the Riftweaver! This takes Rift charges to charge, then when transmutation is cast, it will spawn a rift. Great for rifts on the go, like when underground getting the bigger crystals. - Added a new item, the Rift charge! This item drops from closed rifts using a rift stabilizer or the cleansing light spells. This new system makes rifts a viable primary resource. - Added a new tool, the Rift stabilizer. It is an item that produces a weak cleaning light that will allow mages to close rifts and get rift charges. - Had to change the focus of enshrouding's registry name to align with localized name. - Added a new staff transmog, the necromancer! Looks freaking sweet! - Fixed an incorrect hand offset for the wendigo staff. - More localization adjustments. - Redesigned the Rust Sickness renderer. Looks more like the original idea of a "warp drive" kind of experience. Should hopefully fix the weird multiplayer residual bloom? - The cleansing light spells have a new shader. - The rift anchor (Rust crystal) now displays the crystal it will create from a rift in the block info. - Wands, staffs, and spell scrolls can now cast their spells while looking at any ancient artifact. - The celestial prism, obelisk, devouring void, oculus, and gateways all now use the improved block highlight system that sigils use. This means they will not lock and remain permanently on anymore! - Cleansing light I now has a increased range (3.5 blocks) and effects up to 3 rifts in the area. - Cleansing light spells will look at rift size and drop more rift charges depending on said size. more than 10 size will give 3 charges, between 10 and 5 will be 2 charges, less than 5 will be 1. - The Cursed ambrosia is now 5x the curse! - Fixed a crash in the rust sickness perception effect that could incorrectly try to get player pose when dead. - Magician's brick. Yup! That is what happens when I don't want to look at the guidebook... - The rift stabilizer is done! - Cleansing Light spells have updated descriptions. - Removed the medium and large rust crystal barrel recipes. - Rift anchors recipe requires 1 more enchanted stone per batch. - The apprentice, magicians, and archmage staff recipes have been updated. - The mageweave bag recipe has been updated. - Added a recipe to be able to use a hammer to smash larger rust crystals into smaller ones. - Rift anchor's block display now tell you the stability based on the mage's magic tier. - Updated the oculus tier 2 and 3 grimoire recipes. This should help fix the tier 3 grimoires that required unobtainable ingredients. - Fixed a crash with the spell Prise resulting from an errant block selection call. - Fixed an issue where numerous items went about 0.4 Y too low, resulting in thrown items glitching into the ground. Since 1.20.X, it seems like some registered items do not respect the translation "y" parameter, and just resets it to be 0 upon loading, regardless of what the json has. I had to recalculate the positions using origin "y" instead. Fun. - Unstable rust crystals now will look more transparent. - Added a new admin tool to ascend to a magician. All for me. - Updated the guidebook to include the new rust crystal growth and rifts as a resource. - There are negative effects for harvesting unstable rust crystals higher than your magic tier! <3 Drink it in! - Added a config option that can modify the global essence cost of gateways. - Fixed Telekinesis. - Telekinesis now can effect creatures as well! Have fun! - Nerfed sentry spawn chance by a lot. Honestly the constant complaining about them just turned me off from pursuing anything further with creatures for now. As of now this includes bosses, mounts, and minions.
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363 |
Mar 4th at 9:43 PM |
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rustboundmagic_2.3.5.zip |
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v2.3.3
v2.3.3
- Updated the armor stats for the CO patches to up them in line with Tailored gambeson armor. - Updated the armor stats for the base game system to up them in line with Tailored gambeson armor. - Fixed the localization key for crystals. - Added a new supporter pet, the Golden Wisp! <3 - Changed how all transmog stones are used. Right click will open the menu to select the option. Sneak + right-click to apply. The info is in the tooltip. - Growth I and II descriptions now accurately describe what they do. - Added an extra mark dirty call to the rust sickness debuff to make sure it syncs fully. - Barrier I is now properly labeled a tier 2 spell, with adjusted rates. - Barrier I HP amount is now 10, was 5. - Barrier II HP amount is now 30, was 10. - Added some foundational work for the next system of medium and large crystal growth. Secret squirrels!
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1890 |
Feb 26th at 3:11 AM |
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rustboundmagic_2.3.3.zip |
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v2.3.2
v2.3.2
- Changed the recipe for the rustic compound to not need a resonator. - Put in some work to register the riftbloom tea buffs to be separate. Now when you drink from a chalix, you will have a different buff name. - Changed the Riftbloom tea buff name to Mana Regen. - Slowed sentry wander movement speed by 50%. - Set the min spawn distance for drones and sentries to 32 block. - Changed the riftbloom tea barrel recipe. It will now make 10L at a time to better fir bucket fills. The tea yield to seeds used is better now as well. - Riftbloom seeds now stack to 64. - Fixed handbook entries for crystals that were incorrectly stating you can make them in the crucible. - Added a new survival handbook section for all ancient artifacts that tell you how to charge them. - Drone and sentry despawn min distance timer is now 300s at 32+ blocks. - Devouring voids will no longer eat pets. <3 - Added sounds to drone and sentry aggro ai tasks. - Fixed some incorrect localization keys for when your pet is killed.
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1234 |
Feb 23rd at 9:39 PM |
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rustboundmagic_2.3.2.zip |
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v2.3.1
v2.3.1
- Changed the recipe for eldrathium bits! It is far cheaper (1 rusty gear equivalent for 5 bits instead of 3 rusty gears) and no longer requires a resonator. - Updated the crucible recipe to reflect the new eldrathium recipe. - Fixed z-fighting on all mage armor head circlets. - Remove the debug transmutation test method that removed riftbloom BEs!
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355 |
Feb 23rd at 1:59 PM |
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rustboundmagic_2.3.1.zip |
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v2.3.0
v2.3.0
- Transmutation spell has changed! Casting transmutation with a staff will now change it depending on your magic tier. Tier 1 is just regular transmutation. Tier 2 is greater transmutation, a 5x5x5 area spell with increased riftbloom yields when harvesting with it. Tier 3 is supreme transmutation, a 7x7x7 area spell with even greater increased riftbloom yields when harvesting with it. - Transmutation now triggers neighbor block updates which will help things like snow falling to the ground when leaves are transmuted, instead of just floating there. - Riftbloom block info will now look at your main hand and tell you the average resource yields for using that tool. - Added a new item, the cursed ambrosia! This is an item that will allow a mage to unlearn all magic! Be careful when using. - Fixed an issue with all forms of removing magic. You use to have to reload to remove the mana bar. Not anymore. You will need to reload though to see the manabar if you immediately unlock magic again. - Riftbloom reset and stop temperatures have been lowered to the absolute maximum. - Added another feature to transmutation. If a riftbloom seed or sprout gets stuck, transmutation will attempt to restart the block entity in the cycle it was in. I don't trust that this issue is fixed... - Reduced the spawn chance a bit for elemental sentries. - Reduced the max quantity for elemental sentries. - Made some changes to the guidebook. I expanded the transmutation section to talk about the new behavior and updated the essence generator section to talk about the always on generators and new magic rune circle to contain rust sickness. - Removed unused particle calls for sigils. - Reduced the lacrima transfer rate from 50 to 25. - Fixed and issue that prevented lacrimas from moving essence to and from generators. - Added a new item, the eldrathium resonator! This is going to be the primary resonator for everything in the mod. - The eldrathium resonator's durability increased to 250, was 100. - Removed the copper, iron, and steel resonators. - Fixed a mapping issue for an ingredient in the recipe for tier 1 armor. - Changed the magic chalk recipe to not use a resonator, also takes other stuff to make too. This should make it easier to get these. - Magic chalk durability is now 200. - All aoe damage spells ranges has been increased to 4 blocks (was 2). - Set the sentries minimum spawn distance to player to 16 blocks, was 8. - Devouring voids now ignore creatures with a generation of 10+. - Devouring voids now ignore creatures with the tame json attribute.
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386 |
Feb 23rd at 12:27 AM |
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rustboundmagic_2.3.0.zip |
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v2.2.7
v2.2.7
- Fixed an issue that would turn the chalix into a stinky ol bowl if a food portion was stored in it. The chalix was not meant for food! - Changed the minimum temporal stability amount needed to unlock magic to 10%. This can be changed via the configs. - Fixed more types in the guidebook. - All essence generators will now be on my default. This means they no longer have a off switch, and will just work. - Lacrimas can be used while essence generators are on. - All essence generators now have a default rustsickness range of 5 blocks. This is an extended range of +2 blocks from the original version. This can be reduced back to the initial range by still using the magic runes around the generators. More to come in the future. - Inert ancient artifacts are now linked to your meditation insights achievements, meaning the researchable tag will show up on them if you can research them. This will help identify what you need a bit easier. - Changed how to acquire charged artifacts. To start, place an inert artifact. With a rusty gear in hand, use the gear on the inert artifact, and it will transform into a charged version. If a charge version is broken, an inert version and rusty gear with drop. Meditating on the charged block will convert it back to an inert version. - Removed the old grid recipes for charged artifacts. - Added the armor shape transmog to the loot table of ancient artifacts. - Set the drop rates for all transmog stones to 5%. - Increased the drop chance of a random pet from ancient artifacts by 100%! This sounds more impressive than saying 0.05% to 0.1%... - Added more block info text to the artifacts to help with descriptions. - Fixed an issue with the ancient artifacts that would sometimes have a double rendering of the model. - Fixed an issue with swiftness buffs being too persistent and not dropping off. - Thaumic workbench recipe can only be made with just regular mageweave only. Having every imbued type was confusing people due to the way the handbook handles the cycling of the wildcard material. - Applied another fix to pick range using spellcasting tools. Should work better now. - Fixed the shape for the focus of enshrouding. Idk what jank magic happened that late night, but it can't hurt us anymore.
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921 |
Feb 20th at 8:40 PM |
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rustboundmagic_2.2.7.zip |
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v2.2.6
v2.2.6
- Added additional logic that allows rust crystals to lose their conversion charge when an essence generator doesn't have the required stored essence for conversion. - Fixed the Befriend Animal spell's description so it has the correct max generation numbers. - Removed redundant textures, trim the size a bit before working on new stuff. - Optimized the code that runs the following systems: - Transmutation spell: Optimized area checks on blocks that can be changed. - Rituals: Optimized pre-checks to see if patterns and placements are valid. - Rituals: Optimized processing iteration when checking for blocks to change. - Rifts: Optimized the object to riftbloom conversions. - Rifts: Optimized the object to small rusty crystals - Essence generators: Optimized all passive checks for rust crystal conversion. - Essence generators: Optimized all passive checks circling rune to turn these on. - Fixed an issue with rituals of balance II and III where all clay transforms did not trigger properly.
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798 |
Feb 18th at 3:14 PM |
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rustboundmagic_2.2.6.zip |
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v2.2.5
v2.2.5
- Eldrathium bits now correctly states it can be made in the crucible in the survival handbook. - The rift anchor (Small rust crystal) now correctly drops itself when broken. - Rift anchors cannot be placed in the air anymore. - Rift anchors requires solid ground to not break. - Moved a few files into the correct folders. - Fixed an issue in the guidebook that incorrectly has the label "manatorch" instead of "neutral manatorch". - Added wordage in the ritual section guidebook section that states you cannot mix match manatorches. - Added wordage in the essence and leyline section guidebook section that states you cannot mix match runestones for the upgrades on essence generators. - Added the view range back in without a bug this time! You can now see the range of a spell via what is targetable. - Fixed a crash that could result from a rustmage class attribute check. Null is not handled correctly after 1.20.4 it appears? - Fixed a crash that could happen when using spell scrolls. - Light, neutral, and dark manatorches do not get consumed now in rituals. They only get turned off. - Fixed the description for the above manatorch system in the config options. - Fixed a crash that could happen when breaking an ancient artifact. I had Leseer Reap incorrectly registered as a tier 1 spell. - Adjusted the drop rates of elementals. Drones, sentries, and ravagers can now drop small rust creatures.
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359 |
Feb 17th at 9:01 PM |
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rustboundmagic_2.2.5.zip |
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v2.2.4
v2.2.4
- Added a few things to riftblooms trying to lock down the issue of the BETransient being removed. Maybe it works now? - Fixed an issue where magic exp and getting another mana point stalled out. - Crystallized memories now have a max stack of 1 again. I said there would be issues increasing the stack size! - Expanded the guidebook! The "Unlocking magic" section now talks about unstable rust crystals form rifts. The "Essence and Leylines" section now talks about elemental crystal conversion! - Locked in the barrel recipes! Look at the survival handbook to see what they are. - Added more info to the Rust crystal tooltips, telling players they need to place it near an essence generator. - Changed all essence generators to be able to convert rust crystals into elemental crystals regardless of them being on. - I attempted to spread out some of the player magic calls to stagger them off of the 1s interval. This could help potatoe PCs hopefully. Sadly, this is the end of my creativity with this, as now it is time for the game to move forward with being optimized itself. - Added more checks to spell scrolls to prevent a crash resulting from old versions of the spell scrolls. - Some changes to the configs, kind of forgot to update a few descriptions and what not. - Lowered the droprate of small rust crystals. It is just too darn easy to get. - Rifts will convert unstable riftblooms and rust crystals at a slower pace. Rust crystals will be more rare.
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831 |
Feb 16th at 5:22 AM |
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rustboundmagic_2.2.4.zip |
Install now |
v2.2.3
v2.2.3
More elemental creature stuff! Let's see how this goes. - Drones and sentries SHOULD only spawn at a minimum distance of 8+ blocks now. If it works, it can prevent these creatures from spawning right on top of players. - Drone and sentry chances to spawn has been reduced. It is all decimals and makes no sense how it is weighted, but the numbers are lower. - Drone spawned max quantity went from 5 to 4. - Removed the light from the focus of enshrouding. That was unintentional. - The focus of enshrouding's tooltip has been updated to better explain what it does. - Updated the barrel recipes for rust crystals. - All rift anchor recipes have been greatly reduced. - Fixed an issue that would incorrectly drop multiple crystals from breaking a single one. - Fixed a potential crash resulting from unstable riftblooms/crystals reverting back to an air state. - Sentries minimum seek and shooting aggro range has been reduced from 6 blocks to 5. - All ciphers now correctly states what type of essence is required.
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316 |
Feb 15th at 9:37 PM |
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rustboundmagic_2.2.3.zip |
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v2.2.2
v2.2.2
- Fixed an issue that made magician and archmage staffs not be repairable. - Fixed and issue that could hang up the crucible accepting sigils for tier upgrades. - Changed how the increase max mana admin tool works. You don't need to know the specifics. XD - All forms of fertilize now consume mana properly. - Lesser reap spell will calculate wand mana cost. - Most stone building blocks now stack up to 64, was 16. - Added barrel recipes for medium and large rust crystals. - Added the recipe for wands of lesser reap. - Added the recipe for the rift anchor (small rust crystal). - Added the spell school info to grimoires and spell ciphers. - Fixed an issue with runic scrolls not displaying the correct essence cost in the tooltips. - Fixed a crash that could happen when channeling a spell scroll spell.
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420 |
Feb 15th at 1:40 AM |
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rustboundmagic_2.2.2.zip |
Install now |
v2.2.1
v2.2.1
Going forward, the versioning will be simpler. This update is 2.2.1. The next one will be 2.2.2, etc, regardless of the amount of work done.
- Added a new system that allows rifts to convert loose stones slowly into unstable rust stones. They will revert back when the rift disappears. - Added new blocks, Rust crystals. - The Reap spell now has a range of 5x5x5 and also can harvest all reed blocks (cattail, papyrus, tule, and brown edge). - Added a new wand, Lesser Reap! This has a range of 3x3x3 with the effects of reap! - Added a new spell, Prise! This is a spell that opens all chests, storage vessels, baskets, etc within a 7x7x7 area around the caster at once. Can open storage containers behind solid blocks. - Runic scrolls can now stack up to 16, was 1. - Bowtorn and Shiver creatures now have a weakness to healing spells, receiving damage from these effects. - Added an additional blockinfo line on sigils to tell you "Reagents must be single items, not stacks." - Changed the completion popup from a completed sigil from "Throw in reagents (Q) and cast 'Transmutation'." to "Throw in reagents (one by one) and cast 'Transmutation'." - Removed the Sanctums grimoire slot mana restrictions. You now get all 6 slots up front! - The Botanical matrix will now revive dead crops over time while running. - Added a few extra checks to Recover Mana to prevent a potential crash when things load out of order. - Fixed a bug that allowed you to sit and meditate while casting a spell. - Fixed and issue that allowed a mage to interrupt spell channeling to artificially increase their pick range until another spell was cast. - Lesser Fertilize spell now effects farmland blocks beneath a selected crop block! No more finding the sliver of farmland between crops! - Lesser Hydrate spell now also puts out fires in its area of effect! - Lesser Ignite spell now sets the Clay Oven temp to 250 and no longer burns the first item in the oven. - Fertilize I spell now is an aoe, effecting a 3x3x3 area. - Hydrate Farmland spell is now a 5x5x5 aoe and also puts out fires in that area. - Fertilize II spell is also now a 3x3x3 aoe spell, but also will increase 2 random nutrients for each piece of farmland in the area. - Ignite I spell now sets the clay oven to 350 degrees and no longer burns the item in the first slot. - Ignite II spell now sets the clay oven to 500 degrees and no longer burns the item in the first slot. - Fertilize III spell is also now a 5x5x3 aoe spell, but also will increase 2 random nutrients for each piece of farmland in the area. Also fixed and issue where these particles did not spawn. - Started the foundation of a magic projectile and magic shield system. - Created a new test bracelet for a future idea. - People have been missing how to turn on essence generators. In the guidebook, I made this sentence bold and remove the "lore-play" so it is more clear. Also added the same info to the hovertext. - Changed the sentry attack animation from rewind to stop, should cut down on the fake outs they do while attacking. - Updated the earth and water crystal textures. - Updated the earth drone, sentry, sentinel, and ravager textures. - Added extra safety checks when a Riftbloom tries to tie into the ModSystem for rifts. - All generators now tell you that runestone placement is for upgrades in the block hovertext. - Increased the Riftbloom creation logic that rifts run from every 3s to 7s. - Increased the Rust crystal creation logic that rifts run from every 4s to 16s. - A lot of tooltip localization changes. Just making things look better and changing outdated tooltip info. - Improved the shader for the devouring void. Now bigger with more zazz! - Created particles that sparkle around a rust crystal undergoing the process of becoming an elemental crystal around an essence generator. - Added flavor text to rust crystals block info text that tells you it is undergoing the process of becoming an elemental crystal around an essence generator. - Added conversion essence cost info to rust crystals tooltips. - Added a system that removes the charge counter when a rust crystal is not near a running generator or if the essence generator doesn't have the required essence cost. - Redesigned the spell scrolls to use the same channeling based spell casting system that staffs and wands use. - Spell scrolls now have 4 charges per scroll! No longer 1 time use items! - Changed the barrel recipe to use rusty dust and seawater to create small rust crystals. - Changed the recipe for the thaumic workbench to use firewood instead of a log, mainly to help compatibility with 'Florasphere'. - Changed the ravager's explosion dmg logic to have better control of it. - Added back in the grimoire random attributes system as an optional system. This is disabled by default. Enabling this makes the grimoire stats randomized. Could get super strong spells, could get duds. Buy lady luck a drink... - Fixed an long time issue of the oculus overeating items if the stacksize is more than 1. This issue was also effecting the crucible synthesis system too. If too many items are thrown in, the extra will be spit right back out. - More done work. Spawning is a damn mystery in this game. - Tried to increase cystallized memories stack size from 1 to 16. If you see something weird, let me know? - All staffs are now repairable with the magical repair kit (50 dur)! - All staffs have less max durability! <3 - Fixed more localization stuff! - Fixed an issue where pylons were incorrectly keeping the Researchable tag after a player already researched them. - Got bad luck? Rng kicking your butt?! Spell ciphers can now be reset back to a runic scroll to try again! Just sneak + right click to start the process. - Fixed another awesome lingering issue with CO that broke transmog stones. Yup. - The magical repair kit now restores 200 durability to armor. - The Growth II spell is now a 3x3x3 aoe! Maybe it always has been... - Fixed an issue from the 1.20 update that broke all bags. Yay! <3 - Added to the tooltips for all orebringer sigils. It will now display their depths. - Rust crystals now tick when near an essence generator and will randomly transform into and elemental crystal. - Added a new rift anchor for rust crystals. - Increase sentry aggro range again. - Added a new item, the focus of enshrouding. When mages hold this item, elemental aggro range is greatly reduced (3 blocks or less). - All non-mages can be aggroed by elementals if you are within 2-3 blocks of them. Stay out of their personal space bubbles! - Spellforge now has a chance to spawn a shiver if your mind shatters. - Added the recipe for the focus of enshrouding. <3
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720 |
Feb 14th at 4:31 AM |
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rustboundmagic_2.2.1.zip |
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v2.1.48
v2.1.48
More elemental spawn changes! As always, please give feedback! <3 - Elemental creatures despawn minplayerdistance has been modified and should be better now. Thinking this will fix creatures despawning for some people. - Changed all elemental group types from neutral to hostile. On the surface of the code, it looked like it was solely responsible for the blacklist filter in the world settings. It appears to effect more than that looking deeper. - Lowered the spawn chance amounts for sentries. - Fixed and issue from the CO armor rework that broke armor repair. The way it sits now: If you have CO, you can't repair armor. If you DON'T have CO, armor can be repaired. - Added the list of blocks you need in the oculus section of the guidebook. - Made holiday hats repairable! <3 Need to think of valentines day or easter ones. - Fixed an issue that prevented using the staff gui while using immersive mouse mode. - Removed extra print statements from soulbind logic. - Fixed the message sent to players when connecting a gateway core to pedestal. - Befriend animal I max generation increased to 3, was 1. - Befriend animal II max generation increased to 6, was 3. - Added barrel recipes for making elemental crystals.
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2139 |
Feb 7th at 6:48 PM |
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rustboundmagic_2.1.48.zip |
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v2.1.36
v2.1.36
Updates will start to slow down now that things have simmered down.
- Elemental creature's spawning has been enhanced again! So now temperature and precipitation are calculated. Fire and Nature elementals spawn in warm weather with very little to no rain, Lightning and Water elementals spawn in warm weather with rain. Earth and Arcane elementals spawn in cold weather with very little to no rain, Wind and Frost elementals spawn in cold weather with rain. - Spawning max quantities and chance has been rebalanced with the new spawn chances. - Frost elemental textures have been updated. Looks a lot better! - Debug blocks now also tell the rainfall in the area! - Elemental drones no longer fight each other at the moment. I will revisit this behavior when I add the elemental rift system. - The drone and sentry despawn behavior times have been reduced to help circulate spawns. - Drones may now have a "hit and run" chance. May break up the feeling of combat. - Ravagers now have a chance to drop primordial fragments. - Ravagers drop chance and amounts for rusty dust and shifting fibers have been increased. - Ravagers drop chance for crystallized memories has increased. - Added some barrel recipes to create elemental crystals! This is another passive way to get crystals. Check them out! - The Ritual of Destruction: Lime now takes 1 calcined flint and produces 2 lime by default.
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1133 |
Feb 5th at 1:28 AM |
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rustboundmagic_2.1.36.zip |
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v2.1.24
v2.1.24
- Registered previously hidden magic traits so Trait Acquirer and by extension The Working Classes will work. READ THE WARNING ABOUT THIS.
TLDR; If you soft lock your magic progress or get trait related crashes, you are on your own.
- Added extra logic to the Remove Magic admin tool to help get ahead of issues from screwing with magic traits.
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387 |
Feb 4th at 1:47 PM |
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rustboundmagic_2.1.24.zip |
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v2.1.23
v2.1.23
- Big elemental spawn changes. Fire, Nature, Lightning, and Water elementals now spawn between temps of 40 and 1. Wind, Earth, Frost, and Arcane elementals now spawn between temps of -48 and -1. This alone should cut back on the spawn rates. - The sentry aggro radius has been reduced from 16 to 14. It is 16 if in the aggressiveondamage state. - The sentry attack range is now in line with the aggro range. - The drone aggro radius has been reduced from 25 to 14. It is 20 if in the aggressiveondamage state. - The spawn in block air was removed from the sentry and added to the drones (was suppose to be this way but I had it swapped by accident. - Slightly lowered the new spawn values for elementals. - Fixed a crash that could happen when the agility spell wore off. - Fixed the survival handbook entry for all enchanted stone stairs. It incorrectly stated tier 2 instead of tier 1. - Added a new Ritual of Destruction ritual, Lime! Turns 2 calcined flint into 1 lime! Added to the guidebook. - Fixed all clothing equipment pieces. More stuff from combat overhaul fun. Attributes were not applied. They are now. - Ravager explosions are more quite now. It is as low as it can go without be rebuilding the wheel. - Ravager explosions should no longer break ceramic or glass like it did before. - Ravager explosion particles are not longer a crazy mushroom cloud. Now with more bits! - All lesser attack wand spells now have a range of 12 block, was about 8 before. - Added more safety check to prevent crashes from combat overhaul. I am kind of tired of doing this so hopefully got them all?!?! - The soulbind system rewrite is done and appears to be working. This was completely broken with the mod Combat Overhaul. - Fixed an issue where armor magic attributes were not applied to mages when equipping soulbound armor with the mod Combat Overhaul.
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361 |
Feb 4th at 1:57 AM |
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rustboundmagic_2.1.23.zip |
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v2.1.6
v2.1.6
- Potential integration with Combat overhaul. It seems to work but I don't know combat overhaul because I don't use it. Currently soulbinding with armor isn't working, you can just put the armor on.
PSA time: Doing this made me very salty. This forced me to redesign many things, INCLUDING the armor system I just put in last update. My whole soulbind equipment system is useless now and still needs to be looked at. Integration is not something I ever wanted to pursue, and going forward I do not intend on chasing integration with this mod. If there are issues with combat overhaul causing crashes or anything in the future, I will be more inclined to remove integration all together than spending a lot of time trying to patch the two mods together. Just putting this out there to get ahead of getting crash reports for combat overhaul or requests for integration with other mods. As I stated before, if anyone else wants to pursue integrations, they are free to do so. <3
- The magic protection system has been rewritten. Yay. I now have magical variants of all of the base game's protection modifiers. These attributes can be used in any armor to give stats. Currently only applies to my mage armor. - The repaired version of the ancient artifact is now called "Charged ancient <type>". This could change if I think of something better. - Inert and "Charged" ancient artifacts now has survival handbook entries telling you how to get them. - Fixed an issue that made charged ancient artifacts uncraftable. - Removed the "Made by: Creative mode" tag on spell scrolls. This was true back when they didn't drop from anything else. Not really accurate anymore.
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560 |
Feb 3rd at 2:56 AM |
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rustboundmagic_2.1.6.zip |
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v2.1.0
v2.1.0
- Added a new armor protection system for magical attacks! This system is something that can be patched onto any armor if people want to use it. This shift also changes the mage armor of this mod. All armor's flat protection now works with all magical attacks. I may separate this out in the next update or 2 if I feel like it should be separated. The new attribute "relativeMagicProtection" acts just like the base game "relativeProtection" but will reduce magical damage by the float %. This is currently only displayed on mage armor but will work on any armor it is patched onto. This change to mage armor means it will give a bit less protection from melee attacks, but will also protect the mage from magical attacks! Truly armor worth its weight in gold for the combat mage! Note: With this change, shields should also now stop spell dmg. Still need to iron this out, but it is neat to think that I can make magic specific shields.
- Added recipes to smash larger elemental crystals into smaller ones! - Fixed an issue where rifts effected aquatic plant-life. Forgot we had more than just seaweed now. - Changed the Ritual of Balance transforms for clay. I didn't realize red clay was the big player now, so the transforms now include red clay in a ring topology. So Red clay -> Fire clay -> Blue clay -> Red clay, etc. - The guidebook has been updated to include the new clay transforms in the Ritual of Balance. - Fixed an issue in the guidebook that started the wrong batch numbers for all Rituals of Balance. - Fixed a localization issue involving you pet being killed by magic attack spells. - Removed a few left over print statements for the guidebook. - Increased the drone and sentry damage in line with the new armor protection scaling. Quick math and tests makes it seem like it evens out, but will be a bit harder for those who choose to wear no armor at all. - Drone and sentry idle sound range has been reduced from 16 to 10. - Drone and sentry idle sound chance should be lower now. - Fixed an issue where the magic tier icon on the HUD was not showing. The position is above the magic bar now. - Fixed an issue that made grimoires unable to be synthesized. Thank you 1.20 for changing the leather item from "leather-plain" to "leather-normal-plain"...
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840 |
Feb 2nd at 2:43 AM |
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rustboundmagic_2.1.0.zip |
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v2.0.0
v2.0.0
- Initial release! <3
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1156 |
Jan 31st at 8:40 PM |
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rustboundmagic_2.0.0.zip |
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v1.9.74
v1.9.74
- Multiple fixes for the guidebook entries. - Added a new world magic destruction array: Runestone. Breaks down runestone into arcanus. - Fixed an issue with runestone creation. - Fixed an issue that would make the rift system inaccessible for riftblooms. They would spawn, but not despawn. They will now despawn! <3
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9451 |
Jun 11th 2024 at 3:46 AM |
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rustboundmagic_1.9.74.zip |
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v1.9.70
v1.9.70
A few notable big changes: 1.) Riftblooms have a new life cycle and the "rusty riftbloom" variant doesn't exist anymore! Harvest those crops before updating! 2.)The early progression has changed! The goal was to get rid of needing a ritual altar so early in the mod. The progression now is that you unlock magic, get your makeshift staff, make a nexus, use world magic to make arcanus and runestones, then complete the oculus to go into synthesis.
- Riftblooms have been redesigned. The stages are now: Unstable riftbloom, Riftbloom seed, Riftbloom sprout, and Riftbloom. The redesign makes these plants feel more "plant" like, while still ignoring light, nutrients, and temperature. - Unstable riftbloom still spawns the same way with adjusted drop values. Drops 1 x Rusty dust, 1 x Shifting fibers, 20% chance to drop Riftbloom seed. - Riftbloom seed drops from unstable riftblooms now (20% chance). The seed can be planted in any soil that supports flowers. Only drops a riftbloom seed when harvested with a knife) Takes 24h to become a sprout (was 48h). There is no damage done when running into this seed block. - Riftbloom sprout grows from a riftbloom seed. When harvested with a knife, it only drops a riftbloom seed. Takes 72h to mature (no time change). - Riftblooms are the mature plant that can be harvested. If harvesting with a knife: Drops 1-2 x Rusty dust, 1-2 x Shifting fibers, 1 x Riftbloom seed. If harvested with transmutation: Drops 1-3 x Rusty dust, 1 x Shifting fibers, and resets the plant to the sprout stage. - The seeds can be stored in display cases and shelves. - The amount of time to the next stage can be seen via the block info hovertext. - The rift growth buff has been redesigned. The effect now correctly ticks down the maximum time needed for the next stage, equals to a 4x growth rate. - Updated numerous handbook entries for all block and items. - All items and blocks should be shelfable, displaycaseable, and some, scrollrackable! This includes positioning on said blocks. - Added and updated the handbook entries for various blocks and items to format/add more info. - Lifetap now requires -20% temporal stability per use. - Lifetap now requires at least 50% temporal stability to cast. - Added a new config option for mana bar HUD placement. There are 3 places the mana bar can go now. This should help with conflicts with other mods that also use the space to display something. - Added more logic to modifying temporal stability and mana addition and subtraction to help sync between client and server. This should help with some desync issues seen with meditation where you would get a spell failure when casting a spell that would "deplete mana". - Fixed a bug where if a player dies on a multiplayer server, everyone's spells there were casting stops. - Fixed a bug that would result in an error due to the riftsystem not being available when making riftblooms. - Impure elemental crystals have been removed. - Unstable elemental crystals fragment drop rate has been increased from 25% to 33%. - The Nexus will now show where the runestone caps should be when looking at it and sneaking (similar to oculus core and ritual altar). - Migrated major guides from the guidebook to the handbook. - Changed the grid recipe for the temporal fragment. This will require less rusty dust and shifting fibers and will now take an elemental fragment of any type. - Redesigned and improved the oculus pedestal block info hovertext. - Now when sneaking and looking at the Oculus pedestal with an Oculus that has a cipher, you will be able to see the full ingredient list. - Redesigned and improved the sanctum block info hovertext. - Prism of duplication now has the 'transmutable' tag in the block info. - Prism of duplication tooltip was fixed. - Added more info to numerous hovertext sections of the nexus GUI. - Added a basic mana vial and mana extractor. All temporary, not working yet. - Fixed a model/texture issue for the magical repair kit. - Pruned out more unused shapes. - Added more info in hovertexts in guis, more stuff in block info, and more info crammed into the in-game handbook. - Removed the old quick start handbook guide. - Added numerous handbook guides. - World magic comes in 3 types; creation, destruction, shifting. - Changed the default value for the config object "ITEM_MAGICCHALK_HOLDSHIFTTODRAW" to false. - Added config options for batching elemental crystals amounts based on magic tier.
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223 |
Jun 10th 2024 at 3:44 PM |
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rustboundmagic_1.9.70.zip |
Install now |
v1.9.33
v1.9.33
- Fixed an issue where crystallized memories would only drop from ranged attacks. - Fixed the oculus pedestal so that it shows the visual for blocks correctly. - Scaled down the size of item visuals in the oculus pedestal to match the new block sizing.
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1204 |
May 28th 2024 at 6:22 PM |
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rustboundmagic_1.9.33.zip |
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v1.9.30
v1.9.30
- Fixed an issue with the Ritual Altar Block Info hovertext not showing info for lesser elemental crystals when 3 fragments are inserted. - Default config values were changed for the arcanus convergence "batchtiers". - Runic scroll failure rifts spawn higher now.
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276 |
May 27th 2024 at 12:52 AM |
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rustboundmagic_1.9.30.zip |
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v1.9.27
v1.9.27
- Updated the ritual section of the guidebook, fixing incorrect recipes for creating elemental crystals. - Fixed elemental crystal drop rate to include fire. - Removed some test sounds logic from the riftblooms. This COULD fix sounds disappearing, but this is a VS bug, riftblooms just got you there a bit faster. - Attempted to adjust all Oculus block particles to be client side only. Could help with random particle crashes? - Fixed ritual atlar block info hovertext to should correct reagents for the new elements. - Transmutation now has a chance to drop 1-3 rusty dust when used on rusty riftblooms! Wasn't working before as intended. - Reduced the total fragment cost of ritual altar, rituals of creation, lesser elemental crystal from 5 to 4 total. - Fixed an issue with rituals where if more reagents were dropped than were needed, all valid reagents would be consumed. - Fixed an issue that would cause phantom lighting to stay in the world after doing certain rituals and world magic. To fix old lit spots, just place a torch down to force a relighting of the area.
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193 |
May 26th 2024 at 4:14 PM |
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rustboundmagic_1.9.27.zip |
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v1.9.18
v1.9.18
- Fragments of fire now drop again from unstable/impure elemental crystal.
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248 |
May 25th 2024 at 5:38 PM |
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rustboundmagic_1.9.18.zip |
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v1.9.17
v1.9.17
- All Nexus blocks now have particles that form over the runes when it is "on". Just another visual to show it is resonating. - Fixed and issue with innate spells showing the wrong cast times when being used on the prism of duplication. - Added extra accumulating spell effects when creating a spell scroll. - Mend Object is now a conjuration spell. - Mend Object will now send an error message if cast on the wrong block. - Reap is now an invocation spell which means you can move while casting.
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280 |
May 24th 2024 at 6:13 PM |
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rustboundmagic_1.9.17.zip |
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v1.9.14
v1.9.14
- Fixed the Reap spell description. - Changed the tier 2 unlock message to "Unlocked: Spell duplication." - Expanded the Elemental Damage Modifier system to accept "heal" in the weaknesses. This will make all heal type damage hurt the entity instead. - Fragments now drop from drifters again. - When at max player mana, the mana exp bar hovertext now says "Max mana achieved." - Redesigned the Regeneration spells AOE shaders. I think it looks better. <3 - The Regeneration spells now apply real heal damage type instead of the artificial modifier I had made. - The Regeneration spells now try to apply healing to all entities, not just players. In case you didn't piece it all together, yes, you can damage drifters with this spell. ;) - Redesigned how armor is soulbound. The tag info will now apply directly to the item instead of spawning a new item. - Adjusted the attributes for Reap and Mend Object. There was no need for "Stats". This will clean up the tooltip info. - Redesigned how spell scrolls are consumed. Before if you used a spell scroll, it would of been consumed even if the spell could not be completed. Now the scroll should be consumed only when the spell is successful, within reason. Take Reap for instance. If you cast it with no block selected, it will fail. If you cast it on a block, it will be consumed, even if there is no grass around. - Added new behavior for the Dark Nexus. - This block will now ignore entities above 50 max HP (can be changed via the configs). - This block will now ignore entities based on the new config "BLOCK_DARKNEXUS_IGNOREENTITYLIST". I put examples from Feverstone in the defaults. You can use partial names, or very specific names. Not that partial names will catch all entities with the string in the name. - Fixed an issue where the "ENTITYBEHAVIOR_MAXEXPTONEXTMAXMANALEVEL_MULTIPLIER" configs were not being read correctly. These should be working as intended now.
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304 |
May 24th 2024 at 3:11 AM |
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rustboundmagic_1.9.14.zip |
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v1.9.0
v1.9.0
- Add the new spell, Reap! - Add the new spell, Mend Object! - Fixed multiple ritual of creation and destruction to be able to use the new elemental fragment types. - Fixed a bug that made prism of duplication frames drop the finished product.
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251 |
May 23rd 2024 at 2:25 AM |
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rustboundmagic_1.9.0.zip |
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v1.8.7
v1.8.7
- Fixed an issue that would allow elemental themed grimoires to be learned from runic scrolls.
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195 |
May 22nd 2024 at 12:57 AM |
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rustboundmagic_1.8.7.zip |
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v1.8.6
v1.8.6
- Fixed an issue where only fire and frost elemental crystals were usable as ritual stabilizers. Now all elemental crystal types are usable (as intended).
- Added a config option to be able to disable needing to sneak to draw runes with magic chalk, default is true (need to sneak to draw runes). I can change this if more people want this as the default.
- Magic chalk is now tool rackable! <3
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173 |
May 21st 2024 at 8:46 PM |
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rustboundmagic_1.8.6.zip |
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v1.8.2
v1.8.2
- Changed the recipe for the makeshift staff. - Fixed an issue that made innate spells cast bars calculate incorrectly.
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185 |
May 21st 2024 at 1:23 AM |
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rustboundmagic_1.8.2.zip |
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v1.8.0
v1.8.0
This update is a big one and many changes have occurred. Some blocks and items have been add, changed, or removed. Thanks to these changes and clean up of old systems, I was able to reduce the mod size yet again. We dropped from 8.54MB to 7.88MB. Keep in mind that this mod was 13MB+ a few updates ago.
//========//========//========//========//
- All spells have been revamped and a few new spells have been added! Check them out and let me know what you all think! This was a much needed first pass focusing on spell logic and particles. Most spells are in and working. The few tier 4 spells that still need work were either more complex, and/or I am not sure how the spells should work yet exactly. These are labeled *WIP* and should not be used as they do nothing as of now. The next update will focus on tweaking spells based on feedback, more particle/shaders, and sounds to give spells some weight.
Note: Some spells have been expanded to be AOE spells! The range and number of players or entities effected depends on spell rank and the caster's magic tier.
Total spells: 209 spells
Innate = 4 spells
Tier 1 = 20 spells
Tier 2 = 48 spells
Tier 3 = 60 spells
Tier 4 = 77 spells
Some of the new spells:
- Cleansing Light: Removes all rift with a 5 block radius of the caster.
- Preservation: Refreshed all food in storage containers. Effects crocks and bowls placed on the ground. To cast on a storage container, start casting the spell while not looking at the spell. Don't hate, opening a gui overrides spell casting...
- Kindle I/II/III: Ignites residual rust around an object to use as fuel. This also sets a high temperature upon first use.
- Bind Affinity: Sets the caster's 'return point' at the target location. (10 uses).
- Rewrote and consolidated spell buff applications. This improves the checks and sync between client and server. Buffs are now universal, greatly consolidating buff variant "crosstalk". Particle duration appears to be off still and will be until I change from ticking entities to a time lapse system.
- New spell behaviors for elemental attributes! The old polymorphic spells are gone. A select few grimoires can be converted into elemental specific ones. This is done throught the new world magic array called "Elemental Infusion". This is for magic tier 2+. A tier 2 mage can still convert tier 1 spells. Any mages can use these new elemental grimoires. And example of this is turning Rust Orb I into Fireball I.
Effected spells are:
- Rust Orb
- Rust Riposte
- Rust Nova
- Rust Field
- Resist Elements
- The offhand focus item has been redesigned. These will now provide light and increase the drop chance of elemental fragments. Advanced focus are a bit brighter.
- The elemental types have been redesigned! The elemental types are now; fire, water, wind, earth, lightning, frost, nature, and arcane! New elements means new fragments, spell types, and crystals. Elements going forward will utilize direct oppositions instead of a "ring" topology of strength/weakness.
So for instance, fire and water. Fire damage does 1.5x damage to water types, and water does 1.5x damage to fire types.
- Added a new particle system! This will allow me to easily add and modify more complex particle effects! Implementing this system allowed me to clean up the old particle system. We are moving up in the world! <3
- Added a new system, Spell Duplication! This system is available from Magic Tier 2+. Tier 2 mages can now capture and store a spell in the form of a new item called a "spell scroll". Spell scrolls are one time use consumable item that are tradable and usable to even non-magic users. These spell scrolls are created with the help of a new magic station called the "prism of duplication" and a new item called the "scroll of binding".
To create a spell scroll, place down the prism of duplication magic station and cast "transmutation" on it to charge it. Next, select the spell you wish to duplicate and put the scroll of binding in your offhand. Stand on the charged magic station and cast the spell! Wait for the 15 seconds it takes to create the scroll and when completed, the offhand scroll of binding will become a spell scroll for that specific spell! The charge will be depleted on the prism of duplication upon success.
A few things to note: Spell scrolls are 1 time use consumable items. Innate spells cannot be dpulicated. They have a static 3s cast time regardless of the captured spell. The spell potency is equivalent to the grimoire attributes, meaning a more powerful spell will result in a more powerful spell scroll. Creating a spell scroll causes 15 durability damage to the grimoire being duplicated. Overuse without repairing a grimoire will result in the destruction of the grimoire. Spell scrolls record the creator's name.
- Global magic experience multipliers for all magic tiers are now configurable! I think I just heard a collective "heck yeah!".
- Reduced magic experience needed for all levels.
That being said, test the values before using it in a server. A modifier too low will result in becoming maxed out upon the current exp login calculations. If you have a good value that feels balanced, let me know so I can set it as the default!
- There are now 5 spell slots available to all mages! Tier 1 will now have 2 slots, and the rest fo the tiers will have the classic 1 spell slot. These are independant of innate spells.
- The staff GUI has been redesigned! This was a long time coming and needed with the new spell slot.
- Sanctum core logic was redesigned. I had to rewrite how it handles grimoires so that it can handle admin created grimoires with no attribute stats. The grimoires will have no randomized attributes and will have the spell average stats.
- The Sanctum model has been updated. Same reason as above. That and I hated the old Sanctum model. The new one is okay... Maybe.
- Redesigned the item, Magical repair kit! These will now also repair armor by 200 durability per use. The model has been redesigned and the recipe has been updated.
- Added a new utility block, Botanical Matrix. This block creates an open air magical greenhouse! Craftable via Synthesis.
- Added config options that will allow any spell to be disabled. This was done for all spells except for innate spells. This option will allow players to still make the grimoires and be able to put them in the Sanctum, but they will not be able to be cast.
- Fixed the long time issue where projectiles would make the screen flash white when spawned or removed.
- Mod items and blocks have been broken out into separate creative tabs! There is now the following tabs: General, Equipment, Ciphers, and Spells. Admin tools are found in the "Special" tab. There are just too many things to fit them into a few tabs.
- Grimoires are now available via the creative menu! Test out what you want! All grimoires spawned this way are labeled as "Made by: Creative mode". <3
- The lifetap spell has been changed! This is now an innate spell given to all tier 2 mages.
- All grimoire spell information now will give specific stat details instead of all generic ones.
- Players will have their names recorded to the spell scrolls they create.
- Synthesis spell ciphers model was redesigned to look similar to the regular cipher.
- Fixed a lot of ciphers that had the wrong tier classification.
- Redesigned vanilla creature elemental modifiers. All vanilla creatures have a resistance, that is all.
- Transmog stone has been rewritten to fix a few issues. Finished items will be placed in the left hand when finished. Soulbound tags will be applied to the new item. Current durability will now correctly be transferred to the new item.
- Added additional checks to rift plant conversion logic to ignore any plant with an EntityBlock in the same space.
- Invocation attack spells shrink properly upon block impact.
- Adjusted elemental crystal drop rates for the new elements.
- The essence vault synthesis recipe was fixed and uses the intended essence vault burned frame now.
- Fixed an issue where the Temporal Stabilizer would not be harvestable when the bottom runestone was removed.
- Spell haste has been reduced! For spell cast time, let me know what spells should be balanced. I want to keep the current rates.
Apprentice = No spell haste
Magician's 15%
Spellweaver = 30%
Arch mage = 45%
- Increased the tier 4 mana cost armor buff from 40% to 50%.
- Fixed an issue where mana cost wasn't calculated correctly, ignoring armor bonuses.
- Remove ALL configs for grimoires. I am NOT putting in over 1400+ config options just for spells. I will be relying on FEEDBACK to adjust grimoire base attributes! <3
- Updated the guidebook to fix a few inaccurate things!
- Fixed the model for spell ciphers so they were not unnaturally dark.
- Rewrote how mage armor shows up in the handbook.
- Fixed an issue with displayed cast time calculations. Didn't include the 5% bonus from being a rust mage. Now rust mages will see their spell haste bonus
- Grimoires that get destroyed will now properly reset player saved spell attributes and reset the selected spell.
- Disabled all temporal bracelets. Forgot to do that before!
- Fixed recipes for all focus items.
- Fixed an issue where magic ward block would not drop client side causing the block to respawn.
- Added more robust "teardown" mechanics to the magic ward to allow more dynamic resizing.
- Removed drifter Elemental Damage Modifier. Not sure what I will do with them yet.
- The Mana bar HUD now displays "Mana: #/#" when hovered over.
- The Magic Exp bar HUD now displays "Magic Exp: #/#%" when hovered over.
- Crystallized memories drop rates have been increased and get better as the drifter type gets harder. This should be in line with temporal gear drop rates. Non-magic users see a substancial increase.
- Always fixing localization...
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189 |
May 20th 2024 at 8:05 PM |
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rustboundmagic_1.8.0.zip |
Install now |
v1.7.4
v1.7.4
- Fixed all recipes that used mageweave in synthesis! <3
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2119 |
Apr 6th 2024 at 9:23 PM |
Show |
rustboundmagic_1.7.4.zip |
Install now |
v1.7.3
v1.7.3
- Revisited handbook entries, adding info to items/blocks that didn't have anything and tried to change all synthesis tags to specify a tier. - Fixed handbook group tags for mana lanterns and utility frames. - Fixed major issues regarding sanctum modeling. - Disabled the unused item Arcane altar. - Recipes for transmog stones are in! Totally missed putting them in before. These are basic crafting grid recipes right now for a hotfix. Will eventually become synthesis recipes. - Added configs for the Arcanus convergence world magic array so that people can set the amount of arcanus that can be made in a single batch. - Removed the 4 torches on the corners of the arcanus convergence world magic pattern. - Fixed an issue where manatorches do not get consumed in magic systems.
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156 |
Apr 6th 2024 at 8:44 PM |
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rustboundmagic_1.7.3.zip |
Install now |
v1.7.0
v1.7.0
- Greatly reducing the size of the mod! Removing old code, cleaning up old textures, resizing images. That guidebook is killing me...
- Added a new block, Eldrathium torch holder! This torch holder can hold any manatorch or regular lit torches. Torches in these holders do not burn out. This is made via Tier 2 synthesis.
- Added a new item, Arcane chalk! This rustyglow color chalk creates magic runes that have a 10% chance of being consumed via magic systems. This can be changed via the configs. This is made via Tier 2 synthesis.
- Added batch convergence and divergence world magic support! Check the guidebook for more info. The higher the tier, the more that can be batched. - Fixed the random issues seen by mages when trying to complete all rituals and world magic arrays! No more greedy magic! You will now need to throw items out with q, which forces it to be an item stack of 1. Item stacks of more that 1 are ignored. No more eating reagents! - Riftblooms can no longer be placed right next to each other. This plant needs room. Think of Minecraft cactus placement. - Riftbloom growth times have been adjusted. It was way to quick going from regular to rusty. - The rng was fixed for rusty riftbloom transmutation drops. You can now get 1-3 dusts instead of being locked in at 1. - Fixed player position, scale, and handling of riftblooms. - Created new custom manatorch logic instead of inheriting from "Torch". This means all manatorch properties have changed. It is no longer "ignitable". This just didn't make sense to have. - Fixed a bug where manatorches could be lit from other manatorches or with regular torches. - Rusty dust is now consumed when mana torches are relit. - Made a new guidebook section for World Magic. - Added a new type of world magic, Divergence! This will be for arcanus and eldrathium. This will break these reagents down again. - Added arcanus and eldrathium divergence world magic recipe info in the guidebook. - Changed the arcanus convergence world magic pattern to eldrathium convergence one. - Grimoire synthesis recipes will now require talismans for the magic school type. - Redesigned a lot of the synthesis recipes. All about balance baby! - Runic scrolls are storable in scroll racks. - Removed the spell "Hydrate Crops" and add the spell "Hydrate Farmland". This will need to be rediscovered. This spell is now an aoe and uses the new particle system. - Fixed a bug where Spellcasting haste wasn't calculated correctly with a rust mage. - Made a brand new particle system to start migrating particles over to. - Fixed an issue with gui visual burn time "fire image" not ticking correctly in all nexus guis. - The neutral nexus now accepts all types of arcanus as fuel. - Potentially fixed an issue where spell effects would not correctly despawn if a player logs out or if an entity dies. - Changed Equilibrium spell school to enchantment. - Fixed a crash that would occur if you tried to place a grimoire in a sactum slot that already had a grimoire in it. - Magic runes are no longer shelvable. - Fixed prism xraying. - Sigil of awakening synthesis recipe cost is not 500 (was 1000) - The Elemental resonance, arcanus convergence, and eldrathium convergence all work the same, 2 reagents = 1 final product, to 20 =1. Magic tier effects about that can be done in a single array. - Rust sickness doesn't effect players when in the oculus idle portal. - Removed old ritual altar subtypes lesser, greater, superior, and celestial. These were the old style for the old ritual system. - The world magic array Nexus Conversion is now called Nexus Shift. - Fixed a guidebook image that was made wrong. - Completely cleaned up the transmutation system. This means I finally migrated everything off of the old Entity Behavior and over to the new Ritual system. I have removed the old Behavior. - Prism can be turned on via transmutation. - Changed the name of the "Stability stabilizer" to "Temporal stabilizer". - Updated the tooltip for the temporal stabilizer to better describe what it does. - Removed a lot of old packets that were not in use. - Fixed a bug with synthesis that would break synthesis if something was being made and a world restarts. Now the oculus will reset the portal, drop all items, and go to the off status to begin synthesis again. - Made another pass through synthesis recipes to try to balance things out. - Changed internal variables to reflect rust sickness (mistakenly called it rust poisoning.) - Changed the internal name for the RustSicknessPerceptionEffect (was TestPerceptionEffect.) - Cleaned up the Oculus code in preparation for the bastion and gateways multiblock structures. - Spell ciphers now have the ingredients list in the hover over tooltip. - Riftbloom now stacks to 16. - Huge particles changes for transmutation, alteration, enchantment, and conjuration spells. Invocation spells will take longer. - Fixed world hover tips for riftblooms. - Unstable riftblooms now require a knife. - The minimum and maximum rng values for mana cost, cast time, duration, and damage are now changeable via the configs. - Redesigned spell casting particles. - Removed projectile itemstack on rust orbs. no need for it. - Redesigned riftbloom damage calculations. They work now! <3 - Fixed a crash with Hydrate Farmland if the spell completes while the player has not block selected.
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306 |
Apr 5th 2024 at 8:39 PM |
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rustboundmagic_1.7.0.zip |
Install now |
v1.6.0
v1.6.0
General nexus changes: - Nexus blocks will be considered "essence generators" going forward. - The pillar/runestone physical upgrades will increase speed/efficiency of essence accumulated. - Nexus internal max essence storage is now 1000. - The nexus gui has a new section to use the new essence lacrima system. There is now a new itemslot for the lacrima. The button on the left of the itemslot will set the nexus into storage mode, moving essence from the nexus to the lacrima. The button on the right of the itemslot will set the nexus into siphon mode, moving essence from the lacrima to the nexus. - The magic runes around a nexus will turn the nexus "on" allowing the nexus to generate essence. - Nexus can only connect to a single magic station or nexus storage. - Light and dark nexus are not bound by specific times anymore. They will start working when within the required light levels. Dark will start working at 15 or less light, light will start working 18 or more light. - While within working ranges, particles will occur!
Dark nexus changes: - Dark nexus will now target 1 creature at a time. It will to 3HP * runesone upgrade tier caps in essence gain. Will do a base line 3 damage to creatures. - Rapidly checks for a sacrificial creature. after that will tick every 5 seconds. - Just before applying damage, the creature will be teleported to the center of the nexus. - New particles when creature is hit. - Made it so that non-rust creatures bonuses are cut in 1/2. Get less from pig farms! - Dark nexus range is now 5 blocks. - Dark nexus that do not have a sacrificial target now run checks more rapidly to find the next one. - Dark nexus with a sacrificial target will damage then every 5s.
Add a new magic concept called "World Magic". This is also know and "world magic arrays". This is a precursor to rituals and can be preformed anywhere. Using magic runes and items/blocks, players can create new things! Look in the guidebook uner the general info tab to learn more.
The Spellforge has been revamped! It now requires essence to activate. Step 1 is to place the spellforge down and place magic rune around it and pillars with runestone caps to complete it. Next step is to insert runic scrolls in, select a spell, and click on "Create". After that, connect a nexus or essence vault to the spellforge and cast transmutation to consume the require essence for spell creation. Once that is done, just wait!
Added a new debuff, Rust sickness! This is a negative effect that slowly lowers hunger, and if there is no hunger to consume, will lower health. Also distorts player's vision. This effect can trigger from being too close to a nexus that is generating essence with runecaps at or above your magic tier, walking into oculus synthesis portal while oculus is synthisizing, rituals being completed with no stabilizers, critical failure when synthesis is not stable, failure when discovering spells.
Added a new block, Essence vault! This is a block that can hold all essence types, and 1 connection of every type of magic station! Tier 3+ synthesis to create.
Added a new item, Essence lacrima. These are items that can hold a specific type of essence. Comes in light, neutral, and dark. Holds 5000 essence. Place in the new lacrima item slot and select siphon or storage mode. Moves 5 essence per 1s. Can be placed on the ground and traded with other players.Lacrima siphon and storage modes can only be done when the nexus is off.
- Added a new utility block, the Stability Stabilizer! It is a utility block that negates temporal stability loss based on player position! Ranges is 5 blocks x runestone cap tier. Craft it via Synthesis. Magic Tier 2+. - Added a new item, eldrathium nugget! This is what tier 1 and 2 recipes will make and use. Less cost than a whole ingot. Craft via the crafting grid. - Manatorches have been revamped! They will now burn for 48 ingame hours when placed. Will become inert manatorches after that. Can be turned back on with transmutation or by using rust dust. - Manastream generators now move players really quickly! Speed boost! - Make sure inert torches can't be used in any rituals or world magic. - All essence values have been rebalanced with all of the new items/blocks and systems added. - HUGE guidebook and handbook revamp! Guidebook is now more complete, and handbook now lists a lot of descriptions about block/items, including some things like created by synthesis, and how rust plants work. - Created a new guidebook tab called "Unlock magic". It is the first tab. I had to shift everything down one to line up. - All config values and descriptions have been overhauled! New configs will generate this update. - Added a new mode to the leyline resonator; Viewer mode! When selecting a magic station in this mode, it will generate yellow particles on all blocks that are linked to it. This will help you figure out what connects to what. - Changed the storage flag id for the arcane bag to avoid some conflicts with other mods. - Removed a lot of items from the arcane bag. Now it is for just reagents. - Added a new world magic array, Elemental Resonance. This allows players to use a elemental crystal to convert elemental fragments into the element the crystal is. It consumes 1 fragment as fuel. In guidebook. - Added a new world magic array, Arboreal Shift. This allows players to change saplings into other saplings. - Added a new world magic array, Arcanus Convergence. This allows players to make arcanus depending on their magic tier. In the guidebook. - Added a new world magic array, Eldrathium Convergence. This is how you turn 20 nuggets into an ingot. Tier 3+ mages can do this. - Added a new section to the guidebook, Unlocking magic. - Fixed a bug where an oculus pedestal would continue to render a cipher and next reagent if an oculus was broken. - Stepping inside an oculus that is currently synthesizing causes rust sickness. - Removed old logic from transmutation spell block effects. - Added a new buff, Stability Stabilizer. Negates stability loss from a low Y value. - Fixed a bug that would allow some items to be duplicated when a ritual critically fails and blows up. - Reorganized localization entries and pruned out unused one. - Remove sigil of awakening tool tip upgrade magic tier info. Not enough space. - Synthesis manatorch regular recipe is now Manatorch x 4. This makes manatorches in batches of 4. - Fixed up errant descriptions in the configs. - Nexus grid crafting manastone cost was increased by 2x. - Merged the old config options for leyline connection distances to a single option for all leyline connections. Defaults to 30m. - Added configs for essence lacrima and inert mana lantern synthesis consumption amounts. - Added configs for spellforge essence costs for each tier of spell. - Rearranged and cleaned up old code in some parts of the mod. - Fixed an issue that would allow runic scrolls to be used twice. - Fixed an issue that would ignore consuming an item when using a runic scroll. - Created the inert mana lantern. There is a synthesis recipe for it. - Made familiar elemental bears for each element. - Created synthesis recipes for all 3 essence lacrimas. - Fix a crash with holding transmog stone. - Extreme clean up started. Leyline resonator is done! - Mana lantern stack size is now 1. - Utility frame stack size is now 16. - Prism stack size is now 16. - Crystalized memories stack size is now 1. - Runic scroll stack size is now 16. - Arcane bag slot size is now 10. - Revamped HUDs for Pedestal, Oculus core, Nexus, Essence vault, and Spellforge. Added deny messages for staffs, magic chalk, crystalized memories, and runic scrolls when a non mage tries to use them. - Adjusted focus offhand position. - Removed the arcanus grid recipes. - Removed old raw transmutation function that would change saplings in bulk. - All nexus block now take manastone to convert into manatorches. - Torches are no longer used to make manatorches. - Arcanus of all types can now be used in neutral nexus to generate essence. - The Oculus pedestal recipes have been rearranged. - All nexus essence generation has been rebalanced. - All synthesis recipes are rebalanced. - Light nexus no longer cares what time it is. They will generate essence when the area daylight is >= 18. - Dark nexus no longer cares what time it is. They will generate essence when the area daylight is <= 15. - Dark and light nexus particles appear when their light levels are enough to turn them on. - Nexus particles will now stop when it is full. - The nexus HUD will now let you know when a nexus is full. - Negative effects from a nexus now triggers 4 times a second. - Manatorches now cost 4 essence. - Fixed a bug that would allow Nexus block to go over their essence caps. - Creative players are immune to rust sickness. - Fixed a bug that cause issues when loading blocks with no animation utilities (prisms) - Moved a "FiredBy check" earlier in the transmutation reaction checkers. May want to test it.... - Inert manatorches of any type cannot be use in any magic rituals, synthesis, or really anything. - Added a crafting grid recipe to make temporal fragments out of rusty dust and fiber. -Dark nexus now renders particles on hit target. - Expanded handbook entries. - Made manastream generators faster! - Added synthesis recipes for all magic stations. They are cheaper if you make them via synthesis. - All magic station blocks have more handbook info now. - Revamped oculus pedestal gui. Scales better and cipher names have the tier in it to better break things down. - Added particles when pedestal creates a cipher. - Removed phantom velocity on ciphers created by pedestal. - Adjusted most item/block's tooltips. - Added a world magic array to convert mana lanterns into different types. - Added handbook entries for utility blocks. - Magic ward and manastream generators now have synthesis recipes. The old grid recipes were removed. - Cleaned up and condensed Pedestal array list. - Removed a lot of items and block being shelvable, display caseable, or ground stored. - Added numerous handbook details and entries to almost all items and blocks. - Made rusty dust not as extreme with RNG.
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1397 |
Mar 14th 2024 at 1:45 AM |
Show |
rustboundmagic_1.6.0.zip |
Install now |
v1.5.10
v1.5.10
- Added a new item, 'Beginner's Guide to Magic' guidebook! This was a labor of love and my soul was shattered in making it. WOOT! Still probably incomplete, but has a lot of info. Craft it with a rust dust and shifting fiber. This guidebook will encompass magic tier 1 and 2, the Advanced guidebook (coming when tier 3 is a real thing) will have tier 3 and 4 info. - Hats now have mana regen bonuses until the bastion structure is put in. - Temporal bracelets have been removed from pedestals. This is going to be a tier 4 system of enchanted equipment. - Ritual stabilizers need to be all the same elemental crystal type now, except for impure crystals. Thinking of tier 3 systems. - Started to add more unlock messages. Tweaked old ones.
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1153 |
Feb 22nd 2024 at 7:57 PM |
Show |
rustboundmagic_1.5.10.zip |
Install now |
v1.5.7
v1.5.7
- Rewrote the elemental damage modifier system! All vanilla creatures (except for the ones I intentionally left out) all use the elemental damage modifier system again! Migrated over to a system that solely looks for info via the json attributes instead of the old static way I was handling things. This means it just got easier to add creatures to this system! For examples on how to do it, look at the patches for the vanilla entities in "assets/patches/elementalattributes/vanilla" folder of the mod. In the future, I will be adding patches for feverstone wilds, fantasy creatures, and any other mods I want to. lol - Recreated the Nexus conversion minor ritual. This was never migrated to the new ritual system. Totally slipped through the cracks. This is just the old way of doing it with magic runes and torches in the 5x5 area. <3 - Removed old grid recipes for items that don't exist anymore. - The riveted eldrathium block now has a grid recipe. - The Synthesis ciphers for all 3 mana lanterns now have the correct icon textures. - There is more HUD info displayed when looking at the ritual altar when a talisman and correct "catalyst" item is placed in the itemslots. This will be improved based on feedback. - Removed the transmutation hud tag for old items not used anymore. - Fixed a bug that make seaweed turn into riftbloom.
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731 |
Feb 12th 2024 at 2:58 AM |
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rustboundmagic_1.5.7.zip |
Install now |
v1.5.0
v1.5.0
Rifts now effects loose stone, converting them into unstable elemental crystals. Like riftblooms, these are just temporary and will revert back to their original stone when the rift disappears.
Added a new block: Unstable elemental crystals! These will come from the new rift interactions with loose stones.
Added a new block: Impure elemental crystals. You can get these from breaking unstable elemental crystals. Each time they are placed and picked back up, there is a chance they will either convert into an elemental fragment or just disappear completely. These can be used as stabilizers in tier 1 rituals.
When breaking these new elemental crystal blocks, there is a chance to get an impure rust crystal, have the crystal stabilize into a random elemental fragment type, or just get destroyed.
The ritual system has been overhauled for the last time! For realzies this time.
New Item, talismans! Talismans come in 4 different types; Talisman of alteration, Talisman of invocation, Talisman of enchantment, and Talisman of conjuration. Talismans are consumable reagents, currently primarily used in rituals, but will be used in other aspects of the mod.
Rituals come in 4 different types. Each type is determined by the talisman; Ritual of Creation (Talisman of alteration), Ritual of Destruction (Talisman of invocation), Ritual of Augmentation (Talisman of enchantment), and Ritual of Summoning (Talisman of conjuration).
To perform rituals, create a ritual altar block and place it down. Right-click the altar and insert a talisman in the bottom itemslot, and the appropriate catalyst item in the top slot. When a talisman is in the ritual altar, hold shift and look at the ritual altar to see where manastone, manatorches, and magic runes go. Throw the required reagents near the ritual altar. When everything is placed, cast transmutation on the altar to complete the ritual.
Ritual of Creation | Talisman type: Talisman of alteration
Create lesser runestone: Creates a lesser runestone. - Minimum magic tier: 1 - Catalyst item: Engraved manastone block x 1 - Reagent item: Lesser arcanus x 4
Create greater runestone: Creates a greater runestone. - Minimum magic tier: 2 - Catalyst item: Lesser runestone block x 1 - Reagent item: Greater arcanus x 4
Create superior runestone: Creates a superior runestone. - Minimum magic tier: 3 - Catalyst item: Greater runestone block x 1 - Reagent item: Superior arcanus x 4
Create celestial runestone: Creates a celestial runestone. - Minimum magic tier: 4 - Catalyst item: Superior runestone block x 1 - Reagent item: Celestial arcanus x 4
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Create lesser elemental crystal: Creates a lesser elemental crystal. - Minimum magic tier: 1 - Catalyst item: Elemental fragment (all the same type) x 4 - Reagent item: Lesser arcanus x 1
Create greater elemental crystal: Creates a greater elemental crystal. - Minimum magic tier: 2 - Catalyst item: Lesser elemental crystal x 1 - Reagent item: Elemental fragment (all the same type) x 4
Create superior elemental crystal: Creates a superior elemental crystal. - Minimum magic tier: 3 - Catalyst item: Greater elemental crystal x 1 - Reagent item: Elemental fragment (all the same type) x 4
Create celestial elemental crystal: Creates a celestial elemental crystal. - Minimum magic tier: 4 - Catalyst item: Superior elemental crystal x 1 - Reagent item: Elemental fragment (all the same type) x 4
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Create low fertility soil: Creates a low fertility soil block. - Minimum magic tier: 1 - Catalyst item: Gravel (any type) x 1 - Reagent item: Lesser arcanus x 1
Create medium fertility soil: Creates a medium fertility soil block. - Minimum magic tier: 2 - Catalyst item: low fertility soil x 1 - Reagent item: Greater arcanus x 1
Create high fertility soil: Creates a high fertility soil block. - Minimum magic tier: 3 - Catalyst item: medium fertility soil x 1 - Reagent item: Superior arcanus x 1
Create terra preta: Creates a terra preta block. - Minimum magic tier: 4 - Catalyst item: high fertility soil x 1 - Reagent item: Celestial arcanus x 1
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Create obsidian: Creates a piece of obsidian. - Minimum magic tier: 1 - Catalyst item: Flint x 1 - Reagent item: Lesser arcanus x 1
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Create flowerpot: Creates a unique flowerpot. - Minimum magic tier: 2 - Catalyst item: Flowerpot (any type) x 1 - Reagent item: Greater arcanus x 1
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Create planter: Creates a unique planter. - Minimum magic tier: 3 - Catalyst item: Planter (any type) x 1 - Reagent item: Superior arcanus x 1
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Create storage vessel: Creates a unique storage vessel. - Minimum magic tier: 4 - Catalyst item: Storage vessel (any type) x 1 - Reagent item: Celestial arcanus x 1
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Ritual of Destruction | Talisman type: Talisman of invocation
Create charcoal: Destroys firewood to make 2-4 charcoal. - Minimum magic tier: 1 - Catalyst item: firewood x 32 - Reagent item: Lesser arcanus x 1
Create charcoal: Destroys firewood to make 4-8 charcoal. - Minimum magic tier: 2 - Catalyst item: firewood x 32 - Reagent item: Greater arcanus x 1
Create charcoal: Destroys firewood to make 6-12 charcoal. - Minimum magic tier: 3 - Catalyst item: firewood x 32 - Reagent item: Superior arcanus x 1
Create charcoal: Destroys firewood to make 8-16 charcoal. - Minimum magic tier: 4 - Catalyst item: firewood x 32 - Reagent item: Celestial arcanus x 1
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Create temporal fragments: Destroys lesser elemental crystal to make 5-10 temporal fragments. - Minimum magic tier: 1 - Catalyst item: Lesser elemental crystal (any type) x 1 - Reagent item: Lesser arcanus x 1
Create temporal fragments: Destroys greater elemental crystal to make 10-20 temporal fragments. - Minimum magic tier: 2 - Catalyst item: Greater elemental crystal (any type) x 1 - Reagent item: Greater arcanus x 1
Create temporal fragments: Destroys superior elemental crystal to make 15-30 temporal fragments. - Minimum magic tier: 3 - Catalyst item: Superior elemental crystal (any type) x 1 - Reagent item: Superior arcanus x 1
Create temporal fragments: Destroys celestial elemental crystal to make 20-40 temporal fragments. - Minimum magic tier: 4 - Catalyst item: Celestial elemental crystal (any type) x 1 - Reagent item: Celestial arcanus x 1
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Create rift: Destroys nexus to make a rift (strength 1). - Minimum magic tier: 1 - Catalyst item: Nexus (any type) x 1 - Reagent item: Lesser arcanus x 1
Create rift: Destroys nexus to make a rift (strength 2). - Minimum magic tier: 2 - Catalyst item: Nexus (any type) x 1 - Reagent item: Greater arcanus x 1
Create rift: Destroys nexus to make a rift (strength 4). - Minimum magic tier: 3 - Catalyst item: Nexus (any type) x 1 - Reagent item: Superior arcanus x 1
Create rift: Destroys nexus to make a rift (strength 8). - Minimum magic tier: 4 - Catalyst item: Nexus (any type) x 1 - Reagent item: Celestial arcanus x 1
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Create temporal fragments: Destroys rusty gears to make 2-4 temporal fragments. - Minimum magic tier: 1 - Catalyst item: Rusty gear x 4 - Reagent item: Lesser arcanus x 1
Create temporal fragments: Destroys rusty gears to make 4-8 temporal fragments. - Minimum magic tier: 2 - Catalyst item: Rusty gear x 4 - Reagent item: Greater arcanus x 1
Create temporal fragments: Destroys rusty gears to make 6-12 temporal fragments. - Minimum magic tier: 3 - Catalyst item: Rusty gear x 4 - Reagent item: Superior arcanus x 1
Create temporal fragments: Destroys rusty gears to make 8-16 temporal fragments. - Minimum magic tier: 4 - Catalyst item: Rusty gear x 4 - Reagent item: Celestial arcanus x 1
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Ritual of Augmentation | Talisman type: Talisman of enchantment Note: Area sizes below start outside of the 9x9 ritual area.
Augmentation spell Hydrate Crops: Augment the area to cast Hydrate Crops (6x6). - Minimum magic tier: 1 - Catalyst item: Watering can (100% full) x 1 - Reagent item: Lesser arcanus x 1 - Effect: +25% hydration to farmland.
Augmentation spell Hydrate Crops: Augment the area to cast Hydrate Crops (12x12). - Minimum magic tier: 2 - Catalyst item: Watering can (100% full) x 1 - Reagent item: Greater arcanus x 1 - Effect: +50% hydration to farmland.
Augmentation spell Hydrate Crops: Augment the area to cast Hydrate Crops (18x18). - Minimum magic tier: 3 - Catalyst item: Watering can (100% full) x 1 - Reagent item: Superior arcanus x 1 - Effect: +75% hydration to farmland.
Augmentation spell Hydrate Crops: Augment the area to cast Hydrate Crops (24x24). - Minimum magic tier: 4 - Catalyst item: Watering can (100% full) x 1 - Reagent item: Celestial arcanus x 1 - Effect: +100% hydration to farmland.
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Augmentation spell Fertilize (Compost (N)): Augment the area to cast Fertilize (Compost (N)) (6x6). - Minimum magic tier: 1 - Catalyst item: Compost x 16 - Reagent item: Lesser arcanus x 1 - Effect: +10% "N" nutrient to farmland.
Augmentation spell Fertilize (Compost (N)): Augment the area to cast Fertilize (Compost (N)) (12x12). - Minimum magic tier: 2 - Catalyst item: Compost x 16 - Reagent item: Greater arcanus x 1 - Effect: +10% "N" nutrient to farmland.
Augmentation spell Fertilize (Compost (N)): Augment the area to cast Fertilize (Compost (N)) (18x18). - Minimum magic tier: 3 - Catalyst item: Compost x 16 - Reagent item: Superior arcanus x 1 - Effect: +10% "N" nutrient to farmland.
Augmentation spell Fertilize (Compost (N)): Augment the area to cast Fertilize (Compost (N)) (24x24). - Minimum magic tier: 4 - Catalyst item: Compost x 16 - Reagent item: Celestial arcanus x 1 - Effect: +10% "N" nutrient to farmland.
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Augmentation spell Fertilize (Bonemeal (P)): Augment the area to cast Fertilize (Bonemeal (P)) (6x6). - Minimum magic tier: 1 - Catalyst item: Bonemeal x 16 - Reagent item: Lesser arcanus x 1 - Effect: +10% "P" nutrient to farmland.
Augmentation spell Fertilize (Bonemeal (P)): Augment the area to cast Fertilize (Bonemeal (P)) (12x12). - Minimum magic tier: 2 - Catalyst item: Bonemeal x 16 - Reagent item: Greater arcanus x 1 - Effect: +10% "P" nutrient to farmland.
Augmentation spell Fertilize (Bonemeal (P)): Augment the area to cast Fertilize (Bonemeal (P)) (18x18). - Minimum magic tier: 3 - Catalyst item: Bonemeal x 16 - Reagent item: Superior arcanus x 1 - Effect: +10% "P" nutrient to farmland.
Augmentation spell Fertilize (Bonemeal (P)): Augment the area to cast Fertilize (Bonemeal (P)) (24x24). - Minimum magic tier: 4 - Catalyst item: Bonemeal x 16 - Reagent item: Celestial arcanus x 1 - Effect: +10% "P" nutrient to farmland.
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Augmentation spell Fertilize (Saltpeter (K)): Augment the area to cast Fertilize (Saltpeter (K)) (6x6). - Minimum magic tier: 1 - Catalyst item: Saltpeter x 16 - Reagent item: Lesser arcanus x 1 - Effect: +10% "K" nutrient to farmland.
Augmentation spell Fertilize (Saltpeter (K)): Augment the area to cast Fertilize (Saltpeter (K)) (12x12). - Minimum magic tier: 2 - Catalyst item: Saltpeter x 16 - Reagent item: Greater arcanus x 1 - Effect: +10% "K" nutrient to farmland.
Augmentation spell Fertilize (Saltpeter (K)): Augment the area to cast Fertilize (Saltpeter (K)) (18x18). - Minimum magic tier: 3 - Catalyst item: Saltpeter x 16 - Reagent item: Superior arcanus x 1 - Effect: +10% "K" nutrient to farmland.
Augmentation spell Fertilize (Saltpeter (K)): Augment the area to cast Fertilize (Saltpeter (K)) (24x24). - Minimum magic tier: 4 - Catalyst item: Saltpeter x 16 - Reagent item: Celestial arcanus x 1 - Effect: +10% "K" nutrient to farmland.
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Augmentation spell Growth (Crops): Augment the area to cast Growth (Crops) (6x6). - Minimum magic tier: 1 - Catalyst item: Crop seeds (any type) x 16 - Reagent item: Lesser arcanus x 1 - Effect: Moves crops to the next level.
Augmentation spell Growth (Crops): Augment the area to cast Growth (Crops) (12x12). - Minimum magic tier: 2 - Catalyst item: Crop seeds (any type) x 16 - Reagent item: Greater arcanus x 1 - Effect: Moves crops to the next level.
Augmentation spell Growth (Crops): Augment the area to cast Growth (Crops) (18x18). - Minimum magic tier: 3 - Catalyst item: Crop seeds (any type) x 16 - Reagent item: Superior arcanus x 1 - Effect: Moves crops to the next level.
Augmentation spell Growth (Crops): Augment the area to cast Growth (Crops) (24x24). - Minimum magic tier: 4 - Catalyst item: Crop seeds (any type) x 16 - Reagent item: Celestial arcanus x 1 - Effect: Moves crops to the next level.
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Augmentation spell Growth (Saplings): Augment the area to cast Growth (Saplings) (6x6). - Minimum magic tier: 1 - Catalyst item: Tree seeds (any type) x 16 - Reagent item: Lesser arcanus x 1 - Effect: Moves saplings +1 day in growth time.
Augmentation spell Growth (Saplings): Augment the area to cast Growth (Saplings) (12x12). - Minimum magic tier: 2 - Catalyst item: Tree seeds (any type) x 16 - Reagent item: Greater arcanus x 1 - Effect: Moves saplings +1 day in growth time.
Augmentation spell Growth (Saplings): Augment the area to cast Growth (Saplings) (18x18). - Minimum magic tier: 3 - Catalyst item: Tree seeds (any type) x 16 - Reagent item: Superior arcanus x 1 - Effect: Moves saplings +1 day in growth time.
Augmentation spell Growth (Saplings): Augment the area to cast Growth (Saplings) (24x24). - Minimum magic tier: 4 - Catalyst item: Tree seeds (any type) x 16 - Reagent item: Celestial arcanus x 1 - Effect: Moves saplings +1 day in growth time.
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Ritual of Summoning | Talisman type: Talisman of conjuration Note: Area sizes below start outside of the 9x9 ritual area.
Summon spell Orebringer (Quartz): Augment the area to cast Orebringer (Quartz) (6x6). - Minimum magic tier: 1 - Catalyst item: Quartz x 1 - Reagent item: Any arcanus x 1 - Effect: Summons quartz ore to the surface. Magic tier and arcanus type effects 'Orebringer' depth and amount.
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Summon spell Orebringer (Copper): Augment the area to cast Orebringer (Copper) (6x6). - Minimum magic tier: 1 - Catalyst item: Copper ingot x 1 - Reagent item: Any arcanus x 1 - Effect: Summons copper ore to the surface. Magic tier and arcanus type effects 'Orebringer' depth and amount.
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Summon spell Orebringer (Copper): Augment the area to cast Orebringer (Iron) (6x6). - Minimum magic tier: 1 - Catalyst item: Iron ingot x 1 - Reagent item: Any arcanus x 1 - Effect: Summons iron ore to the surface. Magic tier and arcanus type effects 'Orebringer' depth and amount.
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Summon spell Orebringer (Silver): Augment the area to cast Orebringer (Silver) (6x6). - Minimum magic tier: 1 - Catalyst item: Silver ingot x 1 - Reagent item: Any arcanus x 1 - Effect: Summons silver ore to the surface. Magic tier and arcanus type effects 'Orebringer' depth and amount.
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Summon spell Orebringer (Gold): Augment the area to cast Orebringer (Gold) (6x6). - Minimum magic tier: 1 - Catalyst item: Gold ingot x 1 - Reagent item: Any arcanus x 1 - Effect: Summons gold ore to the surface. Magic tier and arcanus type effects 'Orebringer' depth and amount.
Added a new item: Transmog stone! This is part of the new transmog system. Each stone type specificly effects a certain aspect of an item (so far staff model, staff color, and mage armor color). Craftable via synthesis. Requires magic tier 2+.
To use, sneak + right-click with the item in your hand and nothing in your off hand. Select something from the drop down and apply. Then hold the item (either staff or mage armor) in the off hand, then sneak + right-click to begin the application process. It takes 5 seconds to apply.
Added a new block: Mageweave! This is a carpet block that is created from shifting fibers, craftable via the crafting grid.
Added a new block: Mana lantern! These come in netural, light, and dark. These are not consumed if used in rituals. <3
- It now costs 50% of your max mana to soulbind to a sanctum. - Shifting fibers drop rate from riftblooms is now only 1. - Bag of holding is a 12 slot bag now. - Changed drop ratio of temporal and elemental fragments when killing creatures. This should result in better drop rates. - There is a low chance to get elemental fragments of a specific type when using that type of elemental attack. This was reduced to be a passive thing with the new rift interactions. - Removed all infusion and purification synthesis recipes. These are not needed with new drop rate frequencies. - Rebalanced all armor. Lower armor tiers saw a significant attribute increase. Biggest bonuses are lower healing effectiveness penalties, and higher relative protection and flat damage reduction. - Most items from this mod will now fit into the arcane bag. - Stopped crystallized memories from spinning in the gui. - Almost no item tooltips will show for non magic players. - Eldrathium textures have been revamped! - Eldrathium blocks are only normal and riveted now. - Removed manastone slabs. - All block heldtpidleanimations have been changed because 1.19 is poo poo. - Polished models for all staffs. - Added new item, Transmog stones. - Clairvoiance has been moved to Magic Tier 3. <3 - Crystallized memories now has a 2% drop rate for magic users. - Added more magic tier level info describing what was unlocked. - Fixed a big with synthesis incorrectly marking recipe status as unstable when ready to complete the recipe. - Invocation spells can be casted while moving, but jumping interrupts the cast. - Increased magic chalk durability from 100 to 200. - Lowered the recipe temporal fragment cost for all arcanus items by 50%. - Fixed an issue that would make utility blocks drop their "active" block type instead of the off type. - Removed all weather systems. - Fixed a crash when completing synthesis items. Better checks were put in to detect blocks from items. Something much of changed in 1.19.x? - Added config options for essence amount used when making a mana lantern. - Fixed a bug that would allow crystals to double drop. - Corpse swap spell school is now conjuration, was enchantment. - Surface ascent is now conjuration, was enchantment. - Fixed animations getting stuck when attacking with a staff.
For any issues, blame RCvie <3
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327 |
Feb 11th 2024 at 2:24 AM |
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rustboundmagic_1.5.0.zip |
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v1.2.1
v1.2.1
- Fixed an issue that prevented items/blocks from being placed in the ritual altar. <3
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613 |
Jan 17th 2024 at 10:09 PM |
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rustboundmagic_1.2.1.zip |
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v1.2.0
v1.2.0
*** The ritual system has been redesigned, hopefully for the LAST TIME! maybe... ***
- The ritual altar system has been redesigned! This block has new models/textures/clayforming recipes, and mechanics.
- To perform rituals, place the ritual altar on the ground. Right-click to open the gui and place an arcanus of the same type in each slot. The arcanus type will change the power of the rituals that can be performed.
Note: Only 1 arcanus can be socketed at a time. Arcanus is required to perform rituals and must be of the same type in each slot. Rituals do not consume socketed arcanus. Arcanus can be swapped out at any time. Hold [sneak] while looking at the ritual altar to see where stabilizers should be placed for rituals.
- Rifts will now effect loose stones nearby creating unstable elemental crystals, similar to how riftblooms spawn. These appear as rust crystals that have a chance to drop elemental fragments. They can also drop nothing. When teh rift disappears, the crystals revert back to their original stones.
- Added a new item, Crystallized memories! This item is a rare drop from drifters. When a mage uses it, they will receive magic exp based on their current max level.
Note: The amount of experience is percent based and scales with magic tier. The drop rate for non-magic players is doubled (no magic unlocked). This was done to give non-magic users something valuable to trade with.
- Added a new item, Arcane bag! This is an 12 slot bag that can only hold magical items. Anyone can use this bag. This is created through synthesis. Magic tier 2+ is required to create the synthesis recipe from the oculus pedestal. Essence requirements can be changed via the configs.
- Added a new item, Bag of holding! This is an 18 slot bag that can hold any item! Anyone can use this bag. This is created through synthesis. Magic tier 4+ is required to create the synthesis recipe from the oculus pedestal. Essence requirements can be changed via the configs.
- Magic experience has been redesigned! It is now based on the amount of mana consumed and not a static amount shared for all spells of the same tier. Goodbye transmutation spam!
- Durability for all staves except for the celestial staff have been greatly increased.
- Adjusted all staff synthesis recipes, biggest change is with the apprentice staff, not requiring copper ingots and reduced temporal fragment amount.
- Lowered all spell casting speed bonuses from all staffs by -5%.
- Rust Mage has a new trait, Eldritch insight. This increases spell casting speed by +5%.
- Reworked elemental crystals. Removed the required mining tier, and adjusted base aspects of the block. These are not basically easier to handle. You can now break these easily with your bare hands.
- Reworked riftbloom's growth times. It still takes about 48h(normal speed) / 24h(rift enhanced) for a sapling to mature. All other times are lowered. Going from ruftbloom to rusty riftbloom is now 24h(normal speed) / 6h(rift enhanced). All hours are in-game hours.
- Reworked riftbloom's drop rates. Reduced shifting fibers drops to 1 item, sometimes 2 items (50% chance).
- Reworked rusty riftbloom's drop rates. No more shifting fibers drops. Increased rusty dust drop rate to 1-3 items.
- Darkened the rust texture.
- Removed the old arcane altar clayforming recipe.
- Cleaned up a lot of old unused variables and methods.
- Tested all rituals and fixed a few broken ones.
- Changed the following recipes to be shapeless: manastone, eldrathium ingot
- Removed the recipes for all lesser elemental crystals. These should now be made via rituals.
- Shifting fibers drop from riftblooms is now only 1.
- Made all of the staff color variant textures more vivid.
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274 |
Jan 16th 2024 at 7:38 PM |
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rustboundmagic_1.2.0.zip |
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v1.1.1
v1.1.1
- Removed all recipes that allowed transmutation to complete a magic station.
- Extinct torches can now be lit through transmutation.
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442 |
Jan 10th 2024 at 1:00 AM |
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rustboundmagic_1.1.1.zip |
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v1.1.0
v1.1.0
- Magic ward block has been redesigned! This block must be placed on a runestone block to work. The tier of the runestone block determines the dimension of the barrier. Barrier blocks will fill the space to the first solid block above it. To regenerate the barrier, turn the block off then back on.
Lesser runestone: 3Lx1Wx3H
Greater runestone: 5Lx1Wx5H
Superior runestone: 7Lx1Wx7H
Celestial runestone: 9Lx1Wx9H
- Manastream generator block has been redesigned! This block must have a runestone block on top or on the bottom of this generator to work. The tier of the runestone block determines the length of the manastream. Placing runestone beneath the generator make the manastream go up. Placing runestone on top of the generator make the manastream go down. The manastream will continue until it reaches the first solid block above it. T0 regenerate the manastream, turn the block off then back on.
Lesser runestone: 15H
Greater runestone: 30H
Superior runestone: 45H
Celestial runestone: 60H
- The rust mage class traits have been revamped!
Added a new trait: "Gear calling"! This increases rusty gear drop rate by 50%.
Added a new trait: "Essence-fed"! This decreases hunger rate by 20%.
The "rust touch" trait now has a -20% to animal loot, up from -15%.
- Added a new item, Basic focus! This focus works the same as the old one. Anyone can craft it. Durability is 100.
- Added a new item, Advanced focus! This focus works the same as the old one. This is only craftable via the rust mage, but anyone can use it. Durability is 350.
- Rusty dust now has a specific handbook entry describing how to use it to unlock magic.
- Moved all admin tools to the "Special" vanilla game tab.
- Changed the recipe for the nexus to not need eldrathium.
- Doubled all magic exp gained from all sources.
- Slightly reduced overall magic exp needed to level.
- Moved all focus tools to the equipment creative tab.
- Utility blocks now adds 12h per rusty dust use, down from 24h.
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276 |
Jan 9th 2024 at 3:12 AM |
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rustboundmagic_1.1.0.zip |
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v1.0.12
v1.0.12
- Ritual Altar has been revamped! These is now a single static blocks all craftable through the crating grid. Runestone are no longer needed. Ritual tiers are locked to the block, meaning superior ritual altars will only complete tier 3 rituals. The multi-block location highlights now only show the crystal stabilizer position for the specific ritual tier. The old basic ritual altars can now be converted into the lesser ritual altar through the recipe grid. The basic ritual altar will be removed on the next update. This will fix the issue of needing greater runestone to make greater runestone...
- All magic unlock and magic tier leveling has been redesigned.
- To unlock your magical potential, lower temporal stability to 0% then [sneak] + right-click while holding rusty dust. Stay still and sneaking for 5 seconds to finish unlocking magic.
- To ascend to the next magic tier, lower temporal stability to 0% then [sneak] + right-click while holding a sigil of awakening. Stay still and sneaking for 5 seconds to finish the upgrade.
This update should fix the multiplayer crashes that have been happening when players log out, unless I forgot to prune something back. We will see!
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322 |
Jan 6th 2024 at 9:40 PM |
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rustboundmagic_1.0.12.zip |
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v1.0.9
v1.0.9
- Added a new utility block, Manastream generator! When active, it creates an upward manastream that players can use to move up and down. This manastream is 40 blocks high. Manastream generators can be activated 2 ways: Use rusty dust on the block (24 hours per dust) or cast transmutation on the block (8 hours per cast). The max stored hours is 48.
- The Magic ward utility block was redesigned! It now spawns a 3x3 single block wall that prevents all entities from passing. These barrier blocks will fill the space of the 3x3 wall, meaning it will take the shape of things like doorways or windows. I may increase the wall length and width.
- The Magic ward recipe has been added!
- Attempted to apply a fix for a multiplayer server client side crash that occurs when players who have not unlocked magic logs out.
- Applied numerous fixes to rituals. Tier 2-4 rituals should now trigger correctly!
- Runestones now uses the new arcanus texture.
- Ritual altar now uses the new arcanus texture.
- No more guidebook! The site is updated and the in-game guide tells players to refer to the mod db site. My soul feels lighter! <3
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279 |
Jan 6th 2024 at 4:00 AM |
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rustboundmagic_1.0.9.zip |
Install now |
v1.0.0
v1.0.0
This will be the 1.0.0 update. I think I added enough and everything is stable enough to justify a 1.0.0 release. A 1.0.0 release doesn't mean I am done adding things or changing things, and anything is still subject to change. Just as a reference, the current main ingredients of the mod: Rusty dust, shifting fibers, temporal fragments, elemental fragments, manastone, arcanus, eldrathium ingot, and runic parchment.
- Added a new plant, Riftbloom! This will be a foundational part of the mod. Riftblooms are created when flowers are with range of a rift. These flowers will transform temporarily into "unstable riftbloom" when broken, they will drop new items; rusty dust, shifting fibers, and a chance for a riftbloom sprout. If the rift disappears, unstable riftbloom will slowly convert back into their original flower.
Riftblooms are unique plants. Originating from the rust world, they are not affected by temperature and do not require water or sunlight to grow. They just need some kind of medium to be planted, like any other flower. A knife must be used to harvest them at any stage. Running through or falling onto these plants will cause damage. Locust and drifters are immune to damage. Riftblooms can be planted in pots for display.
Rift to riftbloom interaction depends on the strength of the rift. The rift size directly effects range and increased chance to change flowers into unstable riftblooms. If a rift is within range of a riftbloom, the growth speed is increase x4. You will know a riftbloom is being affected by a rift through the hud while looking at the plant and the rust particles the plant gives off.
Riftblooms have 3 growth stages; Riftbloom sprout, Riftbloom, and Rusty riftbloom. - Riftbloom sprout: Starting stage of growth. Harvest with a knife to pick the sprout back up. - Riftbloom: A mature stable riftbloom. Harvest with a knife to get a sprout and shifting fibers. - Rusty riftbloom: Over time, mature riftblooms attract rust energies from the environment, creating a rusty appearance on the leaves. Harvest with a knife to get a sprout, shifting fibers, and rusty dust. Casting the spell 'Transmutation' will make the plant only drop rusty dust, converting it back into regular riftbloom.
- Added a new item, Rusty dust! This is one of the key items of the mod. This will be use to make most other basic items (all core items from the arcane altar), and will play a roll in unlocking magic. This is acquired from rusty riftblooms (either harvested with a knife or through transmutation).
- Unlocking magic now requires rusty dust in hand and stability at 0%. This allows a player to choose if they want to pursue magic.
- Added a new item, Shifting fibers! This is one of the key items of the mod. This is used to create runic parchment, along with a lot of blocks/items needed in the mod. Can be used in an alternative recipe to make flax twine.
- Unlocking magic has changed! In trying to give players on a server the choice to pursue magic or not, one will have to drain temporal stability down to 0%, then hold rusty dust to unlock magic.
The ritual system was completely redesigned and now requires a new magic station, the ritual altar, to complete! As time goes on, more rituals will be added to this system.
- Added a new block, Ritual altar! This is a core magic station used to initiate rituals! To cast rituals, place this block in the ground. Place the main block on top of the altar, draw the proper runes and place the needed items in the pattern for the desired ritual, then cast 'transmutation' on the center block on the altar to complete the ritual!
Ritual altars can be enhanced by placing the same type of runestone on all sides of it, in the ground so the are touching the altar block. For help on positioning of blocks, hold sneak and look at the block to see the outline. Higher tier ritual altars can complete lower tier rituals. A ritual check occurs from the most powerful to least powerful.
There are currently 4 planned ritual types: Ritual of Creation, Ritual of Nature, Ritual of Destruction, and Ritual of Terraforming.
Currently available rituals:
Tier 1 | 5x5 - Ritual of Creation: Lesser Runestone (no stabilizers needed) - Ritual of Creation: Lesser Elemental Crystals (no stabilizers needed) - Ritual of Creation: Light/Dark Nexus (no stabilizers needed) - Ritual of Destruction: Gear Shattering - Ritual of Destruction: Nexus Shattering
Tier 2 | 7x7 - Ritual of Creation: Greater Runestone - Ritual of Creation: Greater Elemental Crystals
Tier 3 | 9x9 - Ritual of Creation: Superior Runestone - Ritual of Creation: Superior Elemental Crystals
Tier 4 | 11x11 - Ritual of Creation: Celestial Runestone - Ritual of Creation: Celestial Elemental Crystals
Planned rituals: - Ritual of Nature: Hydrate Farmland I-IV (Replaces the spell "Hydrate Crops") - Ritual of Nature: Fertilize I-IV (Replaces the spell "Fertilize") - Ritual of Nature: Growth I-IV (Replaces the spell "Growth") - Ritual of Nature: Taming I-IV (Replaces the spell "Befriend Animal") - Ritual of Destruction: Charcoal I-IV (Turns wood directly into charcoal) - Ritual of Terraforming: Orebringer I-IV (Summons ores to the surface) - Ritual of Terraforming: Upheaval (Creates a floating island) - Ritual of Terraforming: Abyss (Creates a cavern underground)
- The Ritual of Creation: Lesser Elemental Crystals mechanics have changed. You can throw any 4 elemental fragment types in. It will use probability to pick a final crystal. For example; 2 x fire, 1 x gravity, 1 x frost = 50% chance to create a fire crystal | 25% chance to create a gravity crystal | 25% chance to create a frost crystal. All fragments of the same kind gives a 100% chance to create that element type crystal.
- The consumption rate of elemental crystal stabilizers in rituals has been redesigned: Tier 1 consumption rates: - Lesser elemental crystal = 5% - Greater elemental crystal = 0% - Superior elemental crystal = 0% - Celesial elemental crystal = 0%
Tier 2 consumption rates: - Lesser elemental crystal = 30% - Greater elemental crystal = 5% - Superior elemental crystal = 0% - Celesial elemental crystal = 0%
Tier 3 consumption rates: - Lesser elemental crystal = 60% - Greater elemental crystal = 30% - Superior elemental crystal = 5% - Celesial elemental crystal = 0%
Tier 4 consumption rates: - Lesser elemental crystal = 90% - Greater elemental crystal = 60% - Superior elemental crystal = 30% - Celesial elemental crystal = 5%
These rates are changable via the configs. The elemental crystals tooltips have been updated with this information.
- Added a new block, Magic ward! This is the first utility block of the mod. When active, it creates a barrier preventing entites from crossing. This barrier is 2 blocks high. Magic wards can be activated 2 ways: Use rusty dust on the block (24 hours per dust) or cast transmutation ont he block (8 hours per cast). The max stored hours is 48.
- Added a new item, Magical repair kit! This is used to repair grimoires. Place a grimoire and this kit in the crafting grid to use. Gained durability is dependant on the tier of the grimoire. - Tier 1 = 16 durability. - Tier 2 = 8 durability. - Tier 3 = 4 durability. - Tier 4 = 2 durability.
- All grimoires now have much better RNG when generating stats! The formulas for all stats are now: 50% of base value - 150% of base value, instead of 100% base value - 250% base value that negately skewed depending on stats.
- Added a new block, Debug block! This is an admin only block that I use while testing. Standing in it does the following: heals, restores hunger, warms the player, replenishes stability, replenishes mana. Looking at the block shows the following: date, time, outdoor temperature, and all 5 types of light levels for the block space.
- Oculus core and ritual altar blocks now support multiblock highlighted logic! While look at the block, hold sneak to see where blocks should go along with the missing/wrong blocks. This should help clear up any questions on why a structure isn't working.
- Most mod blocks/items tooltips are now hidden from non-magic users.
- Invocation spells can be cast while moving.
- Rust orb now travels 50% faster.
- Marked all mana changing packet watched attributes as dirty to help with sync.
- Mana torch is less bright.
- Staff casting logic has been altered: spell cost calculations happen only once now.
- Staff casting logic has been altered: focus durability only decreases during a successful cast of a spell that uses the focus to altar the element.
- Oculus anchor is now called an Oculus core.
- Most grid and oculus recipes have changed! They have been rebalanced and use the new key items of the mod.
- Cleaned up code on the HUD cast bar.
- Rusty dust can be used in neutral nexus devices to give essence. The current rate is 5 essence in 5 seconds.
- Added a safety crash check that makes sure the block has attributed. This will help blocks that already exist in the world.
- Added various safety checks for all block accessors.
- Most item/block tooltips are now hidden when players don't know magic.
- Removed Arcanus glass blocks. They were so similar to regular glass colors, it didn't make sense to keep them as is.
- Fixed a crash in the sanctum interactions.
- Sanctum now displays proper durability of grimoires.
- Fixed a bug where Sanctums gave the incorrect durability.
- Fixed the runestone model and textures so the block isn't rendered weird.
- Disabled the arcane altar block. In the next update, this block will be how you transmogrify equipment.
- Temporal fragment model/textures have been redesigned.
- Fixed texture issues with all armors.
- Fixed grimoire pages texture.
- Created a second creative tab: one for general, one for staffs and armor.
- Fix a leyline anchor bug which could prevent connecting blocks to an anchor.
- Added a config option to make it so only rust mages can unlock magic. Default is false. Doesn't effect players who already knows magic.
WIP - Started the reworking of all staffs! The old staffs will not work anymore. New ones made from this point on will work. The current model types are; crude, conjuror, elvish, clubbed, scholar, druid, nebula, and reaper. Each model type comes in 11 colors. Not all models/textures are 100% done. Really just the nebula and reaper models I think. They can be used for casting if people want to pull them out of creative and use them.
NOTE FOR THE NEXT UDATE!
The arcane altar block will be repurposed into a transmogrify station. Try to remove the old arcane altars to prevent block entity weirdness. <3
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415 |
Dec 31st 2023 at 4:37 AM |
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rustboundmagic_1.0.0.zip |
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v0.5.5
v0.5.5
- Fixed the issue where grimoires could not be created via synthesis.
- Sanctums max stack size was reduced to 1.
- Staffs have been reworkded in preparation of the new transmog system. Old staffs are unusable! Sorry! <3
- Transmutation spell icon and description has been updated.
- Removed old grimoire recipes from synthesis.
- Fixed the held interaction "cast selected spell" mousebutton from left (wrong!) to right.
- Fixed grimoire pages texture.
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1008 |
Dec 3rd 2023 at 7:35 PM |
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rustboundmagic_0.5.5.zip |
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v0.5.1
v0.5.1
- Modified all spell icon borders to be the same. - Changed the requirements for the Oculus multiblock structure! You no longer need the backwall to complete it! throw items from either side into the portal! - Fixed essence not being consumed when finishing synthesis. - Fixed a crash related to completing rituals. - Added configs to adjust the runic scrolls synthesis costs.
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282 |
Dec 2nd 2023 at 5:03 PM |
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rustboundmagic_0.5.1.zip |
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v0.5.0
v0.5.0
- Added a new system, "Elemental Damage Modifiers". This system is applied directly to entities and can give them a weakness, a resistance, and/or a strength to certain elemental types of damage. All entities using this system will have a change to drop temporal and/or elemental fragments! This system will work on any entites, even from other mods. Feel free to directly apply or patch the required attributes and behavior in. Most vanilla entities will have a resistance and weakness already applied.
- Add the following to the entity json. You can pick one or mix and match the 3 attributes below. The "Elements" to choose from are: fire, frost, electricity, gravity, heal, poison. The "Amount" is the damage modifier. You must have both an "Element" and "Amount" for what you want to apply.
- Weakness would be an element that does bonus damage.
- Resistance would be an element that does less damage.
- Strength would convert damage from the element type into a heal.
- Amount of 1.0 is no effect
- Amount of 1.5 would do 1.5 times damage
- Amount of 0.5 does half damage
Example:
<Put the below attributes in the root of the entity so it effects both client and server.>
"attributes": {
"weaknessElementRM": "frost",
"weaknessAmountRM": 1.5,
"resistanceElementRM": "poison",
"resistanceAmountRM": 0.5,
"strengthElementRM": "gravity",
"strengthAmountRM": 2.0
},
<Put the below behavior in the client section.>
"behaviors": [
{
"code": "EntityBehaviorElementalDamageModifiersRM"
}
],
- Added the new passive spell "Clarvoiance" to magic tier 2 unlock! This allows you to see elemental damage modifiers on entites that have them.
- Added a new spell, Resist Elements! Effected by the focus. This spell is a buff that increases caster resistance to elemental damage types. If no focus is used, the buff mitigates 5% per tier of all elemental types (tier 4 is 20% damage reduction). If a focus is used, the % is increased by 2.5 times but only pertains to that element type. For example the fire focus will modify the tier 4 version of the spell to give 50% damage reduction to only fire damage. This spell starts at tier 1. Need to redesign the particles.
- Added a new spell, Rust Riposte! Effected by the focus. This spell is buff that deals damage to an attacker when hit. If no focus is used, the buff hits for "injury" damage type. If a focus is used, the damage type will become that element. This leads to interesting combos considering how you can apply a healing version of this spell to yourself. This spell starts at tier 3. Need to redesign the particles.
- Redesigned the magic tier leveling system! Experience can now be gained from casting spells, completing rituals, and completing synthesis recipes. The leveling curve and amounts needed have been adjusted for the new system.
- Max player mana per tier has been upgraded! I also adjusted the window of minimun required mana for leveling up to the next magic tier. This should help better give a sense of progression.
Tier 1: 75 max mana, minimum max mana for tier level = 50
Tier 2: 150 max mana, minimum max mana for tier level = 125
Tier 3: 225 max mana, minimum max mana for tier level = 200
Tier 4: 300 max mana
- Redesigned fragment drop rates. Made all "elemental modifiable creatures" be able to drop temporal and elemental fragments at 1/2 of the current rate of the drifters. Drifter drop the regular amounts. During a temporal storm, increase drop rates by 4x? Make rirual of gear shattering drop 2x more fragments?
- Removed the 2 old elemental crystals and added 4 new ones! These go in line with the runestone tiers, and all have different destruction % than the old ones for rituals. This will help with progression. This means the old ones are useless. Sorry! <3
- Ritual of gear shattering now drops 5-10 fragments per gear, up from 2-5.
- The rusty gear synthesis cipher now costs 8 temporal fragments, up from 4.
- The bulk rusty gear synthesis cipher now costs 64 temporal fragments, up from 32.
- The growth spell has been adjusted. Had weird magic tier specific code on the back end.
- Fixed a bug where the spell forge would fail if an active spell cipher was being created and the chunk gets unloaded.
- Added the remaining time and % to the block HUD info of spell forges.
- Fixed a typo in the arcane altar gui. It should be "Essence", not "mana cost".
- Fixed a typo in the oculus pedestal info. Sounds like something I would do...
- Redesigned the runic scrolls to fix rng desync that could lead to conflicting messages and weird results.
- Fixed a bug that allowed weird behaviors with nexus manatorch slots accepting items it shouldn't sneakily...
- Fixed the spell icon for a few spells.
- Added hoverover text over the flame animation that tell you time remaining and % completion for all magic stations.
- Cleaned up all rituals and added the ability to reward max mana exp.
- Added the ability to reward max mana exp when finishing a synthesis recipe.
- Added the ability to reward max mana exp after casting a spell.
- Adjusted some config defaults.
- Runic scrolls float on water now.
- Applied an internal fix for the following spells: Duplicate, Fly, Prosperity, and Revive.
- Separated out the logic of the manabar hud and the maxmanaexpbar hud.
- Removed the thorns spell, it is now rust riposte.
- Guidebook structure is in! Just need to fill it out with content. Next update?
- Removed old grimoire logic.
- Started code cleanup. This is going to take a while.
- In but disabled = Created the first familiar, a bear! Can be named. Currently summoned via an item. Should be summonable on the staff? No idea yet but it is cute!
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Dec 2nd 2023 at 4:20 AM |
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rustboundmagic_0.5.0.zip |
Install now |
v0.4.8
v0.4.8
- Updated the oculus anchor model! Should be easier to see the block face.
- Fixed a bug that made runic scrolls not show up in pedestals while using tier 1-3 runestone caps.
- Added the basic guidebook item/gui. No idea if I want to do a cur-tab system or not.
- Added configs for the healing % for the Healing Orb spell variant.
- Fixed a bug where offhand items were destroyed when soulbinding equipment.
- Fixed a bug where the Tier 4 Grimoire Admin Tool spawner would only spawn tier 1 grimoires.
- Changed ritual lightning! Moved it to the edges and increased the bolts to 4 for effect.
- Reduced Rust Mage meditation stability loss from -40% to -20%.
- Rewrote ritual logic to better account for stacks of items when thrown.
- Added a new status bar in the HUD showing the exp until the next max mana point. This is right above the mana bar and is white when being filled.
- Added a new "green arrows" icon that will show up above the "magic tier" icon in the HUD to indicate the player can ascend to the next magic tier.
- Rewrote the sigil of awakening on the back end. Pruned legacy code
- Fixed level up sounds from double playing.
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467 |
Nov 25th 2023 at 2:21 AM |
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rustboundmagic_0.4.8.zip |
Install now |
v0.4.0
v0.4.0
- Added a new system, Spellcraft! Players can now learn how to make spells and create specific spells. Info below: - Added new item, Runic scroll! This scroll serves 2 purposes. It can either be use directly for a chance to discover a new spell (Bad things can happen if it fails. Be careful! Must be below 20% stability.), or it can be used to create a synthesis cipher to create a specific spell. Created in the oculus pedestal through synthesis. - Added new item, Spell Ciphers. There is one for each spell and is created via the Spell forge. This lists ingredients need for synthesis, and the BASE attributes for the spell. There are still random attributes for the final, but it lists the average ones ont he cipher. No need to took up an external excel file! - Added a new block, Spell forge. Used to create specific spell ciphers, which are used in the Oculus via Synthesis. These items can be traded. This block requires runes from magic chalk to be placed around it, and runestone caps like the nexus. The chalk runes are consumed upon creation. Higher runestones decrease creation times. This block is clayformed and is created via transmutation like all other magic stations. Particles spawn when the spell forge is processing or ready to create a cipher. Base processing times have been adjusted for Grimoire recipes in the spell forge. Tier 1 = 15m, Tier 2 = 30m, Tier 3 = 45m, Tier 4 = 60m. Time is reduced depending on the caps used. - Config overhaul! Every attribute for every spell is now changable via the configs! have fun! - Fixed the recipes for engraved manastones and manastone slabs. - Adjusted the hovertext for itemslots in all guis so that the hovertext disappears if there is an item in the slot. - There are all new grimoire items! The look different, and are bigger and better than ever. - Added color variants to the particles displayed when learning spells and soulbinding to armor. - Added negative effects when failing to learn a new spell. - The RNG for the oculus is now truly random for grimore attributes, unlike before! - The forgetallmagic admin tool now erases learned spells too! - Mana consumption for spells was migrated from the spells to the spellcasting tool (staff) and uses the new consumption system. - Fixed a bug in the gui where the processing time isn't reset when creationg stops. - The runic scroll is the new default on the Pedestal. - Fixed it so that you need magic unlocked before you can view magic stations. - The gui will not open now when you look at it and cast a spell for the pedestal. - Removed all blank grimoires and recipes. - Added icons to synthesis ciphers. - All models of the basic staff are the same as the makeshift ones now, until I implement the transmogs system next update. - HUD castbar was fixed for the makeshift casting tool variable. - The oculus pedestal now displays particles for the any essense requirements. - New grimoire attribute: Range. Effect targeting range of casting tool per spell. - New grimoire attributes, Range, Effect, and Stats - Rewrote the admin tool grimoires creation to work now. it was janked before. - Added glow to cipher spells - Spell forge requires runestone caps and a structure to be built like the nexus. - The mind shatter debuff while using runic scrolls now damages, the player and reduces satiety. - Localization cleanup and love.
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332 |
Nov 23rd 2023 at 2:55 AM |
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rustboundmagic_0.4.0.zip |
Install now |
v0.3.2
v0.3.2
- Temporal fragment stack size has been reduced to 64. I was on the fence about having the stack size so huge but there is a problem with the larger stack size and the better barrels mod, so back down it goes!
- The rust mage class now has all custom traits. Using the base game traits seems to conflict with other mods that change those traits, so there are new mod themed traits! pretty much same actual attribute changes.
- Added a new shape for the archmage staff, and tweaked other staff models.
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660 |
Nov 11th 2023 at 7:00 PM |
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rustboundmagic_0.3.2.zip |
Install now |
v0.3.0
v0.3.0
- Greatly redesigned and revamped Oculus Synthesis! <3 Over 55 synthesis recipes are in game. - Added a new item, Makeshift staff! Basic staff. Tier 1 - 4 staves are only made through the oculus now via synthesis. - Range that stations that can link to a nexus has been increased from 20 to 30 blocks. - Players can now create oculus synthesis ciphers via the pedestal! The pedestal will store runic parchment and will spawn the cipher items above it. - Added a stability check before attempting to consume crystals. If the ritual is unstable, only an explosion happens now instead of exploding, then consuming crystals. - All rituals benefit from the small crystal buff. - The following items/blocks are storable in mining bags until I am not lazy and make a magic pouch or bag of holding: Arcanus, eldrathium, manastone, elemental fragments, temporal fragments . - Dark nexus will not allow drifters to drop any magic items upon death and will instantly erase the body right after taking the last health point. - Synthesis stability when making something higher than the runestone caps will result in less explosions. - Fixed a bug that would auto complete synthesis recipes. Started to add a 3d image above the pedestal. - Fixed a crash that made the Sanctum soulbound entity crash online players when souldbound user is offline. - Added the missing spell icons for some spells. - Known issue, oculus status is not saved on server restart. Unsure how to save a dictionary to tree attributes in a block. - Pedestals now render the next required ingredient over the block. This slowly rotates. - Fix the featherfall spell. You can now jump again. - Created configs for maximum block distance between magic stations a nexus, and oculus anchor to oculus pedestal. - Adjusted the model of the pedestal. - Rewrote all pedestal hoverover block info. - Added 4 new admin tools, these make random grimoires tier 1-4 - Localization love. - Added a protection to prevent restarted worlds oculus synthesis session that did start from overwriting when a new cipher is thrown in. - Fixed all guis to support immersive mouse mode. - Fix shift clicking issues with guis. - Fixed all guis so that shift clicking isn't overriding itemslot restrictions. - Neutral nexus now takes in temporal gears for 500 essence, takes 2 minutes to process. - Neutral nexus temporal fragment process time is now 30 seconds, down from 1 minute. - Light nexus now generates 1 essence every 15 seconds instead of 10. - Fixed descriptions in configs. - Adjusted all default values in configs. - Runestones now list their magic tier. - More blocks now give more descriptions on what it can do, i.e. small and large elemental crystals now say they are used at stabilizers in rituals and the % chance on being consumed. - Lightning now strikes the center of the ritual, and a crystal if consumed. - Staves will only display the oak version in creative. I need to figure out wildcards in synthesis... - Cleaned up old unused recipes. - Added a recipe for the makeshift staff. - Added a more robust check to oculus to determine what runestone caps it has. - Fixed a bug in the Leyline resonator that would incorrectly hold on to an anchor/pedestal position while connecting an anchor to a nexus. - Arcanus blocks were renamed on the back end to arcanusblock to help distinguish between the block and item. Bye bye current arcanus blocks... - All armor now has an appropriate armor tier with protection! - Added new gui parts for the makeshift staff. - Removed cast time reduction stats off of armor. Now this is done through the staff. Apprentice = -15% spell cast time Magician = -30% spell cast time Spellweaver = -45% spell cast time Archmage = -60% spell cast time - Created a new stats system on the back end for all magic attributes. NO MORE WEIRD ARMOR CRASHES! (@#%&#$(&^ - Moved rendering to layer 2, from layer 1. - Fixed a bug that made unstable synthesis that required neutral essence hang up the process and not finish creation. - Huge rework for all armor It is now in line with actual base game armor! - Rust orb will now die when hitting an entity. - Increased exp needed to level up max player mana. - When meditating with a bracelet on, more particle effects are seen now. - Fixed bugs where mana checks and consumption didn't always add up. <- long time bug - Converted ToolStaff to ToolSpellcasting in preparation for more casting weapons. - Commented out localization stuff that was obsolete and renamed a few things. - Went through all of the GUIs to clean them up and add tooltips. - Sanctum gui has changed. right-clicking now opens the gui, shift + right click allows you to socket grimoires.
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Nov 9th 2023 at 2:01 AM |
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rustboundmagic_0.3.0.zip |
Install now |
v0.2.5
v0.2.5
- Fixed a crash that could occur in multiplayer servers when looking at another Sanctum soulbound to an offline player.
- Small elemental crystals have a 25% chance to be consumed when used in a ritual (down from 50%).
- The ritual of gear shattering now gives 2-5 gears per ground stack (up from 1-3).
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726 |
Oct 24th 2023 at 8:32 AM |
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rustboundmagic_0.2.5.zip |
Install now |
v0.2.2
v0.2.2
- Changed the Leyline Resonator recipe to be cheaper and obtainable when starting off fresh with magic!
- Added restrictive statements to make magic armor bonuses to only be applied to my mod's armor.
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216 |
Oct 23rd 2023 at 4:50 PM |
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rustboundmagic_0.2.2.zip |
Install now |
v0.2.0
v0.2.0
This is a complete rewrite. All bets are off! Tested with 59 other mods in a multiplayer server. Please refer to the mod page for all updated info! NOT THE GUIDEBOOK. Thanks!
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322 |
Oct 23rd 2023 at 12:00 AM |
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rustboundmagic_0.2.0.zip |
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An idea for duplicate spell ciphers could be that feeding the scroll back into the generator returns the essence, still requiring the other materials to make more blank ciphers to try again or perhaps just throwing the scroll into the spellforge could re-write it at a lesser cost?
RowerTactX
To make it (without really removing the fun of discovery) check your book for rituals of destruction. If you just want the answer, I censored it below
i noticed that rustbound magic, when used with combat overhaul, the working classes, and millwrite, it places the rust mage in the center of the class selection, and sets all the following class traits of the following classes to be off by one. (The farmer has lumberjack traits, becaseu the Rust Mage option places the Lumberjack one selection past where it should properly be.) does anyone know a fix? or could point me in the right direction on fixing it myself? thanks!
Edit:
The Working Classes Combat Overhaul Rustbound Magic Compatibility
True North, Rapid Fire, True North, Intellect I, Rapid Fire, Intellect I
... surely there has to be a better way to convince it to give me Fire spells, instead of all these other duplicates. Building more Light essence gens just to be able to recycle...
Hello,
How do i get the Eldrithum Ore? (Or how it is named, i forgot)
Hi there, I was wondering how to increase the spawn rate of the ravagers for a server?
Rakoona The best way to get fibers is growing Riftblooms. Guaranteed harvest when you grow them with seeds.
Hey Vies!
I'm currently doing a youtube series on the Rustbound Magic mod, and I have to say, I love it so far!
I'm getting most of what you've implemented in this mod so far, but is there a way to farm shifting fibers other than killing sentinels and drones?
Keep up the good work! Slowly raising my Mana to 50 to get to level 2 mage at this stage!
Rakoona
Am I missing something with the Spellforge? Upon trying to create tier 3 spells, every time I meditate on it it just fails and hurts me. I've tried nearly a dozen times by now, using a Prismatic Spell Cipher.
You have to hit them with transmute and mine them from rifts, there is no other way to get them. this was the info i wanted to know thanks RazVonCoon for the info
Vies Any chance we can have a fix for scrolls crashing the game? This is an otherwise awesome mod.
@RazVonCoon @BeefGrease
Thanks both of you, that did help. Now it's just getting more rust crystals, and I can't get Sea water anywhere, so... exploiting rifts with stones in hopes of getting more.
How does one get familiars/pets? I've gotten drifters from random drops, but nothing else, and I havent found an in game tooltip about it anywhere.
BeefGrease
The apprentice hat is just a headband, you can use a transmog stone to change the way it looks between 2 other outfits.
I have not tried changing any rocks underground, I assume however that the anchor is just doing the same thing that a normal flower or rock would do except you can mass produce them instead of gathering.
jamescook
You have to hit them with transmute and mine them from rifts, there is no other way to get them. It would have been nice if the mod added in loot to chests/vessels but I have never come across any and it only seems to be from the pylons, so if you want research transmute them, but know that after you research them, they are just decorations and can not be broken back down for materials.
jamescook
You will find them floating occasionally in the rifts. Use transmutation magic to retrieve them instead of breaking them with the pick.
question is there any other way to get the inert anchient markers/pylons?
Does anyone else have a problem with the apprentice hats default model missing all of the top of it? xD theyre all headbands for me
RazVonCoon I feel that need for the huge farm tho! I got the opposite problem tho, I was ending up with too many stacks of fibers until i realized they can be used for linen pulp haha. I'm only in SP and mines around the same size xD oh shoot, do you know if using regular stones underground gets you bigger crystals? cuz if so i completely wasted my precious dust on anchors lol
BeefGrease
Honestly no, the riftbloom rust anchors are only really viable if you have NO flower types in the area you are in (Or you dont like the fact that unstable riftblooms only have a 20% drop chance for a seed). We built in a plains area that has a near unlimited ammount of flowers so its no problem for us, if your operation is underground though, it MAY be viable for you to use especially if you have a large ammount of dust and stones taking up inventory. I know shifting fibers tend to be a issue for us and I had to expand my farm to around 64 riftbloom to keep up with demand.
RazVonCoon Thanks! just got my first spell that isn't resistance, and realized that you indeed get WAY more exp with staff casting haha, and gosh I'm so not excited to get duplicates Dx when i did my first spellforging, i got like 3 resistances in a row, then finally a damage spell xD along with about 3 or 4 failures which were not fun, but also not the worst since they only seemed to spawn a bunch of bowtorn, and my wizard tower is just small enough that they only run from me in there. Also another question since you seem to be a pretty proficient mage lol, have you messed with the rift anchors at all? the crystal ones seem worth it, since they can get you bigger crystals if you open a rift underground, but are the riftbloom ones worth?
Katilist check out the ritual list for getting primordial frags, destruction is about to become your best friend when it comes to getting eldrathium bits xD
Katilist
I was stuck at the same stage a while back, you can make most everything for the resonator with rituals including the primordial fragments
BeefGrease
By what I can tell the best way to do it is make a staff and a bunch of repair packs and just sit in a corner casting transmute 1000x times to hit lv50. The mod maker seems to have wanted to slow progression down but in doing so made it so that just casting the same spell over and over and over again just to waste materials is the only way to progress. Hitting lv3 Mage is even worse. I can tell More Mana used equals more experience. My advise, if you are the host of the server, go into the Json files and alter them because its NOT FUN trying to get the EXP needed since research does not count for some reason especially when each and every spell has a cast time, they are not viable for combat. The Dark essense generator ONLY works at night and only pulls a single mob in at a time. You need to make the runestones in order to make it more productive. The process will still be slow however and if you are using the energy to make spell ciphers you will be very disappointed with the fact that you will get duplicates constantly as well as FAIL to make spells constantly.
BlackRockShooter
Right now it seems that all scrolls will crash the user, however scrolls that have a Area of effect that will help your allies still gives them the effect, just not you.
GThane
Yes. Yes it is... We had the same thing happen when unlocking our magic, however it doesnt effect temporal storms to my knowledge just the initial magic unlocking.
I'm stuck on progression until I can get 13 more primordial fragments. Ravegers rarely spawn, gone hours without a single raveger (plenty of drones and sentries though).
Is there not any other way to get the required amount of materials to make the resonator wand?
Just asking in case anyone knows, is there anything i can do besides spam casting with my wands to get magic exp faster? I love the research things allowing you to up mana faster, but I'm just more worried about ascending to a higher tier mage as soon as I'm able to. Wondering if like staff casting gives more exp or anything like that, cuz i wanna play it at the intended configs. Also, thank you for this amazing mod Vies! this new update is really awesome as well, I love the addition of wands for an easier start into damaging spells! OH! almost forgot, is the dark essence generator supposed to work with the new mobs? (bowtorn and shiver) I'm sitting through my first storm since getting it up and running, and it doesn't seem to be pulling the shiver i have chilling outside my safety box lol
hey so i have a server that i play with freinds and if anyone tries to use any spellscroll the server kicks you, the spell is still cast but the one casting the spell with the scroll is thrown from the server.
is there any mod or server config that i need to change?
I downloaded the newest version today, which will be my first time using it. I'm playing with 2 friends and when there was a temporal storm it spawned literally 20 bowtorn. When we unlocked mana and dropped our stability down, it spawned an ungodly amount of bowtorn as well. Is this a feature? It's kinda an absurd amount of enemies, all corrupt tier too.
blueblynd Rustblooms (the non unstable kind) are GUARANTEED to drop a fiber and rusty dust, and have a ~90% chance of dropping another seed. For rust crystals, I've gotten mine almost entirely from enemies - they are extremely common from the elementals. Barring that, there are still a few ways to craft them. A stack of Rusty Dust + 50 units of seawater nets you 8 rust crystals.
Barring that, literally any small stone will transform to unstable rust crystal when put down in front of a rift, so you can flex that 20% chance.
@Henon you are a g brother! Much love!
Flako
Class doesnt matter. Its probably because you havent unlocked magic yet. You need to lower your temporal stability to 0 or close to it(i recommend standing in a rift). Afterwards shift right click a rustdust to unlock magic.
This mod isn't exactly clear on what you need to do at times.
Hello I am wanting to get inot this mod but I like playing as hunter class. Is there any way for me to do both play styles? Everything I touch says, " This is beyond your comprehension" and I am unable to prgresson with this mod. Is there a comand I can use that will allow me as a hunter to use magic?
Kagahami i appreciate the advice, thank you! the last time i played this mod i could've sworn i remembered unstable riftbloom dropping rusty dust and shifting fibers, not just seeds, but either that's changed between then and now or my memory is faulty. (very possible.) i went ahead and checked the loot tables for unstable rust crystals as well since i was also experiencing no item drops but apparently they also just have a "chance" to drop things — presumably also 20%.
can't say i'm the biggest fan of the change, but i assume this is probably meant to incentivise farming, so i'll do my best to progress further on my own. thanks again.
Vies Is it possible to get an indicator, either visually or on the essence generator, when we successfully upgrade an essence generator with Runestones? I am unsure if the 4 runestones I placed was all I needed.
Also, can I say that although I like the idea of resist spells, having a resist spell for EVERY element is bloated. Split resists into Light, Neutral, and Dark instead. Researching your first grimoire and getting a resist spell SUCKS.
Finally, a Magic Shield spell of some sort to make up for the abysmal armor stats on mages would be nice. Maybe 20/30/40% extra reduction that lasts a short while (so if you're caught off-guard or unprepared you still eat shit), or just a relatively high flat reduction that lasts a long time, but expires when struck 1/2/3 times. As it is now, the apprentice mage armor (which takes a long time to craft, by the way), has less than half as much damage reduction as the makeshift armor. Adding 20 on top of that would still make it worse than makeshift armor, but at least it wouldn't be objectively awful.
Also also, does anyone know how to craft a utility frame? I can't craft it with fire clay or red clay.
Vesk blueblynd Keep breaking Unstable Riftblooms until you get a seed. It's a lowish chance, I think maybe 20%. I think it's also affected by the foraging malus that Rust Mage starts with. I recommend grabbing every flower in sight, and bringing it back to a rift that spawns, planting it there, and then letting the rift corrupt it into Riftblooms.
Once you get your first seed, keep repeating this process for more. Planted riftblooms, when fully grown, become normal (not unstable) riftblooms, which have a much higher rate of dropping their seed if you Transmute them with a wand, and always drop Shifting Fibers and Rusty Dust.
Can I suggest a translation of the mod into Russian, for example?
Is anyone else having a problem where breaking riftbloom and rust crystals yields no items? (game version 1.20.7, mod version 2.4.1)
jamescook im running on my server Niukonska. Please message me in here or on discord for password. On discord im Morggin@2172
is there a server that runs this i can try to join?
@Menelos thanks for this, that's a relief. I love this mod.
I'm also scoping out my base for a potential pit trap for a devouring void. What is the damage area effect for it, and has it been fixed to pull essence from all enemies it damages? I want to make sure it works with modded enemies.
Kagahami Quack, I've got a bunch of mods aside from Rustbound Magic but not the first two you mentioned; I avoided shivers so far but bowtorn definitely drop stuff.
I'm trying to figure out which of my mods is doing this between Fantasy Creatures, Rust and Rot, and Rustbound Magic:
My shivers and bowtorn do not drop any loot. Anyone else experiencing this?
Trying to use preservation on cheese causes the cheese to get an error (error in BEcheese?) and if you try to pick it up it causes the game to crash.
at what depth do the rift anchors for rust crystals generate medium or large crystals?
Hello.
I'm hosting a server for a bunch of my friends and while all of us can open the guidebook just fine, we have one friend in particular who crashes whenever they open theirs. We're aware it's related to the "guidebookbg-icon-major0.png" as the crash logs indicate it cannot be found, yet despite downloading and redownloading and even taking the zip file from someone whos mod works when they open the book, it does not work. We've tried taking the mod out and adding it back in, we've tried restarting the server, we've tried removing and re-adding the mod into the server, but nothing seems to work. Is this simply a case of "try again and again" like was mentioned previously or is something going wrong here? Thanks for any advice, loving the mod so far!
Quack Vies,
The new 2.x series is enjoyable so far (although I used my mod to tune down the enemies a bit). I really like the new book and the hints about the progression, very well done.
I've not explored very far yet but one thing that surprised me is the fact you cannot move the celestial prism and the devouring void (but you can move the obelisk as it is needed for the ritual). When I played with the 1.x series I got used to have a place dedicated to rituals, and then I would use the resulting bloc elsewhere. And in fact in 2.x that is the case for the obelisk which drops as an object. I'm not sure why you added this restriction but could it be possible to drop the celestial prism/devouring void so it can be placed in it final location later? (or lift the restriction)
How are the pets/familiars acquired? Can any familiar drop from any creature? Or do creatures only drop their own pet version? As in, only bears dropping the bear familiar. Do they drop any variant? Again with bears as example, a brown bear being able to drop a brown/sun/polar bear pet. Want to try to get a specific one, and want to know if I need to seek out that specific creature, or if the pets/familiars are just a general, if very rare, drop from anything.
Vesk At the moment the drop rate of seeds is relatively low but breaking them does seem to be the main method. At the moment your best bet is to have a bunch of flowers to throw down around a rift to harvest. At a later point you can craft devices which behave like flowers or stones that you can place near rifts to generate Riftbloom and Rust Crystals and even generate artifical rifts.
AcidNight As above this is the main method that will require you to plant your own seeds and start your farm going. Remember that you can cast transmutation on planted seeds which can give bonuses to their drop at higher tiers.
Hello, there is no possibility of having a good quantity of seeds? I rarely have one when I cut them, then also I started magic on my new server then I paused to do the rest and here I want to craft a rustic compound but impossible (I do it well in the workbench I want to make the magic chalk (it is very expensive now to craft...) I crafted a wood wand yet which have the same request
Having trouble acquiring Riftbloom Seeds on Rustbound Magic 2.4.1 on VS v1.20.7 (Stable) in Singleplayer, even with all other mods disabled except "Rustbound Magic" (on a test world). The prompt to 'harvest' Unstable Riftbloom when Crouching (like in this mod page's tutorial image above) doesn't seem accessible currently, and looking at one with a knife equipped (flint+bone in this case) shows the UIX element below.
Pressing RMB in this state does nothing, and there is no prompt to "Harvest"; pressing LMB with a knife does break an Unstable Riftbloom and cause a chat text message to "You have unlocked the achievement [a rusty discovery!]! Check the 'Manual of Magical Arts' for a new guide.", which correctly enables the Manual (if you can acquire one), but acquiring one appears to be impossible in vanilla since there is no way to acquire a Riftbloom Seed? (breaking an Unstable Riftbloom yields no item(s)).
Are the monoliths and plinths used for anything?
I can confirm, Scrolls are broken as well.
We're playing on a modded server TTRP which has Rustbound Magic v2.3.10 and having an issue where nobody can use scrolls. They will crash your game every time.
Additionally I've been trying to research the T1 spell of Mend Object, I have spent about 100k essence and gone through 400 different spell discoveries but it has not appeared yet. Considering Telekenisis is the same Neutral school and has no other tier similar to Mend Object, I am wondering if the chance values of that one are not set properly and maybe have a 1:10k chance instead of 1:100 or something.
How does it behave on already existing worlds? i just finished chapter 2 on my first ever save and would like more stuff to pursue...
attempting to change the apprentice armour's colour to teal while it's using the jonas skin crashes the game to desktop, unsure why, haven't updated to latest version
also, what purpose do the riftbloom anchors serve? they function the exact same as regular flowers
Redpaws At the moment only via creative, far as I have seen.
Are the magical bracelets able to be created, or are they only available from the Creative Mode menu? Really just want to know if they're something that even can be acquired yet or not. If they can be made, what tier is needed?
I am loving some of the stuff with the mod, especially the new utility blocks. I'm curious to know if some spells like Barrier or Rapidshot don't affect allies at the moment as allies get the barrier buff but with 0 HP - or if its a possible mod conflict or bad install. I suspect the ranged damage buff could be a conflict with Bullseye or Combat overhaul as the melee buff seems to work.
Would it be possible to request an option to have a base % of the mages max mana regen in addition to the fixed values when meditating? So those who invest more into magic and have a larger mana pool don't have to sit around longer, even with the higher tier armour and specialization.
Kagahami
Indeed these rituals are one time use and do consume the mana torches as well as any materials used. Later on the mana torches will be replaces with lanterns and they get more expensive. The mod is both a time sink and material sink. I'd reccomend stocking up on alot of materials before trying to do too much with the mod personally because just to level up your magic to use Lv2 and Lv3 magic will require you to break ALOT of wands just spamming transmute or the weak attack spells that they have to get to lv50 and then lv200 magic aquired via action rather than research.
So when I did my first Creation ritual, it only converted 1 item, then consumed both the chalk on the ground and the manatorches, both. All of them disappeared.
Is this normal? Rustic manatorches seem pretty expensive, and I also thought I would be able to relight them, per the manual entry.
My friends recently set their server up with this mod, and I'm really curious about these "benefits" for non-magic players VoidwalkerViolet mentioned. Are there any pros to opting not to learn magic on a server with this mod?
Also, is there a way to make the 'memory fragment' item stack? First fight I had after the mod was added clogged up a good third of my inventory with those fragments alone in less than two minutes, as they don't stack at all.
Hey just a quick question, is there anyway to obtain the Heart of Harmony or any of the other little wearables? I stumbled upon it in the crafting help menu and all it says is that it's "created by: synthesis." I was just wondering if this is something that is going to be added later on, or if it is already available.
ManaWei
Alright, thank you for your response. I'll work on getting the workbench. I do like that the mod is a bit cryptic, but I feel like it's going to dissway some people getting into it. Things could be just a smidge more clear.
ManaWei
OMG you have got to be kidding me. THANK YOU SO MUCH!
Papa_Squat
The first page you see when you open the Manual of Magical Arts, before clicking anything else, is an achievement /progression guide.. it should help you figure out what to do..
I guarantee you it has an arrow to the greyed out workbench achievement..
RazVonCoon
Oh no, not at all.. you can use rituals to transmute flint into obsidian.. and you can even transmute other stones into flint..
Check the creation world magic.. It's literally on page 3-4 of the Ritual World Magic section.. I'm surprised you missed that..
Ritual World Magic is one of the most important aspects of the mod, and has been there since he first came up with the idea.
So, I thought this was kinda cool and have been working on trying to learn everything I could to get up and running. But at this point it seems that ALL progress is locked behind getting the resonator otherwise I cant connect my workbench to a source of energy, but to do that requires finding obsidian basicly to transmute it into the bits, meaning that the entire mod is locked behind something Ive spent weeks trying to find and have had 0 luck in because apparently there are seeds where lava doesnt seem to exist? So even though Ive burned through Many, Many wands to get to the lv50 magic experience which for the love of god uses so many materials and eventually just gets to the point of redundancy and just standing in a corner casting transmute 1000 times since the research experience doesnt count toward that... I LITERALLY Can not progress in this mod all because the other resonators were removed from the game and are REQUIRED to connect 2 magical things together.
Unless Im missing something, which I could be from how cryptic this mod likes to be even after researching all the runes because I had nothing better to do, I'm at the point where the mod has just STOPPED being interesting, fun or even useful. I DONT want to restart an entire game because I have to find lava or obsidian and the seed just didnt spawn any. And I dont feel like I should have to cheat in this 1 item to continue the mod...
ManaWei, I have the "getting started" portion that goes 4 pages, ending with peering through the veil, which I have done. I have unlocked magic, I have the mana bar and can meditate. My mana bar currently has 11 mana. Flipping to the other pages that start with "Magic Basics" I have read this over and over, I think I am stuck here. I don't know what to do to progress. I understand it may take time to progress, but I simply don't know what I even need to do. I can try working toward the Thaumic Workbench, but again I wish at the very least it was stated somewhere that this is the next step. I'm one fiber away from attempting that. Things are simply just unclear. My stance is that if a mod is too "cryptic" to get into, people will drop it. That isn't fun. I work as an IT professional.. I'm no dummy, but when I am home relaxing with my wife, we want to chill.. not play mind games for half an hour figuring out how to progress a mod. Fun is the most important aspect. If I want to play puzzle games I'll replay MIST. What I am ultimately asking for is simply a guiding hand in the manual that puts the player on the right track in the right way. If the Thaumic Workbench is the next step, I thank you for that. I know others will be lost with the current config of the book. I wasted some time sifting through youtube videos as well.. The one video I found from 6 months ago seems to be already outdated. I tried following it but there is no "Makeshift Staff" anywhere. I'm just lost at this point. Tomorrow I will forge toward the Thaumic Workbench to see if I can make any progression.
haro
No those are the pillars you buff the obelisk with.. to make it more effective with runestones..
Mefflin
You will find the fitting ritual in the World Ritual section of the book.. near the end..
i was stuck until i remembered the materials you usually need to drop 1 at a time.. if it's dropped as a bunch it doesn't wwork
drop by the mods section on the official discord if you have issues you usually get a faster answer there
Papa_Squat
What does the progression page tell you ?
The very first page shown to you when you open the manual?
Magic takes time and patience, he didn't design it to be a quick progression..
You might be needing to make your first Thaumic Workbench, so you can make your first wand.. which means getting resources one way or the other.. either unstable riftblooms, or killing mobs from the mod..
"Requires Magic level 1+" means you need to have unlocked magic.. That is the blue mana bar and the green "I"(roman letter for 1) in the little box above it.
Consider dropping by the mods section on the official discord.. you usually gete a faster answer there..
Is there any way to make the book a little more helpful getting started out? I unlocked magic but the book really gives no guidance past this point. Just meditate. I can't seem to craft anything.. wands, staffs, use spells. I just have no idea where to go from here after unlocking the mana bar. Just a hint even would suffice. I've scoured the crafting items list, I can't seem to make anything because it says requires magic level 1+, which I don't know what that means. I have read the guide and all pages 3 times over. I'm at wits end.
@Meffin
you need to place 4 runestones at the green boxes you see when you sneak + right klick the obelisk. i think its a bug that you need to do that.
i cant for the life of me make the light prism thing i got it all set up but it just dosent work
Not sure if this is helpful but I got the following error while playing recently.
3/26/2025 12:26:11 AM: Critical error occurred in the following mod: rustboundmagic@2.4.1
Loaded Mods: autopanning@1.0.1, autosifter@1.1.0, bagofholding@1.0.8, bartender@1.1.2, bettercrates@1.8.0, betterloot@1.1.1, scrapblocks@1.2.6, buzzwords@1.7.0, cellardoor@1.4.0, chalkpigments@1.0.2, craftablecompanion@1.2.1, decor@1.2.1, DiamondTools@2.0.6, domesticanimaltrader@1.1.0, dyedarmor@1.1.1, hangingoillamps@1.0.3, longtermfood@0.1.0, millwright@1.1.8, natsachievements@1.2.0, primitivesurvival@3.7.6, qptech@1.15.3, sortablestorage@2.2.9, translocatorengineeringredux@1.5.6, translocatormap@1.0.0, game@1.20.6, vsimgui@1.1.7, wildanimalstrader@1.0.8, alchemy@1.6.48, betterfirepit@1.1.5, betterruins@0.4.9, butchering@1.8.1, carryon@1.8.0-rc.2, cartwrightscaravan@1.1.1, clothshelf@1.0.1, commonlib@2.6.1, composter@1.2.1, configlib@1.5.1, daytrader@1.0.5, electricity@0.0.12, extrainfo@1.9.8, fieldsofsalt@1.2.2, fromgoldencombs@1.8.11, hardcorewater@1.3.5, hudclockpatch@1.0.0, itemframe@1.0.0, mannequinstand@1.0.5, ndlvillagers@1.4.0, petai@3.0.1, rustandrailroads@2.0.2, rustboundmagic@2.4.1, speedboat@1.0.0, tailorsachet@1.0.1, tentbag@2.2.0, th3dungeon@0.4.1, th3expansion@1.3.0, translocatordirectionindicator@1.0.0, versionchecker@1.1.0, creative@1.20.6, vsinstrumentsbase@2.0.1, vsquest@2.0.0, survival@1.20.6, vsvillage@2.0.0, woodenfortifications@2.0.5, woodstain@1.3.1, xlib@0.8.16, campaigncartographer@4.6.7, captureanimals@2.8.1, cats@3.1.1, electricityaddon@0.0.19, playercorpse@1.11.0, statushudcontpatch@1.0.1, stonequarry@3.4.3, vsonlinepicturemod@1.1.0, vsradiomod@0.2.1, vsvillageaged@0.0.5, vsvillageindustrial@0.0.5, vsvillagetowers@0.0.5, wolftaming@3.0.5, xskills@0.8.17, rustboundmagic_xskills@0.2.0
System.NullReferenceException: Object reference not set to an instance of an object.
at rustboundmagic.src.client.HudPlayerCastBarRM.UpdateCast() in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mod-RustboundMagic\rustboundmagic\src\client\HudPlayerCastBarRM.cs:line 901
at rustboundmagic.src.client.HudPlayerCastBarRM.OnGameTick(Single dt) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mod-RustboundMagic\rustboundmagic\src\client\HudPlayerCastBarRM.cs:line 157
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 170
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 848
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 740
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 170
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
can we get more documentation for allowing mods to use rustbound magic? such as how to add elemental damage to an entity (or if possible a tool?), and how to add magic resistance to armors?
I found this is how you added the magic armor stats.
"magicStatModifiersByType": { (pretend the rest of it is here)
and I'm unsure but?
"isMagicDamageTypeByType": is used to specifiy that the creature does or does not deal magic damage
"MagicDamageTypeByType": is used to specify wich magic damage type
but if this is true ravagers and sentinels don't deal magic damage?
hi. my "ritual of purification" shows that i need to place the mana torches 2 blocks above the floor. the green blocks show that. what am i missing here? even if i play them 2 blocks above it doesnt work. i figured out what the problem is. it did show 4 green boxes. i needed to place runestones there to make it work.
VoidwalkerViolet there is an item ingame that will allow magic users to forget all magic. I forgot if it is cheap to craft or not but yes there is a way.
just checking, the newest version is not compatible with 1.20.4, right?
@VoidwalkerViolet Cursed ambrosia will remove their knowledge of magic :3
One of my friends started messing around with magic, has a mana bar, and has now decided he doesnt want to pursue learning magic. Is there a way for him to unlearn/reset his magic progress, to go back to being considered a non-magic user for the benfits that come with it?
awesome mod!
Thank you Vies for making such an awesome mod and pushing out tons of updates! This reminds me of Thuamcraft and i can't wait for my friends on my server to try this mod out! :D
Is there a better way to quickly get dark essence? I have runestones upgrading the generation of essence and I try summoning rift portals near the devouring void to get enemies to spawn but it doesn't seem nearly as easy or efficient when compared to the celestial prism. I've also tried breeding animals to sacrifice but it just takes forever gathering enough essence to do anything compared to my light essence which is sitting outside with near max essence stored without any runestones.
Oh I just found another bug, Lesser Befriend Animal lets animals reach up to generation 3 instead of just one, also what is the best place to report bugs? is this place fine or if i find more should I do it in the issue tracker? Also ty so much for this mod It's stratching my survival magic itch. I'm loving the progress even though its grindy it just feels so satisfying.
ApoloPablo
Debes crear el libro de texto, que viene siendo la guia que te explica el proceso para avanzar en los diferentes niveles del mod.
Un saludo.
Huh... I'm not sure why but I don't seem to be getting that sound. I've been on the lookout for any indication of them for a while and every time I've just spotaneously exploded without any warning. I even thought I had downloaded a troll mod the first couple times because I couldn't figure out where they were coming from.
I've never been able to see them either.
ElusiveEnigma Thank you for the kind words!
ITSGIBBYnowNOW I fix in the most recent update. Thanks!
OliverRook They play a lit fuse sound when triggering detonate. That is all the hints you get that the ravager close.
LizardWizard69 Also all fix in the most recent update. Thanks!
Kovalski What you see in the class selection stuff is what you get. I guess you could count being able to make the magic stuff as a perk maybe?
Menelos Yeah like I said I am not pursuing integrations with other mods like xskills.
An inspiring mod. It seems you have taken to the API of Vintage Story like a fish to water. If I had half your skill Vintage Engineering would be a masterpiece by now.
Any chance you could spin of your quest-book system into a library that I might add one for VE?
Keep up the good work.
Quack folks,
I'm using XSkills and I needed the combat to be rewarding so I made a small mod for that. It is very simple and could be merge into this mod but Vies did not seem interested and this way they do not have to take care of this aspect.
Also for more casual gamers I made another mod to tweak the mobs and that means Vies does not have to compromise their vision.
And thanks for this amazing mod :-)
hola recien descargo el mod pero no encuentro nada de informacion al respecto de como progresar mas que solo crear el libro y no mas hay alguna guia o como es la progresion con el mod que me pueda ayudar ???
Hi! Love the mod so far, I would just liketo ask, what difference other than the the listed percentages does the starting class of a Rust mage give? I am playing with multiple other mods, for which I mostly use a clockmaker, so I am wondering what I am missing out on :).
Heya, could you fix the inconsistencies with all of the essense generator's rusk sickness aura when they're encased in runes? On the northern and western sides the aura extends 1 block beyond the runes and the aura only extends to the runes on the southern and eastern sides.Using Rustbound magic 2.3.10 on vintage story 1.20.4
Please add some kind of warning or indication of where the rust ravagers are. I keep getting randomly blown up at my own home in the middle of doing something without any indication of what it is. It took me a while to even figure out it was an elemental from this mod.
Running on 64 bit Windows 10.0.19045.0 with 32535 MB RAM
Game Version: v1.20.4 (Stable)
3/15/2025 10:49:26 AM: Critical error occurred in the following mod: rustboundmagic@2.3.10
Loaded Mods: acorns@0.7.2, aculinaryartillery@1.2.5, tonwexp-neue@2.1.1, anmitechco@1.3.0, axleinblocks@1.20.1-rc.5, scrapblocks@1.2.6, bettertraders@0.0.9, bonesbonesandbones@1.0.5, caninae@1.0.30, capreolinae@1.2.5, ceratopsidae@1.0.6, combatoverhaul@0.2.1, craftablecompanion@1.2.1, dodgemaster@1.1.1, expandedmolds@1.1.2, firestarters@1.4.3, floralzonescaperegion@1.0.14, floralzonescaribbeanregion@1.0.11, floralzonescentralaustralianregion@1.0.8, floralzonesmediterraneanregion@1.0.4, floralzonesneozeylandicregion@1.0.7, casuariidae@1.0.22, dinornithidae@1.0.14, elephantidae@1.0.8, felinae@0.2.8, manidae@1.0.13, meiolaniidae@0.1.3, rhinocerotidae@1.0.16, sirenia@1.0.17, spheniscidae@1.0.8, viverridae@1.0.2, geoaddons@1.4.0, giantgouramis@1.0.2, immersiveorecrush@2.2.1, jonasboat@1.0.1, linearpower@0.3.4, manualdough@1.1.3, manualquenching@1.0.4, manualscraping@1.2.1, manualtoolcrafting@1.3.5, millwright@1.1.8, morefuel@1.0.6, pantherinae@1.1.23, peacockbasses@1.1.2, plasterwashes@1.1.0, primitivesurvival@3.7.6, prospecttogether@2.0.2, ridetogether@1.0.0, ruststones@1.2.0, dzsalvagepluspatch@1.0.1, sprintmomentum@0.1.2, spyglass@0.5.2, terraprety@6.0.2, truesunfishes@1.1.2, tyrannosaurus@1.1.3, undertangledboughs@1.0.2, viescraftmachines@2.4.0, vombatidae@0.3.1, game@1.20.4, abcsredux@1.0.9, ancienttools@1.5.24, animalcages@3.2.2, apeflowerpots@1.2.3, apegrapes@1.2.6, armory@0.2.0, autoatlas@1.1.1, betterfpcamera@1.3.0, betterruins@0.4.8, blastfurnace@1.0.0, butchering@1.8.1, butterflycases@1.0.2, chestorganizer@1.2.3, commonlib@2.6.1, cooperativecombatrework@1.0.0, CraftableCartography_fork@0.1.6, decayingcreatures@0.1.3, electricity@0.0.12, remiel_sawsticks@1.0.0, expandedfoods@1.7.4, fendragonbcs@0.1.6, fromgoldencombs@1.8.11, hardcorewater@1.3.5, herbarium@1.4.0, hydrateordiedrate@2.0.8, immersivewoodchopping@0.7.5, immersivewoodsawing@0.2.7, krpgenchantment@0.6.22, kscartographytable@1.0.1, maltiezcrossbows@1.0.0, maltiezfirearms@0.10.9, metaltongs@1.2.3, mopiscrawlingmod@1.1.1, moreanimals@1.4.1, claywheel@1.1.2, rustboundmagic@2.3.10, smithingplus@1.3.8, stonebakeoven@1.1.6, tabletopgames@2.9.1, tarmor@2.1.0, th3dungeon@0.4.1, tstools@2.4.0, unconscious@1.10.2, creative@1.20.4, survival@1.20.4, wearandtear@1.3.7, woodenfortifications@2.0.5, bugnetcompatibility@1.0.1, butcheringcompatpatch@1.0.4, electricityaddon@0.0.19, exoskeletons@0.2.4, epxandedbloodbread@1.0.1, moreblueclay@1.0.1, playercorpse@1.11.0, sausages@0.0.8, shearlib@1.1.2, stonequarry@3.4.3, tpnetpatched@1.14.6, wildcraftfruit@1.3.2, wrustbound@2.0.0-dev.6, wool@1.6.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.Common.ClassRegistryAPI.CreateEntity(EntityProperties entityType) in VintagestoryLib\Common\API\ClassRegistryAPI.cs:line 85
at rustboundmagic.src.common.blockentity.BlockEntityElementalCrystalRM.DoSpawn(EntityProperties entityType, Vec3d spawnPosition, Int64 herdid) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mod-RustboundMagic\rustboundmagic\src\common\blockentity\crystal\BlockEntityElementalCrystalRM.cs:line 786
at rustboundmagic.src.common.blockentity.BlockEntityElementalCrystalRM.RunDrifterSpawning(EntityPlayer playerIn, Vec3d spawnPos) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mod-RustboundMagic\rustboundmagic\src\common\blockentity\crystal\BlockEntityElementalCrystalRM.cs:line 739
at rustboundmagic.src.common.blockentity.BlockEntityElementalCrystalRM.RunAttemptToProduceNegativeEffect(EntityPlayer playerIn, Int32 tierIn) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mod-RustboundMagic\rustboundmagic\src\common\blockentity\crystal\BlockEntityElementalCrystalRM.cs:line 714
at rustboundmagic.src.common.block.crystal.BlockElementalCrystalRM.OnBlockBroken(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mod-RustboundMagic\rustboundmagic\src\common\block\crystal\BlockElementalCrystalRM.cs:line 304
at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryDestroyBlock(BlockSelection blockSelection) in VintagestoryLib\Client\ClientMain.cs:line 1691
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.ContinueBreakSurvival(BlockSelection blockSelection, Block block, Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 760
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 598
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 85
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 992
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 242
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
trying to touch a unstable rust crystal crashes game
excuse me how but how exactly do i use the rusty dust? i had my stability to lower than 10 but i went to use it and it said i had to sneak so i sneak and hold right click again and nothing happens :C
Vies
There is turmoil when it comes to modding, putting your work out there, and receiving feedback. I just want to say, thank you so much. This has easily become my favorite mod, and I can tell you have quite a bit of passion for this project. Keep going. You got this and there are so many behind you supporting you.
Side note: Not having documentation and having it all be a bit of a mystery until unlocked is super neat. Feels like I am discovering it with my character.
Didn't know so many people used summon light for lighting! I had a few fixes in 2.3.9 that were too big to just leave it dangling so I pushed it out faster. The 2.3.10 update I just uploaded finished the lighting overhaul I had started last update. Summon Light now supports different colors! Enjoy!
Chasir01 Thanks! It would be interesting to do a monster manual when I get a few more elemental creatures in the game. Got some plans there! And I may have to change a lot of the manual too with the new structure I will be talking about this weekend.
ElusiveEnigma I was going to fix this, but I may also put in a way to create the primordial fragments anyways! Good catch though, I tend to shotgun things in... lol XD
Ov3rkill Thank you! The next things I am eyeing are the rituals and starting to map out either bosses or the soul/lunar magic systems.
darthsasha101 There isn't a way to do that atm, the drops all scale with how you harvest and current is a random amount. If enough people want this, I will add it to the configs.
RachelTGG CO is dead to me. Got too many bad memories getting the current patches to play nice, and I don't even use it! lol I invite anyone else to make any CO patches for this mod (so I don't have to)! Not sure where to start with making a patch for a mage being good with blunt weapons but if it is anything like how the armor patch went, I could save myself time and just delete the mod and start fresh. haha
ElusiveEnigma I just fixed this, will be in the 2.3.11 update in a few days. I specifically look for drifters by name and didn't add the other rust creatures for the bonus essence. In MC, I could of lookd for a specific class file which would of covered all of this. This game decided to just make everything the EntityAgent class, which sucks.
Dackstrus Yeah I was halfway through revamping the summon light spell. At least you have different color now! lol
Vyklade You can't research unstable artifacts. Cast transmuation on it to get an inert form of it. Then you can add a rusty gear to charge it, then you can meditate on it.
OliverRook It is true rng my friend, don't go to a casino :)
Hey, am I supposed to get nothing but a single riftbloom seed from almost 25 unstable riftblooms?
How do you actually research the floating things in rifts? If I meditate looking at them, nothing happens, no matter how long I sit there. Also is there a guide or wikipedia for this mod?
Did the light levels of the t3 light orb change? They're way darker then they were, seem to be interacting with new light sources and going way darker.
I was using them for house lighting because... well... mage things. If they were changed, i'd totally suggest a new spell pointedly for house lighting. Make it cost more if the T3 light's are to cheap for your balance tastes.
To be fair i was even building the towns streetlamps with them and chiseled blocks because i liked how it looked. I'd really like to keep using them for city lighting. Maybe expose the light level in configs?
RemyDuron I have never seen one because they are always exploding on my backside or on another random mob.
Vyklade There is the elemental ravager which does explode, but I think it makes a noise. Though maybe I'm wrong, I know the other elementals do. If you can keep an eye out on them and take them out from range, they do have some nice potential drops.
Vyklade There is the elemental ravager which does explode, but I think it makes a noise. Though maybe I'm wrong, I know the other elementals do. If you can keep an eye out on them and take them out from range, they do have some nice potential drops.
Does this mod add something that explodes? I keep just randomly exploding, it's happened several times now since installinmg this mod and I can't figure out what causes it since there is no sort of telegraph, I just suddenly explode without any warning.
Vies
It seems the Devouring Void accrues additional essence when taking health from drifters. It, however, does not do that when stealing health from bowtorn and shivers as well. Do they just need to be added to the table as rust creatures?
Drop an Arcanus into the center. Literally drop that is. SparkySatyr
Any chance of getting a patch for Combat Overhaul so it uses some of the new traits that Combat overhaul uses? Like, being good with staff/clubs for example (i forgot the exact name)
This might sound stupid, but how do I actually use the crucible? I just can't figure out how to make eldrathium or arcanus with it
How would one change the drop rate of items on the planted riftblooms? I've edited the json files in the zip itself as well as looked into the config file (which doesn't have any such options). I've edited all the drop rate values (to no change) in the json file in blocktypes/plants/ called riftbloom.json. I'm playing singleplayer and don't want to have to farm 500 plants (I've already got like 200) and don't want to make it take too long.
Thanks for the amazing high quality work Vies, your mod is a wonderful addition to the game.
DrBeardedHobo
You can try to lobotomize them a bit by putting a cold hard copper chissel in their shiny crystal eyes and gently hammer away, orrrrrr you can change the "seekingRange" values in assets\rustboundmagic\entities\creatures\elementals\sentry\entityelementalsentry.json. For example if you set the property range in "Aggro 0", "Aggro 1" and "Aggro 2" to something like 5 they will pretty much ignore you until you invade there personal space. It makes them a big weird since they also don't chase you after aggro if you walk away. I wouldn't do this to the higher tier ones since it screws with the danger/reward system to much in my opinion.
Vies
I think the vanilla handbook has a bug. Perhaps I have not progressed the magic handbook enough to see a certain page in the rituals section? ...but the vanilla handbook says Primoridal Fragments can be made in the Ritual of Creation. Consulting the magic book shows me that is untrue, BUT I can get them from the Ritual of Destruction by downcrafting rusty gears. Where have I gone awry here?
Otherwise, everything else here is great work and I am sure you know it! Keep up the fantastic work!
Anyone know how to modify the enemy's aggression? I'm running it on a server with friends and I'm loving it. My friends aren't too interested but I wanted to make the elementals passive until struck. Anyone know how to do that?
if i remember right it's rustic compound in a thaumic workbench thats conected to one of the essence generators
How do you get ash? im still not sure of it?
Vies
Thank you for making this mod, this is my favorite mod to add to any server im on and always a blast to play with! I think that the elementals are a wonderful addition and love the rest of the new updates as well. would love to see more details in the in game handbook! like a monster manual or something!
Kind regards,
@Vies
What about Hexcasting from minecraft mods? It is about programming spells by drawing symbols. You should try it, and see if it's possible to add as a radical change.
Scratch that, the latest update fixed the kemono integration. Great stuff and thank you for all the work! :D
Thank you all for the encouraging words! This magic journey has been a labor of love and I am glad it is starting to find itself as more work gets put into it. Love hearing about what people are doing with the mod.
RemyDuron You know I have been waiting for a minecraft like game with a native magic system in it. I feel like I need to replay Ars Magica, Thaumcraft, Witchery, and Astral sorcery again to get a refresher on the mods. If you see radical changes in the mod, I probably thought something was cool and had to bring it in! lol
Tolker That sounds cool! Honestly if you want to make gems that effect magic stats, I say go for it! I encourage anyone to change things to fit their play styles. If you want to make a super admin gem that drops a random spell scroll, or 9999 mana, etc, do it!
I did want to add either gems, enchantments, some kind of way to customize things. I also had an idea to make the essence attunement system be migrated to an armor bonus system, like you get all 3 dark mage armor pieces that attunes you that way. I should of done it that way but hindsight is 20/20, right? I would like to come up with a way to make armor more fun to get than just grid crafting. same with upgrades and maybe having you pick between the light/neutral/dark type gear for tier 2. I also wanted to look into adding other magic classes, but that is a very rough idea there. lol
darktoes I did make the ravagers quiet, but when they do start detonate, I did make them make a hissing noise :D May have to up the sound. lol
Annastasija Thanks, I have this fixed for the next maintenance update.
IvanZS You should be able to just hold right-click to channel the use of the rift stabilizer. Sneak makes you place the item down. I have false chat message that pop up that can be confusing atm. Those messages are fixed in the next maintenance update, whenever I get that out.
Hi Vies! How the rift stabilizer is supposed to be used? I put one practically in the rift, on a block, but nothing hapenned...
Edit: NVM, I have the "sneak" key re-mapped.... One should actually shift + rightclick the stabilizer in order to cast a cleansing light.
So, thought I would dirt out the dirt from under a rust crystal to get it to drop, and the game crashed, here is the log.
Game Version: v1.20.4 (Stable)
3/5/2025 6:33:43 PM: Critical error occurred in the following mod: rustboundmagic@2.3.6
Loaded Mods: aculinaryartillery@1.2.5, aloysiaskosphotographyfix@1.0.0, americanfrontiersman@1.5.1, tonwexp-neue@2.1.1, anmitechco@1.1.5, bedrespawn@1.1.0, bf@0.0.3, scrapblocks@1.2.6, buzzwords@1.7.0, chiseltools@1.14.12, combatoverhaul@0.1.29, blocklayeroverhaul@1.0.2, landformoverhaul@1.0.1, decor@1.2.1, floralzonescaperegion@1.0.14, floralzonescaribbeanregion@1.0.11, floralzonescentralaustralianregion@1.0.8, floralzoneseastasiaticregion@1.0.6, floralzonesmediterraneanregion@1.0.4, floralzonesneozeylandicregion@1.0.7, flora@1.0.5, forestsymphony@1.0.2, bovinae@0.1.3, caninae@1.0.29, capreolinae@1.2.4, casuariidae@1.0.21, cervinae@0.1.2, elephantidae@1.0.7, felinae@0.2.7, machairodontinae@1.0.22, meiolaniidae@0.1.2, pantherinae@1.1.22, rhinocerotidae@1.0.15, sirenia@1.0.16, spheniscidae@1.0.7, viveriidae@1.0.1, hotspringheal@1.0.1, immersiveorecrush@2.2.1, khanimaltweaks@1.0.0, lettherebelight@0.0.1, long-term_food@0.2.1, manualquenching@1.0.4, manualscraping@1.2.1, morecalcinedflint@1.0.0, morecrystals@1.3.0, unnotoolochre@1.0.0, unochre@1.3.0, oldquern@0.0.1, particlesplus@1.2.1, plasterwashes@1.0.0, primitivesurvival@3.7.6, saddleblanketbeds@0.0.2, SmokingChimneys@1.2.0, undertangledboughs@1.0.2, game@1.20.4, vsimgui@1.1.7, weedgardens@1.0.1, wetlandharvest@0.0.1, wdepositscarcity@1.0.0-dev.1, wforests@1.0.0-dev.1, wwaymarkers@1.0.0-dev.1, yeriksclothblocks@1.1.2, yeriksleatherblocks@1.0.1, alchemy@1.6.48, ancienttools@1.5.24, apeflowerpots@1.2.1, apegrapes@1.2.6, armory@0.1.7, betterchisel@1.0.0-rc.4, BetterProspecting@1.7.0, betterruins@0.4.7, BreakOreWithRocks@1.0.0, butchering@1.8.1, carryon@1.8.0-pre.1, chestorganizer@1.2.3, commonlib@2.6.1, configlib@1.5.1, coreofarts@0.2.3, customtransitionlib@1.0.0, electricity@0.0.12, expandedfoods@1.7.4, foodshelves@1.5.3, fromgoldencombs@1.8.11-rc.7, glojack@1.4.0, hardcorewater@1.3.5, hydrateordiedrate@1.9.7, improvedhandbookrecipes@1.1.3, lavoisier@1.3.1, liquidcontainers@1.3.1, maketea@0.3.1, maltiezcrossbows@0.6.6, maltiezfirearms@0.10.7, metaltongs@1.2.3, morepiles@2.1.2, spearexpantion@0.3.1, pewter@1.2.1, recipeselector@1.0.1, rustboundmagic@2.3.6, scarecrow@1.6.5, smithingplus@1.2.5, stepupadvanced@1.0.4, stonebakeoven@1.1.6, vanity@2.4.1, creative@1.20.4, survival@1.20.4, alchemistry@1.0.2, artofcooking@0.2.4, artofgrowing@0.5.3, autoconfiglib@2.0.6, brainfreeze@1.1.0, chemistrylib@1.1.5, detailedanimals@0.4.1, electricityaddon@0.0.19, em@3.1.0, helvehammerext@1.7.0, pabrass@1.0.0, pagoldsilver@1.0.0, shearlib@1.1.2, wethology@1.0.0-dev.9, bricklayers@3.0.0-pre.3, kosphotography@1.4.3, tailorsdelight@1.9.3, wool@1.6.0, dressmakers@1.5.1
System.NullReferenceException: Object reference not set to an instance of an object.
at rustboundmagic.src.common.block.crystal.BlockElementalCrystalRM.OnBlockBroken(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mod-RustboundMagic\rustboundmagic\src\common\block\crystal\BlockElementalCrystalRM.cs:line 97
at Vintagestory.Common.BlockAccessorBase.BreakBlock(BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 550
at Vintagestory.GameContent.BlockBehaviorOmniAttachable.OnNeighbourBlockChange(IWorldAccessor world, BlockPos pos, BlockPos neibpos, EnumHandling& handled) in VSSurvivalMod\BlockBehavior\BehaviorOmniAttachable.cs:line 81
at Vintagestory.API.Common.Block.OnNeighbourBlockChange(IWorldAccessor world, BlockPos pos, BlockPos neibpos) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1376
at Vintagestory.Client.NoObf.ClientMain.TriggerNeighbourBlocksUpdate(BlockPos pos) in VintagestoryLib\Client\ClientMain.cs:line 3264
at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryDestroyBlock(BlockSelection blockSelection) in VintagestoryLib\Client\ClientMain.cs:line 1691
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.ContinueBreakSurvival(BlockSelection blockSelection, Block block, Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 760
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 617
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 85
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 992
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 242
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
For what it's worth, I think your mod is awesome. The sentries and drones are one of the few monsters that actually put (a little) danger on the surface, and they serve to point out where rifts have spawned better than getting tapped by a bowtorn in the dark from half a click away.
That said, you have to make your mod for you first. Focus on making it fun for yourself, worry about what other people think later and if they conflict, screw other people. At the time of writing you have ~43000 downloads, so I think you're hearing the loud minority anyway, and the vast majority of users think your mod is awesome but don't bother to say anything. Feel free to ping me if you need someone to talk to about it, I've been in the modding/dev scene of other games a bit and have an idea what it's like.
EDIT: Also I'm of the mind that the ravagers or whatever those exploding rock things are need to make some sort of ambient noise. A couple of times one has snuck up on me while I'm working around the base and scared me so bad I almost had to change my pants.
I am going to work with KenigVovan from CanJewelry to have the mage armor accept jewels. I dont need any input for it but I am flagging that it is something that I would like so the mage armor doesnt have a debuff from not having the slots compared to others in the came. Gems usually affect things like hunger rate, movement speed, or durability loss. I plan to keep most of the gems that work on armor generically on the mage armor EXCEPT for durability since you already provided an easy way to repair so I dont feel like it is necessary to add the durability reduction to mage armor. And while I could make a gem that reduces cast time speed I want to respect your work and how you already set progression for mages so I will only do normal existing gems on it. If you feel differently let me know and I will work to add other effects but since you have specified you dont want to pursue integration or anything else I want to respect the boundaries and just make it compatible while including your armors.
I want to add to those saying they like the elementals and would definitely be cool with seeing more enemies. Configuration options for spawning would be cool, more customizability is rarely bad, but I find the default level of spawning to be fine. The sentries would be frustrating if they had super fast projectiles and ran away from you like the bowtorn, but since they close the distance and their projectiles are slow and dodgeable they are not frustrating. The drone, ravager and sentries all add something to the vanilla monsters and make combat more diverse.
The threshold to complain online about something will always be lower than the threshold to praise, seems to just be human nature. Best practice is to try and learn what you can from haters online, but this is a free mod so you can also feel completely fine just ignoring them. If they don't like it they can make their own mod, you owe them nothing. I have enjoyed this quite a bit so far, not very deep into it yet but I was disappointed Vintage Story didn't have a magic system by default and one of the primary things I was looking forward to when I started my modded playthrough was using this mod. I've seen others comparing it to Thaumcraft, but I also think of the Minecraft mod Witchery which I remember making magic feel, well, magical rather than the sort of techno-magic feeling of Thaumcraft. It is a best of both worlds in a way, feels pretty magical and ritualistic but it also has a research system that teaches you about it gradually like Thaumcraft (IIRC, been some years). This is definitely in the top tier of mods available for Vintage Story and among the ones that add the most interesting expansion to the content rather than just elaborating on vanilla systems or providing quality of life features. You're doing great and I wish you all the best.
Amazing update, You are doing such a great job with this mod! God Speed!
Hey, I just wanted to thank you for all the cool stuff in the mod. I know I have opened a few issues and and all but I really have enjoyed RBM so much. I am playing in a server with other friends and we each have our own path in it. This has kept me super engaged even with all the changes. I am sorry people have asked for so many changes with the golems. I can understand with how many there were at the beginning (like 3 weeks ago) we had our little golem armadas that would send us to Narnia with a single hit. It has been incredibly fun an engaging to handle the grimoires, the lesser wands, all the crazy crucible item creation and now that we split to have a base in the south with more warmth for crops, our gateway travel.
I am super thankful for how quickly you update the mod and fix issues. it really makes the mod feel incredibly engaging and I can't wait for both wells to be added.
Thank you so much for all your hard work. I do hope you understand that not everything needs to be changed! It is ultimately your mod and people can fine tune it if they want. (if you feel golems are great as is leave them! just tell people where to change it so it is on their hands and not yours!)
PS: LONG LIVE DEPTH RIFT ANCHORS! I WAS TIRED OF FILLING BARRELS WITH SALT WATER!!
Thank you thank you!
Vies
Wanted to give my own praise: This reminds of old Thaumcraft in the best of ways. I hope to see it continue to evolve. Also, while the sentries and such jumpscare me often, they are not nearly that bad for me even before the msot recent update.
Josyph I greatly appreciate the comment, makes my day that much better.
Kitsu It is sad but it must be said. I have RL troubles recently trying to just get through the days and seeing more stuff on the elementals, plus other messages on other platforms with people saying I ruined things with my elementals, it is starting to affect my mental health. I do the best I can, just doesn't seem to be good enough.
I also saw how Rorax handled G3rste's issue today, pretty damn unprofessional in my opinion to just openly blast one of the modding pillars of this community instead of doing the right thing and going to him privately to try to resolve things, to reach out and see what is wrong. I don't agree with what G3rste did with the crash, but G3rste is a great guy and anyone that knows him will vouch for it. A moderator going right into attack mode and threats in the comments, that just put a sour taste in my mouth and a lot of respect has been lost. You are a moderator, you need to be a pillar for the community.
Our community grew with 1.20.X and some growing pains are toxic people coming into our awesome community. Looking at the comments and seeing how some people are trying to put G3rste down, instead of trying to address and understand the super toxic interactions us modders can AND do face is a pretty big slap in the face to us all because it can easily be me or any other modder in this position. My first thought with reading the petai drama was "I wonder how big of an a-hole that guy had to be to have G3rste to nuke him. I hope G3rste is alright." Is it fair for me to get on my PC to read dissertations about how terrible my ideas are and how, literal phrasing from one particular little gem I got back in early feb, my magic mod's implementation is a 'literal cancer to the game'? Again, skin is only so thick. This moderator interaction gave me a lot to consider going forward and I am not quite sure where it lands for me. I am hoping this was just mishandled on the VS team's account and we hear a followup soon about it?
Vies Well maybe it's just lowering my settings lead to the FPS fluctuations not being as noticeable in gameplay, because looking at the graph in game I'm still getting them. I took some screenshots this time. https://imgur.com/a/YVa5ulw After that I tried turning HUD Clock off and it did not make a different. The reason I thought of this mod was that I started noticing FPS drops while exploring not long after I first got magic unlocked and "rustboundmagic.src.client.HudPlayerCastBarRM" being the top item in the tick logger. I do have a lot of other mods on though. If I could turn the Rustbound Magic HUD off individually I could see for sure.
Well that's sad
"Honestly the constant complaining about them just turned me off from pursuing anything further with creatures for now. As of now this includes bosses, mounts, and minions."
I actually like all the elemental mobs I've seen, and they're a nice source of resources, they just needed a different (or known?) spawn mechanic.
Actually having them passive unless disturbed has been ok... can you make them peaceful until attacked, but get agitated near rifts?
Thanks for the update anyway 👍
Ah, well thank you for getting back to me RemyDuron about this. It is hard to tell how the game settings interacts with things like huds.
Vies I was looking at the FPS graph available in game, and it was going up and down significantly on each pixel. Though now I no longer have that issue. I only thought about this mod because the "castbar" was always listed as the top item in the ingame ticklogger, but this doesn't seem to be the case anymore. I did adjust my settings due to some other performance issues, lowering shadows from high to medium and lower the particles to 50%, which didn't seem to make a big difference at the time but now I'm not seeing the rapidly fluctuating FPS anymore. I should have taken screenshots when I was having the issue, sorry.
I further nerfed the sentry spawn chance in the new update I just pushed out.
RemyDuron How are you specifically checking fps on that HUD? If I know of a decent way to test it I can see what I can do about it. Thank you.
Seeing as I'm not the only one annoyed with flying enemys I shall share what I did to solve that for me...
not sure if something else breaks, but thus far it wörks for me...
file is in: VintagestoryData\Mods\rustboundmagic_2.3.1.zip\assets\rustboundmagic\entities\creatures\elementals\sentry
open the file within with an text editor and change these things:
and
"canClimb": false; to "canClimb": true, (located in line 22)
done...
However, as I said, I'm not sure something further down the line breaks because of this or not.
I do find the flying elementals pretty annoying to deal with, the ground elementals are all okay. i'd like the spawn of flying ones reduced, or even set to spawning at specific periods or even tied to weather or specific places.
is there a way to get a slow pasive mana regen?
Yeah can confirm that rustbound magic and Kemono are incompatable, as others have pointed out, it's due to the rustbound sickness, would be really nice to have this patched if possible. :)
It seems the mana bar and magic xp bar is causing my fps to be pretty unstable, it's frequently the top listed thing in the tick logger and when my UI is on my FPS zips up and down rapidly. UI off and it is stable. Could a hotkey be added to hide or show the UI? That would be a nice relative quick fix for the issue.
Personally I don't mind the elementals, and think their spawn rate is fine, however! I do think that the ranged ones should not be the default. I also wouldn't mind if we had the ability to configure how abundant they are.
Flying and ranged is an annoying combo to deal with, as they can pester you without warning and from afar. I also think that perhaps a bit of added ambient noise should be added to them, as I think the current noises they make are a bit too subtle, especially with how easily they can sneak up on you.
I did a little test and the magic mobs seem to respect `/worldconfig creatureHostility passive`.
It mean no creatures are a threat, but at least I can get established now and reset it later.
way too many sentries spawning. came across 3 within five minutes of spawn on a new world. Don't see an option to reduce their chances anywhere either.
Vies there does not seem to be a setting in the config for the enemies that spawn, and I am too ignorant of modding to add one.
I'm in the stone age, just started on a house today, and I finally got a rusty dust so I could start on magic! Unfortunately I have these drones and sentries and things spawning everywhere constantly and nuking me at range, I can't even finish my roof... So yeah an update or advice on toning these down would be nice.
it warms might heart to see this mod back up to the current version and the increased integration of yet more delightfully complex thaumcraft inspired elements. Kudos to the great Vies for the continued hard work on this project.
Fochodin
I have the same issue, troubleshooted a bit and it seems the kemono mod was the reason for this error. I assume that the "Rust Sickness" is ment to be visible somewhere on the player character, but the kemono either doesn't have it or changed it to the point that it'll crash the game should you get this effect.
Remove the elementals and replace them with something else, please. They ruin the whole mod! Ther problem isn't spawn rate, or distance, or amount. The problem is that there is an endlessly spawning enemy that can spawn anywhere at any time. If you are outside, you are at risk of being atacked by one of them. Even when they aren't attacking me, they are ruining the scenery by spawning out of nowhere and flying around, looking completely out of place. You could make it so elementals have to be summoned somehow. A device made with early game materials, when used on a rust portal, will turn it into an elemental portal anc cause it to summon elementals. Maybe instead make elementals only spawn in certain places in order to force the player to explore the world. Anything is better than making them spawnanywhere
Hi Vies, it seems there is a problem with the grimoir synthesis in the latest version 2.3.3. I tried to create "Plunder III" and "Prosperity" grimoires but both times the process got stuck right after I trew the xegonite stones: instead of asking for seraphic arcanuses, the pedestal had a piece of rot floating above it. Throwing rot into the portal didn't advanced the process, nor throwing the arcanuses listed in the recipe....
Also, how one gets moonstone/bloodstone? The guide says that these are condensed light/dark essense, but how do we condense?
Is Heart of harmony obtaineable in survival?
How can I reduce the spawn rate of Sentry enemies? There are way too many for my servers liking.
edit: I know I'll have to edit .json, but which .json will I be editing? (Sorry for the dumb question, I'm relatively new to modding)
Also, thanks so much for your hard work on this mod. I absolutely love it and had so much fun in our 1.19.8 server. Can't wait to see all the improvements.
So I'm having issues getting started? I'm very new to this in depth mod stuff, and unfortunately all of the clay is busted? I don't have any of the recipes I'm seeing other people use to get a lot of the more in depth material generation going. I may have an old version, I'm seeing the updates rolling in, have we already solved this problem?
Hello,
It would seem that I have an issue with this mod when dying. For some reason whenever I die, the game crashes with the following error:
Running on 64 bit Windows 10.0.19045.0 with 32711 MB RAM
Game Version: v1.20.4 (Stable)
27.2.2025. 20:32:11: Critical error occurred in the following mod: rustboundmagic@2.3.3
Loaded Mods: aculinaryartillery@1.2.3, ancientarmory@1.0.6, canoemod@1.0.2, chiseltools@1.14.12, driedpeat@1.0.3, fantasycreatures@0.7.1, fixedpaths@1.0.2, hangingoillamps@1.0.3, indappledgroves@2.0.5, MoreTorchHolders@1.0.0, primitivesurvival@3.7.5, sortablestorage@2.2.9, terraprety@6.0.1, game@1.20.4, wforests@1.0.0-dev.1, apegrapes@1.2.6, awearablelight@1.1.31, betterruins@0.4.7, butchering@1.8.1, chestorganizer@1.1.1, commonlib@2.6.1, composter@1.2.0, expandedfoods@1.7.4, floatingfish@1.0.1, foodshelves@1.5.3, kemono@0.0.23, kevinsfurniture@1.6.3, moreanimals@1.4.1, morepiles@2.1.0, oneroof@1.8.2, claywheel@1.1.2, rustboundmagic@2.3.3, SoundOfConfession@1.0.4, stonebakeoven@1.1.6, stonerailings@1.3.0, tabletopgames@2.9.0, creative@1.20.4, vsinstrumentsbase@2.0.1, survival@1.20.4, xlib@0.8.13, campaigncartographer@4.3.2, em@3.0.1, playercorpse@1.11.0, wkfa@0.0.3, xskills@0.8.14
System.NullReferenceException: Object reference not set to an instance of an object.
at rustboundmagic.src.system.perceptioneffects.RustSicknessPerceptionEffect.ApplyToTpPlayer(EntityPlayer entityPlr, Single[] modelMatrix, Nullable`1 playerIntensity) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mod-RustboundMagic\rustboundmagic\src\system\perceptioneffects\RustSicknessPerceptionEffect.cs:line 116
at Vintagestory.API.Client.PerceptionEffects.ApplyToTpPlayer(EntityPlayer entityPlr, Single[] modelMatrix, Nullable`1 playerIntensity) in VintagestoryApi\Client\Render\PerceptionEffects\PerceptionEffects.cs:line 93
at Vintagestory.GameContent.EntityPlayerShapeRenderer.loadModelMatrixForPlayer(Entity entity, Boolean isSelf, Single dt, Boolean isShadowPass) in VSEssentials\EntityRenderer\EntityPlayerShapeRenderer.cs:line 313
at Vintagestory.GameContent.EntityPlayerShapeRenderer.DoRender3DOpaque(Single dt, Boolean isShadowPass) in VSEssentials\EntityRenderer\EntityPlayerShapeRenderer.cs:line 167
at Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderFrameShadows(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 174
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
I started playing this game only recently so I dont know completely what is going on but it would appear that Rust Sickness tries to apply to the player and that crashes the game.
edit: after further debugging it would seem that this is an issue with kemono mod. is there a way to turn off the rust sickness that is applied to the character when they die?
Thank you
Dackstrus Glad it works better! If you have ideas, join the discord (link at the top) and pitch the ideas there. We got a pretty active community!
Asket I am kind of suprised to have someone complain about too many updates. At the top in important notes I have "Anything is subject to change with feedback! <3". The mod isn't finished. I have more to add and things to change. I do not force everyone to update and anyone can read the changelogs to see what changed before using an update. I take the time to list out everything in detail in the changelogs and it takes a lot of time so people can choose to update or not. Just know if you do not update, I don't want to hear about issues either! XD
As for the resonator, there is only 1 now, the eldrathium one. Has 250 durability instead of 100, no more need to resonator swap when connecting stations or crafting, uncoupled from the ingame progression (people can sprint to steel in literally a day of gameplay), and the recipes for eldrathium and other stuff got cheaper. Those are wins all around. You also mention the mod being grindy on resources, I make these changes to help fix that. I don't think anyone is complaining anymore about resources as of the current update, and those that did, when they realized how great things like rift anchors were, changed their tune really quick!
Live updates are a bit harsh to players who are using this mod to play on their long-run survival worlds, I should say.
For example, today I found out that my Copper Resonator is no longer working. What's the idea behind removing all versions of resonators expept Eldrathium one? The mod is already grindy on resourse part...
Sorry for the rant, keep up the good work, overall the progress past year is impressive.
That seems to have fixed my problem with selecting and using the transmog stones. Thank you!
Love the mod, i'm still playing through it, but i have some ideas if you don't mind.
An upgraded rune/multiblock of warding for permanent settlements or places. Can see using multiple celestial/devouring/obelisks to keep it running, some base multi-block structure with the rune overlaid to activate it.
Or conversly a single block that connects to others next to it to build a "wall" against mobs that they can't walk over.
I also like the idea of building some big array to pour mana and essence into crops.
....I just like making big multiblock arrays to help do important things.
Edit: I see the greenhouse and wall blocks, haha, guess you're ahead of me there. Though something to improve plants grow speed or yield would be nice.
MaiaK Only creatures you should use are drone, sentry, and ravager. If you try to spawn the other, which are bosses I will be spawning in a new world, you will wrech your worlds. The are going to be very destructive.
SkyArcane You need to update the mod, use the newest version. Only takes rusty dust, shifting fibers, and rot. Fixed that a bit ago.
Vies I see that I can make on thaumic workbench eldrathium bits, but I need rustic compound and that needs eldrathium resonator to craft. So back to squere one, I'm still stuck. If there is a way I can't find it in survival book or manual of magic arts
oh no don't worry friend I'm not asking you to officially do it, I'm just avalling myself of their config file, it's just that VS modding is new to me and I don't quite understand the syntax. By the way, I think I figured it out by trial and error and bruteforce, I added "elementalsentry-EntitySentryRM-*" for all the sentries (and one for drones and ravagers) and it seems to work just fine to allow them spawn! As I'm not quite far into the mod, do the other elementals (sentinels, colossi, titans) spawn naturally, or are they instanced to some particular event? Should I not mess with their spawn conditions in the config? I also did "elementalsentinel-EntitySentinelFireRM-*" (and the other elements too) since it seems the syntax of the sentinels is different from the other three above and I don't quite understand how to parse it, but I don't think I've seen any of them around.
(and incidentally, was the drop rate of elemental crystals nerfed recently, or am I just unlucky? I swear I was playing on a server a week or so ago and we would get an elemental crystal basically every sentry, but now in my SP I very rarely see one)
@Parible Not sure what to say, downloaded fine for me.
@DeviousDoge In the 2.3.3 update I tried to add an extra call to sync the rust sickness debuff. Let's see how that works.
@MaiaK Not going to get much help on this, I don't do integrations. The last bit I did was for CO and it just about drove me to MC. The string there looks right as long as it doesn't also need the domain. That could default to game: unless specified maybe?
@Tolker Thanks, I will look at it.
@Dackstrus No idea there. I did redo the transmog interactions with updated tooltips. Try it now maybe?
@AcidNight No idea what you are getting at with configuring or writing.
@SkyArcane Anything a crucible can make you can make in the thaumic workbench. Look up the eldrathium bits in the survivial handbook.
@Mollycoddle Try editing the json or make a patch. Just be careful.
Is it possible to decrease the spawn rate of the flying enemies?
Now I enjoy the mod and all things it has, but I can't figure out how to craft crucible, it needs eldrathium resonator, and he needs eldrathium ingot that can be crafted in crucible setup acording to manual of magic arts... Am I missing something or I need something else for it?
Vies
hello, I'm looking to test the "keystone gateway", I don't know what it is xD but it's impossible to configure it because we don't know how to write
If I creative in the tea, it works, if I brew it in a barrel (made a new batch with new seeds in a new barrel just to be sure) it doesn't work.
Edit: Nevermind, it's a container issue. odd because it worked out of jugs and bottles before the update, but oh well. guess I'll keep a bucket on hand for it.
After the last update riftbloom tea seems to have stopped working for me. I drink it, the hunger meter goes down, but I don't loose stability nor do i get the regen.
I can't seem to pick transmog options with the gems, which is stopping me from using them. Not sure if it's just my modset, or if anyone else is having the same problem.
ok aparently it did not like being made on top of my house :/ i just made it with it being on the ground *shrugs*
well it said everything was fine to go when i tried to do it :/
@jamescook Right click the rune with the chalk when crouching, that usually tells you if there is an issue with the setup
for some reason i can't get the ritual of world essence to work and i know i'm doing everything right
I am having issues with the telekenisis spell. if Items are dropped it doesnt bring them to the character or the selected block. It also doesnt get tools from walls so I am unsure as to what it is supposed to bring towards the player or what the item entities state should be to bring them.
Hi! Can I request your assistance? I'm trying to add the sentinel and other magical entities to the whitelist of the Biomes mod, so that they will be allowed to spawn anywhere. However I don't quite understand how the syntax works. I've tried simply adding "elementalsentry-*" as a creature in the whitelist (this has worked for other creatures from other mods), but even after hours, I can't confirm having seen any natural spawn whatsoever. I know this is only tangentially related to you but I'm not quite sure how to approach this, could you help me? Thank you!
Whenever I get Rift Sickness, my screen seems to get stuck with a lingering bloom after it wears off that lasts until I restart my game. Odd bug, not sure exactly if this mod is at fault, but just wanted to give a heads up.
Tried to direct download v2.3.2 rustbound magic and windows defender said it's Trojan 32bit bearfoo, Severe, it stops the download everytime and now i can't download v2.3.2 windows isn't letting me, not sure if this is normal and hopefully it is but for now i'm going to play VS without the mod for awhile.
Zach2039 What did you change there? I can modify it so that it is baseline. Looked at ensureConditionExists in ItemWearable, just no time for the next couple of days to test. Shoot me a discord DM if you get the time, thanks!
unfortunately i have been unable to get this mod to function, keeps crshing the game upon generating a world.
Wearing armor when using this mod is causing a stutter to occur every several seconds, both in singleplayer and multiplayer; I've confirmed with one other on the private server that they experience the issue as well. I've adjusted VSync settings to no avail, and confirmed that removing Rustbound Magic in particular fixes the issue. I experience this issue on an AMD card, while the other user is experiencing similar on an NVIDIA card. Right now, we are running a plethora of mods. I will try to install only Rustbound Magic to see if it persists, or if there is a compatibility issue with something else.
EDIT: Looks to be an issue with Warm Armor, maybe related to the patching on ensureConditionExists that links warmth stat of armor to condition. I'll explore further if there is something I can do on my end to prevent the stutter.
EDIT2: I've fixed Warm Armor to mark slots dirty only when the condition for armor actually changes. This removes most of the stutter when running Rustbound Magic. I can look into it further at some point, but this band-aid fix will work for now.
I am not too worried about that. You have flowers and stones to use until you get on your feet with a resonator.
Another issue is that resonators not being available early removes the ability to make the rift anchors, also limiting materials early
Good catch Falco I will change that recipe too. Thanks!
There is a problem with getting eldrathium bits as there is a circular dependency.
It needs rustic compounds.
Rustic compounds need a resonator.
The resonator needs eldrathium.
v2.3.1 fixes the eldrathium bits recipe.
Vies
hello, how do you get eldrathium as needed for the resonator I can't find a craft ><
Loving this mod! Thanks for all the hard work on it Vies!
Also, thanks for continuing to tweak the sentry and drone spawns and behavior; I felt like I needed to wait to start with learning magic until I got to around the vanilla midgame because they do so much damage unless you've got some mage armor equipped. Even shields do next to nothing to mitigate them.
finally updated, and sentry spawns are still MUCH too common, im still constantly under attack by simply being outside around my house
Hi Vies, it seems that none of the lacrimas are working in the latest version 2.2.7... When put in the generator nothing happens and pushing the pull/push buttons has no effect. I tried both with a partially filled light lacrima and with an empty neutral one. The handbook still states that the generators must be turned off in order for the lacrimas to work, but one can no longer turn them off.
Love the mod. Reminds me of Outward, making you actively have to work to obtain magic. Such a detailed mod and feels vanilla, hats off to you, truly! I have been progressing along with obtaining magic, and i have to say that like some others, i agree the spawn rate of elementals is a bit high. My base has a few outdoor areas, but ive surrounded it in high walls, but these elementals just fly right over and blast me haha! I'd say i consistently get attacked every 3-5 minutes. I love fighting them, but I have just entered the copper age, and they tend to do HIGH damage. I am not yet equipped to handle them in such high swarms. I even moved my forge inside :D Maybe I am crazy, but early on I used to see elementals, but they were rarely hostile until I got mana. But now they are after me lucky charms!
I havent dived very deep into the mod yet so forgive me if im missing something, but is there a way to reduce the amount of them that spawn, or make them less aggro?
Appreciate you and what you do for the modding community! Thanks
I have been getting a lot of messages about spawning. It seems like people are using my old versions of the mod. Please make sure you are using the newest version of my mod please. Many QoL updates have been released.
Also this mod is designed to take time. I have said this numerous times in numerous places. That being said, I am currently talking with players about ideas in my Discord to redesign the way you get through magic tiers, including resource acquisition and costs.
@TheEnemyCube Me too, it is really triggering my OCD pretty hard. lol
@Buggi Glad you like it! It took a pretty big chunk of effort, and I very much dislike documentation, but I think it was worth the effort.
@Wilfrey Glad you are liking it, I am pitching ideas in my Discord now about this stuff. Got a lot of options for sure. As for the powerful stuff, that is just the way things can go sometimes. Sadly it just comes down to time. I have limited time and other things I want to add that I know most people will want, so those big flashy spells and rituals take a back seat.
@Admiral_Zander I was wondering about the mod version more, I assume you are on 1.20.X if you are using the rewrite. The thing is mods take up CPU cycles and RAM, add a game that is still being optimized and has memory leaks of its own, you can have issues. I run an i9 with an RTX 4070 and I still had to play with the game's setting to help it run better and do some restarts. This isn't MC where it has had years of optimization to be able to take a huge amount of mods and still flex, and magic does more checks than most mods.
@Ixon Glad you like it! That was definitely my inspiration for sure.
@TheCacklackian It could be that the area is too narrow. It only does checks for that little 9x9 area, nothing outside of it. I could consider expanding that.
@Admonitor I know what you are talking about in the json, it doesn't do what you think it does. You will just make them spawn also in areas where neutral creatures spawn too. And they will still attack if you get too close.
@Elance That is all good, can't make everyone happy.
I love this mod, but I have to agree with some of the feedback mentioned below.
Firstly, sentries are an absolutely annoying enemy. They wander extremely far, have a fairly fast fly speed both passively and in combat, aggro from a pretty hefty distance, and on top of that are almost perfectly silent except for the occasional 'crumbling earth' sound they make for some reason (inb4 skill issue). We rarely die to sentries but they make our day-to-day lives all the less enjoyable for everyone.
I should fairly note that the ground-based guardians have been much less annoying to deal with, as they are both slower and don't seem to aggro as much. They also seem to spawn less often.
I enjoy having an outdoor forge with a roof over my head, but every other smithing session is interrupted by 1 or 4 of these things and it just... gets extremely annoying. I get that there are rituals to help stop them from spawning, but I'm hosting a server with multiple people and we've kinda spread out a bit to have a more 'village-like' feeling to our properties. Having to run these rituals, which are locked behind actually progressing in magic research (which most of my players don't have much interest in) really turns me away from an otherwise amazing and complex mod.
I also have to mirror the concerns about item crafting requirements. In 20 hours of progression with 4 people killing sentries to defend themselves, I only really got enough stuff to make an apprentice staff and chalk to start doing rituals. The spell wands feel extremely lackluster, and a bow or spear seem to outpace the combat-oriented ones in every tier, especially when dealing with sentries.
Making sentries spawn only near magical influences (like rift artifacts, rustblooms, and ritual blocks) would probably alleviate 95% of my concerns. Doing so would, however, exacerbate the poor resource management game of needing large amounts of items to do anything.
Thank you for making this mod. I had a lot of fun with most of its aspects, but unfortunately I'm going to have to remove it from my modlist for now.
Hello, when looking up how to cut the small elementals' spawn chance a bit, I got the idea of just making them neutral to the player, or blind to not seek the player actively. I found some code that suggested it might do what I think, but I am too afraid to change random values. Could you tell me what to tweak to make them neutral or blind? Thank you <3
Any advice for making use of the ritual of the orebringer? Most of the time it seems like I'll spend the time clearing out a 9x9 area, setting up the ritual, and burning the 4 fragments to cast it at teir 2, and fail to extract anything, even in high coverage areas.
this really gives off those old school minecraft magic mod vibes. Those were some good old days for sure.
im currently using the 1.20.3 version. i have a few other mods on, but the issue didnt show up until this mod was added Vies
Big fan of the mod so far, I can really feel the influences of the great oldies of Minecraft in it, while still being its own thing! I do wish Rusty Dust was easier to get, or could be made easier later somehow. Maybe I'm missing something obvious, but I'm more or less bottlenecked entirely by Rusty Dust and can't really get farther yet because of it.
Vies I think it's a crying shame that server admins wanting to turn some of the more powerful stuff off by default is discouraging you from some of those rituals, I don't think they're needed to enjoy the mod, but I'd absolutely love having that kind of power as an end goal. Maybe having it off on servers by default or putting a warning label on the mod's (potential) power level somewhere up top on the mod page could alleviate some of the inevitable headache? Idk, I just hate seeing such cool ideas not reach daylight because people installed a magic mod and didn't expect it to have powerful magic in it somewhere. Especially with Thaumcraft and Ars Magica 2 as inspirations, what's the fun of Thaumaturgy if you don't have the looming threat of ruining existence in a five mile radius hanging over the non-Thaumaturges? Gotta keep em scared! (Definitely not an evil Lich in a tower on our server)
I would love to implement a similar quest book-style feature for Vintage Engineering. Great job on this mod.
Vies Darn, hopefully 1.20'll fix that soon in that case.
TheEnemyCube I showed on a previous stream that this is a 1.20 thing. Same thing happens when I throw clay out in the world. I even tried to change it on stream, and it zeros out all offsets for select items. Nothing I can do about that.
Admiral_Zander What version are you using?
causes gme to constantly freeze and crash when mod is loaded, especially when hosting online multiplayer. and elemental sentries are MUCH too common, im getting attacked around my home every minute by these things
It seems like several of the items in this mod don't have proper 'on the ground' positions for when they're dropped. Assuming this isn't a mod conflict, a lot of items' models phase through the floor, making it really difficult to harvest riftbloom fields since the dust and fibers disappear into the ground until walked over, and as I was thinking this comment over, I tabbed back into the game to realize I had dropped my apprentice staff and couldn't find it to save my life for the exact same reason as the dust/fibers.
Kyubiko I am glad you found it. You are not the only one who was confused by this. The recipe in the survival handbook was 100% working as intended, sadly it is a case of too much of a good thing going wrong. You have 4 pattern types with 9 colors each. While looking at the cycling mageweave types, you had a 1/9 chance to see the regular mageweave types. Easy to miss.
I changed the recipe to only accept plain mageweave for the next update.
Vies What would the next step be after unlocking your magic be? The book seems to suggest making a Thaumic Workbench but it seems to require one to be able to make the parts for it. I'm probably being stupid, but I I have no clue what to do next as the book doesn't tell me anything new past "Peer through the veil" and "Rift Interaction" and any of the Ancient Markers/Pylons I've come across say unable to research when looking at them.
Edit - I have discovered the issue, for some reason the recipe for the Thaumic Workbench in-game was only showing imbued Mageweave, but the files are saying regular is fine. I apologise for the inconvenience.
wojtek16 Not a problem! Hope it works out!
thatKazzy Glad you got that working. It is weird that this happens. Maybe someday it will all just iron itself out.
GypsyOne I already have patches in to even make these mods work together. The rates were suggested by people in the Discord. I don't use CO at all, so idk much about them. You can try editing the patches in the mod, or hopping in discord and suggest the new rates.
Kyubiko AuthorOfSin If you have a manabar, you have access to magic. I suggest you both make the 'Manual of Magical Arts'. I tell you to do this in the moddb page -> Getting Started section and in the ingame survival handbook guide -> Rustbound Magic: Quick Start Guide. Follow each achievement, read up on the guides in that book, and you will be on your way to doing magic. If someone made videos, just make sure the are from the 2.X.X version and up.
Kyubiko
I have the same issue, actually. I've been watching a ton of videos on how to progress but I can't do the steps they're depicting.
I have an issue where unlocking the magic only grants tier 1 and nothing else. No recipies, no rituals, no way to actually continue progressing. It doesn't even list what's researchable or not. I'm assuming this is a bug since I've seen videos where people unlock transmutation when unlocking tier 1 but I cannot figure out whats wrong.
Not a question about this mod per se, but asking around to try and find an answer sooner.
Does anyone know of a patch for this mod with Combat Overhaul or able to tell me how to change a config somewhere in regards to the penalty stats on this mod's robes? It seems like Combat Overhaul is assigning them the same penalties as plate armor as some sort of default, which makes wearing them really prohibitive.
Vies Thank you! Worked like a charm, now I just gotta get over being a noob lol.
To follow up on the issue of disappearing progress, I reverted to 2.2.4 and recreated the book manually using creative. Had to recreate achievements one by one. I switched the magic multiplier to 0.01 which started getting me mana out of nowhere. I then ascended on the crucible normally. The icons didn't change, it still shows tier 1 with ascension possible. I then levelled up my mana exp to where I had it before using the same trick, reverted the multiplier and so far it seems alright - I'm able to create rituals of tier 2 (though I could cast tier 2 spells before, so dunno). We'll see once it comes time for tier 3, if that goes through.
Sounds good with me, will give it a test and see, thank you again! :)
thatKazzy Seems like the mod didn't fully load if it didn't have access to that asset. I double-checked and see it is definitely in there, and I was able to see it in the guidebook while testing. Way want to remove the mod and put it back in to wake it up. Some people seem to have issues like this and it is usually the game itself having some kind of issue.
Admonitor Glad you are liking the mod. You can either edit the json file for the elementals to change the spawn chance, or whip up a patch to lower it. From the feedback I got form discord, people seem to like the new spawn rates.
Grontage Yeah I try to add a lot of configs to let people pick and choose how they want their experience to be. I worked up 2 different ways I can change what magic tier is and decouple it from the copper/iron/steel way I have it now. I will be sharing these approaches in my Discord to get feedback. Either way will make resources feel better utilized and make tier 1 grimoires an easier to jump into.
The problem with making spells to do powerful things like changing weather, day/night, time speed/slowdown, rift activity, trigger temporal storm, etc is that when I pitched those ideas, server owners automatically reply with "you can disable that, right?". I don't want to spend time making stuff that people want off by default. Admittedly it would be easy to grief others with some of that stuff.
Deceti The shiver and bowtorn need a bit of tuning. I think I actually moved that unlock magic bar to 10% or less now to make it a bit easier. Thinking about it, it may not be reflected in the 4 places I touch on the topic...
wojtek16 No idea honestly. I know for the base game 1.20.3 and 4 are not compatible, but when building the mod against each one, I didn't have anything to really change. It all just worked. I think some people are running my newest version with 1.20.3. Just know that is something is really weird, I am not going to troubleshoot things against 1.20.3. :)
IvanZS It would be an inert mana lantern (survival handbook) and use the infusion ritual to get it lit.
Call me an idiot but I can't identify what catalyst should I use in order to get a mana lantern, even in creative? In the handbook it just says that it is created through infusion...
just a question on compatibility with versions, do the 1.20.4 version work with 1.20.3? If so would it be possible to add them into the world? I know 1.20.4 has had some changes, so just wanted to check! Wanting to try the magical adventures, beautiful mod!
I like the concept but... Myself and a mate tried this just now. Our experience is, cant even activate a rift to start on the journey without being immediately slaughtered by up to 4 nightmare/corrupt bowtorn as soon as the temporal gear drops to zero. still having stone spears and no armour this was not good at all. May try it again later when we stand a chance to survive (didnt help that in the temporally depleted state I could NOT see the bowtorn for the life of me, only knew they were there when they "twanged" twice and i was dead.
I can't reccomend enough looking at the modconfig .json if you're going "god this seems impossible." A lot can be changed, and a configuration of droprates of rusty crustals/seeds as well as bumping down the essence and reagent costs changes the experience quite a bit. This isn't a mod that feels easy to try and use alone, but... nothing in this game seems possible to do alone. I don't know how anyone does without using several console commands or jacking up resource gains. I like it that way, to be honest. That it's a huge pain in the ass to, like... do anything in this game is a lot of its charm.
As for how long it takes to start castin' spells with your staff, I almost feel like... that's not the most interesting magic in the mod. I like it, but the rituals are super interesting and are the type of magic I've always wanted to see more in games. I'd love to see more rituals, especially for the really powerful magical spells that any wizard fan knows of. Changing the weather, for example. Making areas of high temporal stability through rituals is something I'd love to see, too, or group buffs or changing block types or all sorts of fun things. There's already the ritual of warding, which is a wonderful idea, and the group's wizard honestly being outclassed in combat by weapons but able to do so many other things is how I feel it should be. If only combat overhaul didn't break everything else...
I know Vies is literally working on the mod every day and doesn't need more ideas, but I love the rituals. I've been playing for a while and still can't cast spells with my staff, but I feel like a mage because I'm constantly making magic circles to do stuff.
We're not ver far into it yet, but we're loving the mod so far! My friends are a little annoyed by the coonstant ambushes by the sentries though. Any way to tweak their spawns? Like reduce them by 50% to make them a little less common.
Just lost all progress on a 93hr save when updating to 2.2.5. Everything is "beyond my comprehension" as if I never started. The manual is completely locked out.
Mystry it's not just you, and I've faced this frustration (and voiced it) while playing the mod. Everything costs a ridiculous amount - in rare drops, in magic experience, in time. Essence gathering is extremely slow, spellmaking is extremely slow. Feels like you need to make a bunch of industries to just support a single mage - and I don't mean "get flax", I mean "get industrial amounts of it per mage". In my 90 hr save, I only focused on magic and later on (around hr 70) changed most of the settings on rituals, experience etc, I ended up with Fireball I, Fireball II, two buff spells and Growth I (which turns out is a total waste, but apparently getting reworked down the line). Most of that was gotten after a setting change, by using creative to give back resources from past rituals for runestones (which eat up a ton of arcanus / primal arcanus).
This is currently not a mod to play when you have 5hrs to play Vintage Story a week.
Mystry I disagree with your view on the grind. We may be playing differently, but I don't have these issues.
1.) I don't have a leather working farm. I kill some animals, grab a few barrels, harvest some riftblooms, and play around with resources. The biggest issue with me is that it takes 2 leather and 8 parchments for the grimoires. I often process shifting fibers into pulp to get my paper and process the leather. When my riftbloom farm is big enough, I rake in the materials.
2.) Riftblooms live on almost any soil and requires nothing but time. Do not waste farmland on them, they will not appreciate it. :D
3) I kill these things as either a rust mage or clockmaker with basic stone spears and no armor. Not sure what to say about that. You may have high ping on your server?
4) I get my rot from either my food naturally decomposing OR the ritual of destruction: rot. Look that up in the guidebook.
Material grind is something I am balancing, but with growing rust crystals from rifts/barrels, shouldn't be as bad. I also added things like a way to clear a bad spell cipher roll to get your runic scroll back to save materials. I also don't think having people work for runestones to upgrade what they have is asking a lot either. If anyone wants to change options, I suggest looking in the configs first. You have a lot of power there. If not, whip up a patch or 2 to change stuff in the json.
IvanZS This should be fixed. I had lesser reap registered as the wrong tier and if you were unlucky enough, it would try to make a scroll out of it and crash, because there is no scroll or grimoire for those weaker lesser spells. lol
GypsyOne I do agree here. We play the same I think. :D
Falco Maybe in the guidebook, but the crucible is kind of experimental. It was my way of trying to make creating some things feel magical and more efficient. I have ideas on other ways to do this too. The things you can make are all arcanus, eldrathium bits, and elemental crystals, though the elemental crystals will be removed soon since I have the other way to get them.
@GypsyOne You haven't actually played it, have you? I ask because if you had, you'd know that the drones have enough attack range to hit you even with a spear, and the sentries shoot ranged attacks at you. From the air. Sure, you can maybe kill one or even two if you're really good and just tank the hits, but now you're low health with little means of recovering your HP (outside of sleeping) since bandages require linen. So you've just sacrificed most of your HP and rendered you vulnerable to hostile mobs killing you if any come across you, for two kills which equates to one arcanus, (since you get one crystal per, in my experience). You need tin bronze gear minimum in order to GRIND the mobs and kill them with any means of efficiency, which you'll need if you're going to get the huge quantities of crystals that you have to gather to even get started on things. Furthermore, the difficulty in rustblooms isn't the space, but rather the fact that its basically a second required linen farm set up in a different form, except you can only get seeds by praying that converted flowers drop a seed at a rift; though rift anchors REALLY help with this, I will admit. And yes, it is egregious to require parchment, because it means either you have to have a linen set up all ready and good to go from the very start (which normally would signal mid-game because once you have that going that means you can make a windmill) OR set up an animal farm which signals the same. It's not the copper for the shears that's the problem. The problem is that it requires large quantities of linen or small animal hides, and the amount required for even one grimoire is huge. And remember, making a cipher isn't where it stops. You also have to turn it into a grimoire, which is another 8 parchment on top of that which you used to make the cipher.
At the end of the day, the mechanics and huge resource requirements and investments greatly skew the progression in one direction, and not in a good way. To even get started you have to have a ton of things set up. Now I can understand if the above requirements and others are necessary for mid or late game spells and magic stuff, but for the very first absolute basic tier 1 spells? It seems out of whack for that.
Is there a list of recipes for the crucible? The only info I could find in the handbook is: "Add an item with the catalyst attribute", but there is no way to search for that in the handbook, nor does it tell you what will happen if you put a specific one in or what is required for the completion of the recipe.
Mystry I'd hate to be rude, but really?
No you don't need "tin bronze gear minimum" to kill drones/sentries, they die to a pointy rock on a stick the same as most things on the surface. Both can be kited with a spear, sentries especially, so I'm not seeing the "requirement" of having armor. They drop enough materials and spawn freqently enough that I myself had wands before even touching copper.
Having a space set aside for Rustblooms isn't exactly difficult? They grow on dirt, sand or gravel, and care about nothing else than the passage of time and the occasional nearby rift.
As for making spell ciphers, is it really that egregious a requirement to make parchment? At minimum needing copper to make a saw and some shears to process small pelts.
Again I'd hate to be rude, but this all sounds like a you problem. I don't think you're meant to blaze through the mod's progression in a couple of sessions, and that's more than fine. You're playing Vintage Story, should be par for the course.
@Vies Hi! I just got this crash when attempted to break an ancient artifact within a rift:
17.2.2025 г. 10:38:56 ч.: Critical error occurred in the following mod: rustboundmagic@2.2.4
Loaded Mods: advancedsmithing@1.4.0, angelbelt@1.6.0, arrowheadsrecovery@1.0.1, backpackpackpluscontinued@1.0.0, betterarchery@3.0.0, bettercrates@1.8.0, chiseltools@1.14.11, extrachests@1.9.0, FlexibleTools@3.3.1, hudrealtimeclock@1.0.0, icensaltchest@0.0.2, millwright@1.1.8, qptech@1.15.3, speararrowheadbits@1.1.0, sticksarefirewood@1.0.0, tptools@0.3.0, veganmilksimplified@1.0.1, game@1.20.4, betterbloomeriesreborn@1.0.5, betterjonasdevicesfixed@2.0.2, carryon@1.8.0-pre.1, commonlib@2.6.1, fromgoldencombs@1.8.11-rc.6, myfixes@1.0.0, rustboundmagic@2.2.4, transrod@0.1.0, vtpp@1.1.1, creative@1.20.4, survival@1.20.4, stonequarry@3.4.3
System.Exception: Can't create itemstack without item!
at Vintagestory.API.Common.ItemStack..ctor(Item item, Int32 stacksize) in VintagestoryApi\Common\Collectible\ItemStack.cs:line 225
at rustboundmagic.src.common.block.BlockStationAncientArtifactRM.OnBlockBroken(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mod-RustboundMagic\rustboundmagic\src\common\block\station\BlockStationAncientArtifactRM.cs:line 382
at Vintagestory.API.Common.CollectibleObject.OnBlockBrokenWith(IWorldAccessor world, Entity byEntity, ItemSlot itemslot, BlockSelection blockSel, Single dropQuantityMultiplier) in VintagestoryApi\Common\Collectible\Collectible.cs:line 586
at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryDestroyBlock(BlockSelection blockSelection) in VintagestoryLib\Client\ClientMain.cs:line 1703
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.ContinueBreakSurvival(BlockSelection blockSelection, Block block, Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 760
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 617
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 85
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 992
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 242
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Earlier in the session I did broke another ancient thingy without a problem, so I suppose the problem is rooted in the item that was attempted to be spawned...
I really like this mod. I think it's one of the best ones around.
But I do have to say that the grind for it is kind of ridiculous. Just to even get started with anything beyond the most basic of wands (which themselves require at the bare minimum tin bronze to kill sentries/drones for crystals), you have to have:
1. Leatherworking set up, which itself practically requires animal farms to be set up (and not first generation either).
2. Dedicated farm space for linen and food and even more to make room for rustblooms.
3. Tin bronze minimum armor and weapons for fighting sentries/drones/other things that you have to grind materials off of.
4. Enough food production to deliberately throw foot away for rot in order to make rustic compounds.
And on top of all that, the grind for materials is way up there. Arcanus in particular. Even just six of these means 12 crystals, and getting them from rifts with anchors depends on there even being a rift; and otherwise you're in direct combat with tier 2 mobs in the form of sentries/drones. And this is before you even start to do anything with spells, this is just for the beginning buildings. And runestones; you need a bare minimum of 4 of them for the oculus. Each runestone is 6 arcanus. Which means 24 arcanas; which means 48 crystals. And that's not even counting any of the other materials like rusty dust or shifting fibers which you can ONLY really get from dedicated farming of rustblooms (though mobs also tend to drop some of them too). And even once you start to make your very first apprentice tier spell, you now need a sanctum, which requires a temporal gear (extremely rare drop) and EIGHT MORE arcanus. And 4 more arcanus, plus two compounds, plus parchment for a runic scroll; and you can only get parchment from small hides that you need to have leatherworking set up to soak in limewater, OR by using boatloads of linen. And once you get all of that and start creating the grimoire, now you need full on leather for the grimoire recipe, plus eight MORE parchment, plus four MORE arcanus, plus four rusty gears (also extremely rare drop), plus ash that you can only get by burning even more resources or animals in the correct obelisk.
Point is, it takes so much to get to even apprentice tier starter-level spells that it's highly frustrating and discouraging. It feels like to even start on magic things, you had better have a 20-30 hour game save with everything set up and every single industry ready to go from the very start, or you're wasting your time. And at that point, the apprentice tier spells are barely beneficial to you at all, because my iron falx heavily outdamages any tier 1 spell thanks to its swing speed, my farm is all already optimized for water and nutrients, and I've already got more bandages than I can count for healing.
mayonnaise I would honestly be afraid to do that. Having mass block changes like there in a server with people spread out, the server would be crippled. I would have to think about this, see what I can do. :)
Falco It is in the configs, 75% with knife, 95% with Transmutation. That being said, you can change those configs too. The idea is that you have to do some rift shopping to replenish your stocks. With the guidebook, yeah this is on me. The old neutral manatorch was just called 'manatorch'. I changed the name to neutral to avoid confusion. Totally forgot to update it there. It will be in the next update. Good catch!
Also make sure you are on v2.2.4. There was a bug that stopped the level up logic that was fixed in 2.2.4. IvanZS is 100% right too with the positioning. My man!
@Falco "Frame" is any mana block - it does not matter if it is plain or chiseled. The center block of the frame is empty - air. Put the crucible on one of the sides, below it must be a runestone and not a mana block. So the frame should look like:
MRM
MAM
MMM
where M - manablock, A - air, R - runeblock, the crucible should be placed above the runeblock.
It might not have been consuming a stack of experience after all that pushed me past 100% experience without level up. I noticed that eventually I got the level up and not consuming crystals I also managed to blow past 100% again using regular spells.
Also how do you make the crucible, because when I right click the thing it shows white outlines, but not how it is depicted in the image in the book, but rather offset. The book also just states that white is the "frame", but what is the frame? The image shows stairs and some kind of block. Is that the chiseled enchated block? And again, the outline doesn't match the image, so I don't know where to place the steps and where to place the blocks.
Vies I did check the guide book - on the ritual page it just says "Manatorch"... That's why I decided that the type does not matter.
What's the seed drop chance for planted riftblooms? because it seems I get less and less of them with every generation.
could you possibly add an option to make unstable riftbloom spawn during/after temporal storms, for those of us who have rifts disabled? would love to get into this mod but that's the main limiting factor for me right now. doesn't even have to be a ridiculous spawn rate, or enabled by default. cheers!
IvanZS That is because you can't just use any torch you want. The ritual of runic power II uses only neutral torches. This is also in the guidebook.
Version 2.2.4: While attempting "Ritual of Runic Power II" it seems that light manatorches are not accepted, the ritual completed only after I swapped them for neutral ones. Although the actual problem might be that I tried to use mixed (2 light and 2 neutral) manatorches?
GypsyOne This should be fixed with v2.2.4
Hi, to add on to the EXP bug @Falco was experiencing, the same is happening to me I believe from using the new Lesser Reap wand.
Edit: Exiting then re-entering the save made the level-up go through, though all of the excess exp is gone as well.
Falco Ah I see what happened there. I will have a fix in a few. Thanks!
I think I ate a stack of crystalized memories and it pushed my exp past 100%. now it doesn't update, even if I get more exp.
Grontage The issue is that they get up in your business...
Alright all, check out v2.2.3 to see if elementals have calmed down.
Mohl Yes, look at the Ritual of Creation. You can convert flint into obsidian.
Kirona You shouldn't have an issue getting it.
ItsRavenTM I am glad you are liking it! If people stop finding stuff, I can focus on new things like my minion system and boss fights. One day...
Zonasta The crucible is still a new system. It does only a few things atm. Open to suggestions on it. All suggestion should land in my Discord. I usually rarely check comments here, just been more active because of the new release.
InertFurry They'll attack you if you get all up in their buisness now. If you're chill and keep your distance, they'll be chill too.
On the latest version, sentries are attacking unawakened players.
Can 2nd that I die more from them sentrys than anything else, they have basically perfect aim, can hit you while moving and slip into 1 block spaces, they completely negate armor, which imho makes alot of sense, nice detail. I was thinking perhaps making them glow, like the fireflies that hover around, or at least based on their element. Also noiticed they spawn regardless of rift activity, and their ability to see you from 40 blocks away, and then insist to hunt you down until you kill them or vise versa. They pretty annoying, but also cool, its a toss up.
Gonna have to agree with the flying dudes being extremely annoying.
Vies Thanks for the info. I will get the update. Quick question, is there a more comprehensive list of things the magic Crucible can make/do or is it intended to be a "discover more in the book as you go"? Thanks!
Really fun mod, I'm a veteran thaumcraft player so I am very happy to see some of its systems come back. I would love to see some summoner focused magic in the future, as I am an absolute sucker for the minion master build in any game that lets me do it lol.
I do share the same little gripe as others regarding sentries though. They seem to be swarming everywhere always and I hope a patch is made to tweak their spawns for people who play a bit more casually. Best of luck with development, its damn fun!
I mean, if I can progress far enough to make the focus of enshrouding I will, sure. In the mean time, I ended up just making a new world where I'll be avoiding magic until I can.... I dunno, build a huge array of walls and stuff so I stop getting sniped, I guess.
I'll have to see what the focus takes whenever we get the chance to update. By the way, is there any mod-added methods of getting my hands on obsidian for stuff like the oculus or sanctum, or am I gonna have to hope I can find lava or naturally spawning obsidian somehow?
Well, like I said before, best way is to just make a patch. My spawns use the same stuff all creatures do; spawnconditions -> runtime -> chance.
If aggro range bothers anyone, make the focus of enshrouding. :)
Zonasta It was a CO/xskills thing. xskills mod assumed all other projectiles were CO ones. xskills has an update that fixes it.
SioxGWolf The mod is currently built against 1.20.3. Give me some time to update to 1.20.4.
GypsyOne Ty for the heads up! Got it fixed for the next update.
Vies
v2.2.1 fixed the problem
Hi! Love your mod, very cool. Just wanted to report a small bug, on game version 1.20.3, mod version 2.2.1.
The wand for Lesser Fertilize doesn't seem to consume mana if you cast it targeting the crop. I uses mana as normal if you target the soil as it required before.
Vies
Hello, I never use the button I always go to see the updates in the list ^^ I see that there is even a new one, I had put the latest version on my server yet telling myself that there was a problem but it hasn't changed
just dropping in to say your mod is awesome! Keep up the amazing work!
Any known issues with 1.20.4?
Seeing the Thaumonomicon layout legit made me tear up. Looks like I'll sink the next 6-8 years of my life into this mod!
I'm the aforementioned mage friend HangmanMatt was talking about, might be something with being on a fault line, but yeah, elementals seem to spawn in really weird ways for us that make it incredibly frustrating to deal with. Sometimes there'll be a swarm of 6+ of the things, sometimes only 2 in sight. A lot of the time one will just spawn directly behind me and launch me away while I'm trying to just work out in our field. Perhaps the flat terrain is enabling them to spawn frequently? Either way, it's at the point that I've had to make a pike from the combat overhaul armory just to pick all the fliers out of the sky, and the thing's half-broken already. Hell, even reducing their aggro range would help a bit.
ZetZero I am running into the same issue with wands not damaging any vanilla mobs. Have you found what the issue is or has Vies responded regarding this? I didn't see any responses in the comments here yet unless I missed them. It makes it hard to do a magic focused build when the spells don't seem to work on a large portion of the mobs. Been haveing a blast so far though!
(Not to dogpile the same point, but) I'm personally in the same boat of having the sun blotted out by drones and sentries most days. Even just low rift activity seems to spawn massive amounts on our server.
I don't personally have a lot of experience with modding VS specifically, but getting a quick pointer at what to peek at for their spawning behavior would help tremendously, if you're willing.
Will bribe with goodboye points and compliments
Zardeth Check out the new update, brought back the optional grimoire rng and made most attack spells have lower cast times by default.
Xestoch With the mods stuff, that doesn't surprise me. This isn't MC that has undergone at least some optimization. We still have room to grow. When I can run a decent modded server and not have to do 6h reboots to keep things working, I will be happy.
Maalus It is more just the actual time of day and being able to see sunlight (weather excluded). There is no changes with weather/desert or anything.
HangmanMatt Kirona Make a patch? Seems like only a few people get too many spawns, most feedback has been either fine or too few, you could of just built on the chunk areas fault lines?
AcidNight That was a problem in the other version, make sure to update and get rid of any old versions of the mod that could be sticking around. And don't use the 1-click install crap in the mod db page. You will see issues like this doing that.
Vies
Hello, I'm trying to make my very first book, but after the first ingredient which is clearly indicated I have a sort of rotten image and there are no more ingredients to put in...
I tried to put the ingredients in the order of the list but nothing changes I still have this image and I don't know how to cancel, not even any more information on the craft just the position of the connected elements
I second turning down the Elemental spawn rate. Or at least turn down their absurdly large aggro distance. I keep getting shot in the back by elementals 50+ blocks away.
Is there any way to turn down the spawn rate of elementals? Every morning there is at least 7-8 floating above our base and they kill the player who is the wizard a couple times while we are clearing them out. It is really interfering with getting things done when we spend a few minutes every morning killing them all
Does sunlight matter for the celestial prism? We settled in a "mostly rainy" region and it's not generating much essence. Is it set to generate a certain amount a day, or do I have to worry about the weather / set it up in a desert?
We had to remove this from our server after the last couple mod updates because the server kept getting overloaded and not responding, temporal storms also became a guaranteed perma overload and a forced server restart.
We think that it is the creature spawns and how they work but can't say for sure, maybe you can add a basic or even tiered item(For stronger/quantity elementals) that you throw at a rift to lure out the elemental creatures that you tend to see everywhere instead of how they are spawning right now? Would also keep the world more clean visually instead of having rock golems floating around whenever rifts are about and maybe even add some light convinience instead of relying on the RNG behind finding a specific climate and finding the rifts(Not that the latter bothered us too much). Can't exactly say it is the creatures specifically though but considering temporal storms were a guaranteed overload and high rift activity would cause a whopping around 60 seconds worth of overload from time to time our guess kinda stem from there and how they work and spawn from rifts/etc.
Here is the major modlist though; Xskills, Working classes, Rustbound magic, Culinary artillery/Expanded foods, Carry on, Primitive survival, Chiseltools and better weather.
There's also stick crafting and stone oven on the smaller side. It began when we updated Rustbound magic and Xskills specifically. (Could just be that we have too many mods to be honest and updating mods in a already existing world caused some funky problems)
We don't have any logs so this post is kinda garbo, apologies for that. But i felt like giving a headsup anyway if only for the creature suggestion alone.
Otherwise the mod was fun! We enjoyed it even if we couldn't get too deep into it due to the aformentioned problem, may pick it up later down the line on a more mod clean server and after some mod updates.
Edit ~ It is definitely all the mods just breaking the servers back, magic just helped tipped it over the edge more than usual so disregard.
Vies ah ok, tbh i did not like the rng factor of it either but the thing is that having grimoire which had close to 50% less cast time (which was vanilla range setting i believe) made it much more viable and enjoyable as 6seconds cast time for offensive spell is crazy long with magician staff and rust mage class.
Is there perhaps any config option for global cast speed and damage multipliers? In 1.0 i used the grimoire rng value config to make it to my liking, atm it feels damage of grimoire spells is needlesly high (especially if one is attuned to element) but cast speed it way too slow.
Zardeth This one may actually be on me. I had pretty overwhelming feedback with people not liking the rng, so I just took it out as a quick fix. I guess I forgot to prune out the configs. If it isn't too hard, I can add this in as a potential option to enable in the configs. I will look into it.
So this wasn't too bad to do, I had preserved the code with a TODO to get it back in. There will be a new config to enable or disable the random stats. Will be off by default and in the next update. Thanks!
Grontage Ehh this comes down to preference. I personally disagree with people learning to expect the creeper. To me, it added some variety and a reason to build a base. I enjoy a challenge and unique things to survive from and find it pointless to have super strong weapons or magic, and basic wolves/drifters to defend from. 1 shotting thing that just predictably charge towards me is not fun. That is why mods like Lycanite's Mobs are so popular. The few entities we have I feel lacks attack variety. I already nerfed the ravager so they do not do block damage, just player damage. This was a pretty big flex for me, since it would of been an opportunity for people to use other ingame systems no one knows about, like the awesome block reinforcement system.
I'm unsure how good of an idea the rustic ravager is. Everything else really only bothers mages, but the addition of a wandering creeper is a nasty surprise. People who've spent a lot of time minecrafting may have learned to expect it, but there's nothing like that in the base game and you're really not trained for it. The world becoming more dangerous for mages is good, I actually like that a lot, but there being a sudden very nasty monster out there even if you're not a mage feels mean.
Does randomized stats on oculus grimoire creation works?
I tried to make couple of books and they all have base stats, than i tried to change the rng settings in config file in "Oculus settings." and books still have non randomized stats, is this feature broken or does some other of my mods break it?
Please scroll up and read the "Important Notes" section.
We have an ongoing world, and I'm looking for a safe way to get rid of this without ruining our progression. I know vintage story is great with substituting missing block data, but is there anything I should be aware of?
TheSinisterRat Not a problem!
TrulyAurora Yeah this is a sliding scale because I have others saying there are too many. So in the magic lore I made, these elementals originate from the rust, which I label as primordial magic. They will spawn more often from rifts. That means to see them, you have to have rifts enabled. Some server owners mess with the rift settings, which can either drastically lower or increase spawn rates. I balance things on default settings. In my world, there are days when it is quiet, and other days when I battle and farm some materials.
ZetZero This was explained a few times already in comments and it is in the guidebook 'Essence and Leylines' -> page 2. Use magic chalk to draw magic runes around an essence generator to turn it on. After that, the obelisk will start to process material placed in the fuel slot.
Lionion It sounds like the mod isn't for you then if you don't like the game design. No biggie, maybe try back after more updates or when the eventual v3 rewrite happens in a year or so. That or maybe another magic mod comes out that you may like more? You never know what people are working on.
I like the concept of it, but constantly finding endless wave of sentries (still happening on the latest version) because a rift or two always opens near the base is making the game unplayable. It also causes players to have way too much magical resources. It's just not great game design.
Having issues with the obelisk, we have the runestones made and placed in the correct order, following the guide book it seemed like the next step, and have also connected it to the magic workbench but the generater is still not turning on? the handbook mentioned using arcanus and temporal gears but still the obelisk doesnt do anything, im i missing something?
Vies that's what was happening on v2.0.0 was there were too many, now on v2.1.36 there are none, as well as one other mod that has spawnable creatures that shouldnt be interfearing. like had a high flux of both modded creatures to not having any of them
@Vies Thank you, I don't know how I missed that but feel very dumb for having done so.
GhostMX That was already fixed and will be in the next update.
Kate_ I am making a few more changes to spawn rates that I think will help with that in the next update.
TheSinisterRat Guidebook says to turn it on, surround it with runes from the magic chalk. The runstones increase the essence generation rates while it runs. Still need the runes around it though.
Dovah272 Make a sacrifice to the gods. If ANYTHING with CO integration was simple, it would of already been fixed. There should be basic compatibility for mage armor in CO already, as in I had to redo my stats and soulbound systems to get this to even work.
Enaimao Not that I have heard.
TrulyAurora That is funny, others are saying they are getting too many, and other say they like the balance. XD
Yantar This has come up, the game is not optimized and in some clients, including mine, the magic stuff is just enough to strain things. Just because you have a beast machine doesn't mean the game can use it to the fullest. There are numerous posts on setting to change to fix this. One is pinned in my discord. something with v sync and something else. Can't remember.
Gearalt Hold a transmog stone in your man hand, have nothing in your offand. Open the menu, and select an option. Put the staff or armor in the offhand. Hold sneak + right click with transmog stone still in your main hand to complete.
cant figure out how to use a transmog stone. it says to select an option when i right click or shift right click but no screen pops up for me to make a selection.
Not sure if it's related to the mod, but it only happens with this mod active; Upon unlocking magic, my game gets pretty stuttery. It's not a memory leak or lack of memory, I have 128gb and Vintage Story even after 6 hours of playing only it takes up 30% at worst. Without magic activated? Nothing, clean as a whistle, but the moment I unlock the secrets of the universe, bam, stutters. The weirdest part? Only my character stutters when moving. The world and everything else runs perfectly smooth. Might be a conflict between Xskills and Rustbound? It's the only mod I have that I know influences movespeed so maybe that might be related.
Enaimao I have tried removing all mods and it does seem like they aren't spawning in latest update
Anyone having a mod incompatibility with elementals not spawning at all? If so Does anyone know the mod?
Is there any way to make this compatible with combat overhaul? If its a simple fix ill even do it myself if need be. I just wanna wear my wizard robes and not have the awful vanilla combat.
I cannot seem to get the prism generator to work - cast the ritual, it spawned, built four pillars around it with the runestones placed where the highlights are and... Nuffin. Anyone know if it sounds like I'm doing something wrong from that description?
Is there a way to turn down the spawn rate of the elementals, or turn them off. My save having alot of issues with them, and would rather them be really rare then have them spawn in abundance XD
Is there something in the mod file i can edit/change
Hello @Vies !! Well, I have a problem to change spells with "Immersive Mouse Mode" Enabled in the "Inteface" settings. Holding "alt" does not allow me to move the mouse pointer. Thanks a lot for you work with this mod.
Gourgandin No, good god no. What is in the mod now is all that is going to be done.
Taurgis The manabar will not update until you reload.
InertFurry No idea here. I don't go out of my way to do integration with other mods so I don't know enough to help there.
ZetZero No idea on this either. My stance is if it works with just my mod and the game, I should be good. I do not hijack any base game systems. If another mod hijacks something, well...
Haruro I can mark that down as an incompatibility. Looking at that mod, it seems like it caused a lot of conflicts with vanilla items, like not being able to craft shields. My recipe uses a simple log that should be plentiful in the game. If this mod took those out, that is an issue. If you really want this mod to work with RBM, you may have to change the thaumic workbench recipe, maybe turn it into a patch?
Can't craft the Thaumic Workbench with https://mods.vintagestory.at/florasphere enabled
Vies updated both rustmagic and xskills but still getting the projectile issues. Players are not able to do any damage to regualar mobs using any kind of wand but works fine on elemental monsters from rustmagic and other players
Does anyone know what to do to get sentries and their ilk to give combat experience for XSkills?
uhh Vies i read your reply to Sprilly. but it doesnt seem like its working? i still have mana
Vies Colaboration with Combat Overhaul
thank you! Vies
MidnightBlack Sevie Toudi The elemental spawning requirements and aitask rebalancing has been worked on the past couple of updates. Most feedback says they are good now. Make sure you are using the newest version of the mod.
Gourgandin Not sure what you mean?
Leanne It is a neat idea, but A LOT of work for a single spell. Probably will not be any time soon. Unless I add elemental wyverns, but it would be more then casting a spell.
spriily You have to hold sneak to use the admin tools. They are my personal tools so there isn't a lot of tooltip love there.
ZetZero Xandu fixed this xskills issue, should be set.
having fun playing through this for the first time on 1.20. though on our dedicated server, most of the wands we've started to make dont do any damage when hitting any mobs is there something we are missing?
thoes elemental enemies are annoyance, spawns way too many of them, the are ranged, and also spawns in my house, nice concept but its too much to handle
how does the admin tool to remove magic work? i can't seem to figure out how to use it on myself, and i realized i got into magic a bit too soon and am being overpowered by elementals -v-;;
very much worth the wait, been having a lot of fun with this! i wish the elemental enemies were a little tuned down, having the sentries shoot at me from like 50 blocks in the air gets a little annoying sometimes.
Hello, question, and this may be suited better for another mod, but could it be possible to make a magic version of the bone flute that will warp your last owned elk to you? Figured I may as well posit the idea or suggestion, but I know I've lost at least one elk before. Thanks for the cool mod and the work you've done!
Edit, or better yet, a conjure tamed elk spell, one that can spawn a kitted out elk (or at least one with a bridel and saddle) for a period of time?
When collab with Combat Overhaul ?
Cool mod! I have one question: When should elemental mobs start spawning or what triggers their spawning? It's been almost a week since my character started on the path of magic. and not a single mob has appeared. I apologize if I missed any info about that.
GingerTail I appreciate it. Hopefully it all works. Just added something to fix the Trait Acquirer issues. I hope people read the warnings on it.
zackadiax24 Yeah I get you. I have to give credit where it is due, that mod is ambitious for sure. Icons look great, the concept is pretty deep. It seems like it should be a few separate mods though because some people love it for a specific function, but I also understand that the function they like is likely because of everything coming together.
Honestly, I think the only reason why I kept pushing forward each time something new came up with this CO work, is because I think Maltiez is a nice guy and a fantastic modder. Enough it grind some salt in the wounds. XD
Vies
My solution would be to not support CO and let Maltiez deal with the consequences of their own actions. But i tend to take a heavier handed apporach to things than most people.
Thank you for this wonderful mod <3 and thank you for trying to combat... Combat Overhaul.
wojwojowski Maybe? I have patches in, but it really is a hard mod to work with, every time I look again, there is another crash to deal with or system to change.
Crypto34 Linkbro No idea how to help there. The mod not loading at all is more of a VS problem. Sometimes people move mod folders, others reinstall. I don't keep track of it because I don't see it that often.
For the magic chalk being uncraftable, it definitely is craftable. There are multiple ways to get crystals. Elemental drops or crafting them. Elemental drops require no essence.
zackadiax24 I am trying to not be salty but it is hard when every time I look at something else, there is a crash or one of my systems just don't work anymore. It honestly seems like a cool mod, just would be nice if you were not bent over doing things their way or the highway.
Taurgis Only way to remove magic atm is with the admin tool that removes it. Found in creative -> Special tab.
hey sorry to bug ya, been playing with some freinds and got suckered into magic. was wondering if there was a way to rid myself of Magic using abilities and such.
hey, just wanted to thank you for adding compatibility integration with my fav mod combvat overhaul, sorry that it made you salty 😅
I love that mod exactly for it armor system so I can understand why it may be a pain to work with as a creator ( especially with adding new sources of damage of different types of magic oof)
Thanks again and good luck with modding! \o/
I like combat overhaul but the latest update to this mod just proves my point that the armor system either needs to be a seperate mod, have a config to enable vanilla amor slots, or at the very least disableable.
I hope Maltiez takes this to heart.
heya, the 2.1.0 doesn't seem to work for me, i tried updating to it from 2.0.0 and all the items and blocks became errors, reverting back to 2.0.0 worked though.
similarly, in the 2.0.0 version at least, as far as i can tell magic chalk is uncraftable? it needs the thaumic workbench which needs essence, but to get essence you need one of the the generators that you need to use a ritual to make, whic needs magic chalk. i might be missing something, though.
Alright so I'm at a loss. Im still running 1.19.8 for Vintage, I grabbed that specific game version file from the files section. 1.9.74 is the exact version of this mod i grabbed, it's activated in my mod manager, however nothing from this mod appears in world. I'm running a creative test world to make sure things appear, and they're simply not. Can't find anything in the guide book, can't find any items in the creative spawn menu for every other object ever.
I'm completly at a loss as to why. If anyone has any idea why it's not showing up in game I would be eternally greatful
hey is the armors work with combat overhaul?
https://github.com/HydraCat/VStraitacquirer/issues/7 was filed about the incompatibility with Trait Acquirer. A workaround is described at the end of the bug report.
I see that Thaumcraft inspiration. This game is absolutely perfect for that kind of theming. Very much looking forward to playing with this.
Estirra Yeah if I hear from others that the explosion is too loud, I can look into replicating the explosion method just to get to the sound file and dial it down.
ergoplato TheSinisterRat Glad you are both like the mod!
Sbmhawk I had a few other reports about trait acquirer having issues. I put this in the mod db page. Thank you for the heads up!
FYI, trait accquirer is incompatbile with this mod
Just a comment to say how cool the mod is! Love how the magic system works with the lore in the base game. Thanks for making it.
This is a fantastic mod from what we -my friends and I - have played so far and really takes me back to years ago playing Thaumcraft just due to the manual. The new creatures have been met with oohs and aaahs and intrigue and we are very excited to explore the depths of this wonderful work. Watching flowers turn to riftblooms while we were trying to hunt down some rusty dust was phenomenol, and the possibilities are both mysterious and exciting just based on the scraps of information we have picked up from the handbook.
Thank you immensely for this!
Got it! That explains all the sudden sentries. And I figured you were using the bomb code and that it would be tricky to decode. Thank you regardless!
Yuri_G Thanks! My mod is compatible with both mods. I am getting this a lot and people are confusing compatibility with integration. I added a section to this in the mod db page.
Estirra Elemental spawning scales with the rift activity. If it is calm, you MAY see like 1. If you are lucky. Apocalyptic, hold on to your pants. There was nothing to really scale that with, just uses the same system that drifters and others uses. As for the sound, there isn't a way I can lower that volume. The explosions are triggered by the actual in game explosion logic that takes care of all of that stuff. It is the same method the ingame bombs use. If others complain about it, I could recreate that method, but that was extra work so it wasn't done.
Super excited to try out this mod! I've already tried it out a bit and noticed a LOT of sentries and stuff spawning around our home base area, not sure if it's meant to be that high? Also, the ravager's explosion sound is VERY jumpscare-inducing when you're not expecting it. Could it be possible to have a config toggeable option to remove/quiet the sound, or prevent the boom entirely if altering the sound is not viable? I looked through the config and didn't find any options for mobs.
Absolutely great work!
Is it compatible with XSkills and Combat Overhaul? Would love to know if I can play as a gunner when my friend plays a mage lol :D
yay
I can't wait to see the new features and changes ^^ otherwise I'll have to start all over again as I'm starting from a new world x)
Alright all! It is out! Have fun!
it's been a while since i played vintage story XD been stuck in a modded rpg minecraft for a while :P hope your doing good and to see a server i can jump on when this is updated.
Version 2.0.0 is coming soon! Last bit of testing atm. I am excited for everyone to jump on in!
This mod is quite amazing to play with, and I cannot wait to get to finally play it once it updates for 1.20. It's just a very fun experience that manages to meld into the game's surivial without throwing things into chaos.
Cant wait for 2.0! :D
Very excited for 2.0, I never played the earlier versions of this mod as I have been waiting for 1.20 to release before playing again, always love in-depth magic systems and this sounds super cool!
From what I've heard it's not going to be nearly as grindy as it used to be WorldEater
To my understanding, the next rustbound magic update for 1.20.x is essentially going to be rustbound magic 2? That is to say, a different enough mod that some or most things will simply vanish? If there's something I'll get upset over, I'd like to get that getting upset done and over with as soon as possible.
Looking forward to the 2.0 update with 1.20 finally out
If your game laggs and stutters make sure to also turn Vsync mode off
I apologize if this is listed somewhere in the guides and I'm just too dense to find it, but I'm struggling with Lacrimas. I just hit tier 2 and saw that a lot of the new recipies require more stored Essence than a single Nexus can hold. Naturally, I assumed Lacrimas were the next step forward so I synthesized all three, but I think I must be doing something wrong because they don't seem to do anything? I see that they are in Siphon mode when I put them in the Nexus, but I haven't really been able to find anywhere what Siphon mode specifically does, or how to change it. At the moment they are just sitting in my magic stations empty.
You know what this kind of reminds me of with having to go insane to start using magic? Wheel of TIme. Remindes me of the dark one's taint on the male half of the "one power". Now I want a Wheel of TIme mod LOL😅
SoupInCat I know why those projectiles are having issues! I rewrote the whole projectile spell system in the 2.0 mod redesign. The main issue is the actual spell hit box was about 0.5f lower than the visible projectile. The point of all spell projectile "released origin" was kind of skewed too. Not anymore. Rewriting the system like I did also let me calculate range a spell will reach in blocks as well so that is a bonus.
DollBabyCP This was fix and will be in the 2.0 release which will be on this site whenever we get a stable 1.20 full release.
Okay, I'm not sure why, but some spells, in scroll form anyways, just dont seem to hit any target, even if it really does hit them, it just disappears and does nothing, this was when i was testing in creative to see if they worked. Fireball, thunderstrike, some others, they just do not hit any creature, and i cannot figure out why. I dont even get any errors in my server console. AOE spells still work, but projectile ones do not seem to work. I'm just in 1.19.8 on a server. I tested it with ONLY rustbound magic installed, but scroll projectile spells simply do not affect creatures. Is this just WIP? Or a feature I do not understand? The spells seem to work from the staff though.
found a bug on the 1.19.8 where when with the mod tentbag (not the one from useful stuff the alone one) it duplicates the item onto the ground when tentbag is picked up and duplicates with the item still being in the magic station so if you spam the tentbag the item continusly duplictaes onto the ground there is limited use to this however because only certan items can go in magic stations making them technichly infinte once you aquire it once and a tentbag
Kelachim If you started a fresh world on 1.20, you can absolutely add this at any time. I intentionally made sure to avoid worldgen stuff for this specific reason. If you don't like the magic mod, you can remove it easily too.
The only restriction to keep in mind is that you can't use the new rewrite to come on a world that had the old (current) version of my magic mod running on it. They are incompatible with each other. Well technically nothing stops you from doing this, I won't be standing over your keyboard, but you will loose just about all items and progress will probably not work well. This refers to you having a 1.19 world that had the current mod db version of the magic mod running, then took that same world and imported it to 1.20 and used the new v2.0 rewrite version of the mod. That would not work well.
can it be added into the world afterwards? wont it affect the mods functionality if i add it into the 1.20 world after your release?
FaRayne It looks like the riftblooms are all fixed! Unfortunately this fix is in the v2.0 rewrite which won't be on the mod db site until we have a full 1.20.X release. I have been giving people access to it via my Discord though.
Vies Wooooo!
Update on Riftblooms! I think I found the issue and it could be fixed. Just need to test it.
FaRayne I let SpearAndFang know about the issue, he is going to look at a few things on his end.
FaRayne not really. I looked at this yesterday. Having this mod on actually makes time stop for a while after starting or reloading the world. I didn't have any mods in but that one, started a world, planted some onions, and reloaded the world. Time was stuck for a bit. It eventually starts again and skips ahead to catchup, but that is a potential problem. It could be that behavior that messes up the BlockEntityTransient behavior. There is also stuff with harmony patching for getplacedblockinfo and what not. This would have to be addressed in Wild Farm - Revival. No idea why it is happening. I think SpearAndFang took that over. I can shoot him a Discord message to see if he knows why it is doing that.
Vies Is there a workaround for public servers that can't remove wild farming?
FaRayne I started a section at the bottom of the mod db page here and put in something. Basically some of my alpha testers found that Wild Farming - Revival prevented riftblooms from growing. They seem to get stuck at the end of the cycle. You can read about that info in the page above. Note this could also be an issue with other mods that hijack BlockEntityTransient though harmony patching.
I'm running into a problem that both UnknownFox and and Trevorscow ran into further down the posts, but nothing to suggest how I might fix it. My seeds are saying "Will mature in less than a day" and then I go through multiple day/night cycles with no progress made whatsoever. It's making doing anything with this mod a chore because I can't farm rusty dust.
Vies I managed to find a work around
it requires to have the inventory open, then casting
when it nearly finish casting, throw the required amount
but i dont think its gonna work for other things that requires 20 items
as they will clump before the last item dropped
BulletJustice All I can say is just give it a try if you are interested and see if you like how it runs with your custom settings. It is free to try and it doesn't add worldgen so take it out if you don't like it.
DeeCee
This is a known issue, one that people will start to see faster depending on the VS game settings, PC settings, and the amount of mods you have running. People tend to forget this this game is still very much unoptimized, and lucky me, the magic mod has a lot of checks that needs to occur to make magic happen. I have this pinned in my discord server for people https://www.vintagestory.at/forums/topic/6244-potential-fix-for-stuttering-nvidia-cards/
A big thing that helped me was turning v-sync off. Saeps That is a good suggestion too. The game is continuously improving, and in the v2.0 rewrite I did I optimized a lot of stuff.
Afroman726 Glad you like it!
Origin_Alpha_43 That is a known issue with only a few options, either the game's client and server actually reliabily sync, or you can't use that clump mod when doing rituals. I had to limit itemstacks to 1 because the server doesn't tick the same as the client, and it will eat way more items than it should, or you will still see phantom items on the client that are not really there. It really seems like an issue with just syncing itemstack size amounts. That is also why you throw items in 1 at a time in the oculus too.
FuriMoon I am pretty sure I fixed that issue at this point literally months ago, but that update kind of turned into the mod rewrite I have been working on. So it will be in the mod rewrite, which will be fully release when we have a legit 1.20.3-4 full release.
Vies I just installed this mod when shortly after unlocking magic I exerpeince stuttering and lag when rotating quickly, but slow movements and the actual game still run at a high framerate. Turning off the HUD fixes this like DeeCee mentioned.
I have found that setting my max framrate to ~85 stops this issue while keeping the HUD on. I don't know why this happens, but just mentioning it for feedback and to help others with this issue.
Vies (or anyone really) I Keep Crashing around rifts, and messing about with mods, unloading this one seems to prevent me from crashing near rifts.This happens in single player and on a server. Here's my log if anyone has any idea what could be causing it id appretaice the help.
Game Version: v1.19.8 (Stable)
11/16/2024 3:37:40 AM: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.1, chiseltools@1.12.10, primitivesurvival@3.6.5, usefuldrifterloot@1.1.0, visibleore@1.0.1, game@1.19.8, egocaribautomapmarkers@3.1.0, carryon@1.7.4, chestorganizer@1.0.1, commonlib@2.4.0, expandedfoods@1.7.2, extrainfo@1.8.1, hudclock@3.4.0, spearexpantion@0.2.1, particlesplus@1.1.0, prospecttogether@1.4.0-rc.2, rustboundmagic@1.9.74, sharablewaypoints@1.5.4, smithingplus@1.1.3, spawnhighlight@1.2.0, creative@1.19.8, survival@1.19.8, xlib@0.8.6, playercorpse@1.10.1-rc.1, stonequarry@3.3.1, xskills@0.8.8
System.Exception: Fatal: Element bounds 642.625/1249.875 -> 1811.375 / 1387.375 self reference itself in child bounds, this would cause a stack overflow.
at Vintagestory.API.Client.ElementBounds.MarkDirtyRecursive() in VintagestoryApi\Client\UI\ElementBounds.cs:line 167
at Vintagestory.API.Client.GuiComposer.PostRender(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 676
at Vintagestory.API.Client.GuiDialog.OnFinalizeFrame(Single dt) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 397
at Vintagestory.Client.NoObf.GuiManager.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 324
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Little issue report
the Item Clump mod conflicts with the World Magic
as it stack items into one, Rustbound magic does not recognize the dropped items when stacked
This mod is awesome!! Thank you so much! :D
Just tried this mod out for the first time, love the concept and how you're weaving it into the lore of the game.
One small issue though, as soon as I unlock the mana bar my game begins to stutter, like it's skipping frames or something.
Is this a known issue?
Edit: Disabling the HUD by pressing F4 temporarily resolves this issue, but the lag returns as soon as the HUD is re-enabled.
Vies so just to clarify, If we have Temporal Stability turned OFF then we just merely hold right click with the powder to activate? or is there another step involed when Temp stab is off?
Just throwing this out there for the sake of an update, but at this point the alpha for the v2.0 rewrite of this mod is pretty much done. The whole thing feels different and the feedback has be great. The plan is to still beta test the mod in a community server, and the official release of the mod rewrite on this db site will not be until at least the official release of 1.20.3 or 1.20.4 of VS. I am not going to fight game bugs this time around. <3
BulletJustice There are a lot of interactions with temporal stability, but you can play the mod without stability enabled. Just ignore any stability talk to requirements. I don't clean up or change localizaion based on if temporal stability is present or not. The only thing really required are rifts to convert flowers into riftblooms. Any balancing is done with stability in mind so at worse, you may need to tweak a config option or 2, but that is about it.
I see the comment about "This mod is best played with temporal stability" and later in the instructions it says you need to have 0% temporal stability... So... is it a "Best" meaning "Required"? or is there a way to do this mod with Stability turned off? We have rifts on, but not stability as we don't enjoy the stability mechanics.
Capybaracade You need to meditate. Press "G" to sit on the ground, stay sitting for 10s. Best to have nothing in your main hand.
AcidNight You need to have the minimal amount of max mana to be able to level up your magic tier. It is 50 by default. This doe not include mana from armor bonuses. You will know you can level up when you see green arrows above your magic tier icon on the hud to the left of your manabar. I think I have instructions in the mod about the process.
For all those who have the weird issue PeachyPotato had, we solved it in Discord:
Alright, I got some feedback from people who run servers. Not a specific issue with my mod. Your server is just running out of ram with so many mods. Some of the mods you are using also give people issues when interacting with eachother. It is recommended that you restart the server every 6 hours or less, or your chunks start to go poof. It makes sense that my magic stations would be the first to go, as they do a lot of magic stuff behind the scenes.
The TLDR: Even if you have a beast server, restart it often. It is not you, it is the game for now. :D
ok is 67 mana on armor
hello, how do you use the "sigil of awakening"??? I'm at 0% but nothing happens
Hey, we've been coming across kind of a weird issue on our 1.19.8 server.
the mod generally works fine, but occasionally and especially after periods of server inactivity, when somebody logs in the entire chunk and it's corresponding vertical stack that the mod crafting stations and oculus are in is broken/corrupt, leaving a giant hole in the map and requiring a server reboot to fix this.
We moved the crafting stations, and the issue still occurs in the new chunk they're in. Seeing it maybe once every couple of days. The server has 32gb of ram and a i7 8th gen, we have no more than 4 players on at a time.
Here are the mods the server is loading
mod@1499 Degrees.zip, mod@ACulinaryArtillery 1.2.1.zip, mod@BetterTradersv0.0.7.zip, mod@chiseltools1.12.10.zip, mod@diamondtools1.0.5.zip, mod@icyexc.zip, mod@millwright_1.1.7.zip, mod@MoreRoofing-1.3.4.zip, mod@primitivesurvival_3.6.5.zip, mod@Rust & Rot v1.19.8 1.0.5.zip, mod@Swordz 1.1.8.zip, mod@temporal_gears_stack v1.zip, mod@translocatorengineeringredux_1.5.3.zip, mod@VintageEngineering-0.2.8.zip, mod@vtr_3.0.3.zip, mod@alchemy_1.6.35.zip, mod@animalcages_v3.0.3.zip, mod@apewindows-v1.19.8-1.1.0.zip, mod@bedspawnv2_1.2.0.zip, mod@beehivekiln_1.6.1.zip, mod@berrybushfixes_1.0.0.zip, mod@betterjonasdevices_1.1.0.zip, mod@BetterRuinsv0.3.7.zip, mod@blacksmithenhancements_1.0.5.zip, mod@CarryOn-1.19_v1.7.4.zip, mod@chickenfeed_1.1.3.zip, mod@electricity_0.0.11.zip, mod@ExpandedFoods 1.7.2.zip, mod@ExtraInfo-v1.8.1.zip, mod@FarmlandDropsSoil-VS1.15-v1.4.0 (1).zip, mod@fieldsofsalt_v1.2.1.zip, mod@foodshelves_1.3.1.zip, mod@hit_2.1.2.zip, mod@hydrateordiedrate_1.3.9.zip, mod@KCM - Coal to Diamonds.zip, mod@KCM-Stick-Firewood-V1.zip, mod@krpgenchantment_0.4.7.zip, mod@kscartographytable_1.0.1.zip, mod@lavoisier-1.3.0.zip, mod@levelup_1.2.9.zip, mod@medievalexpansion-3.13.1.zip, mod@MeteoricExpansion_V1.2.5.zip, mod@OneBedSleeping_v2.4.2 (1).zip, mod@petai_v2.2.6.zip, mod@pottery-wheel_v1.1.1.zip, mod@ProspectTogether-1.4.0-rc.1.zip, mod@rivers_3.1.0.zip, mod@rustboundmagic_1.9.74.zip, mod@sailboat_1.3.1.zip, mod@SimpleTailoring_v1.0.1.zip, mod@steamandpower_1.6.2.zip, mod@th3dungeon_0.2.1.zip, mod@traitacquirer_0.9.4.zip, mod@undergroundmines_1.0.3.zip, mod@vsimgui_1.1.5.zip, mod@wgmt_1.0.2.zip, mod@cats_v2.0.3_petai_v2.0.+.zip, mod@chemistrylib-1.1.5.zip, mod@expanded_matter-2.7.0.zip, mod@feverstonewilds_1.5.0-rc.2.zip, mod@Sammiches_v1.1.0.zip, mod@ShePansSeashells_v1.18.+_v1.0.0.zip, mod@StoneQuarry_VS1.19.8_net7_v3.3.1.zip, mod@Th3DungonTopEntrance_0.1.1.zip, mod@wolftaming_v2.1.3_petai_v2.0.+.zip, mod@kos-fireandexplosions-1.1.3.zip, mod@MoreRoads 1.5.8.zip, mod@roadworks_v2.0.0.zip
I don't recall seeing any logs in the console either, but i'm keeping an eye out for it now after needing to restart this morning. If there's anything else i can provide let me know.
How do I regen my mana? I did the thing to get started but my mana is stuck at 0 and wont go up
Sevie In the new 2.0 update, I got rid of the clay recipes and locked most things magic craftable in the new Thaumic workbench to make it so only mages can make magic things. Currently about to move to beta testing the mod in a multiplayer server.
I do wish the clay recipes weren't visible for people without magic. there's a lot there and people do complain about having so much bloat. not sure if it's possible, but it would be so nice to have. Great mod though!
DarkWalf88 My previous skill based save comment had nothing to do with xskills. That was more about, i.e. I try to learn a spell, and I fail. Now it spawns 5 drifters around me, and I have 1 minute to kill them all for the learning to be successful. Things like that where your skill ingame changes an outcome. I don't have plans to do a double cast for spells atm. I could have 1 cast time produce multiple spell effects, but instead of that, I would rather get feedback on the spells I have to make them better.
For the projectiles, that is an interesting issue I thought about for well months. The problem is multi fold. If I make the hitbox super small, you can easily shoot directly down without being right on the edge. That GREATLY reduces accuracy though. If I move the spawn origin out away from the center of the body, your aim calculation will be completely inaccurate. Still haven't found a good solution for that.
On the topic of xskills, I will probably never make integration with any mod. Don't get me wrong, I love xskills and use it when I can, but I do not want parts of my mod to bleed into any other mods, so when something eventually goes wrong, I am not troubleshooting stuff I can't change, because the error is not in my mod. If someone else wants to make the xskills module and put in a system that makes sense that my magic mod doesn't already do, I say go for it.
I know you mentioned a few more things, I encourage you to join the discord for more discussion on this.
Hey there DarkWalf88 This mod is not being made to mesh with other mods, in the next version there will be a way to get a small passive mana regen And spell discovery was overhauled, with the spellcasting while moving, you can already do that with the evocation spells, and double casts would break the balance of this mod. With the rustbolt hitting blocks, thats just a quirk with how the spell has to work. And crops are not going to turn into turn into riftblooms because it would break every single one of your crops preventing them from growing. Thank you for your interest though
Vies how about implementing the skill based save with the xskill mod, you could add even more skill for like augmented mana regen (or less stability loss), more success chance for the discovery of spells (adding a stat variable (something like magic discovery or magic knowledge) to the nested IF so you can change it) and even advanced perk to cast spells while moving or doble cast spells. There seems to be an issue when you cast rustbolt and other projectile type spells under your feet: when you stand at the edge of the block and you shot to an entity below you, the projectile either vanish or hit the block instead of the entity. Also could you change the riftbloom to a crop?
Trug Using some kind of skill based save is an awesome idea! I think I could use that as a potential failure mechanic! Thank you for giving me a great idea and ruining my social life for this coming weekend! lol The new 2.0 redesign does completely change spell research and discovery. The change you may be most interested in that if you fail now, you do not loose any resources beside 8 magic runes you made from your magic chalk. I felt the physical toll was punishment enough. That system is hard to make configs for since it is a nested if. So I roll a random and have 1-100 cut into 5 different effects, like a pie chart. Some effects have a bigger slice than the others. It is hard to explain how, say, chance of health failure % = range of 16 - 34 for tier 1.
Burgersim They use to be able to light stuff. I had a vote before to see how manatorches should behave (either exactly like regular torches with torch limitations OR removing the heat part but making it usable underwater and in rain. It was almost 100% removing heat. There was just more appeal at the time to have something you can swim with that wasn't a lantern. Since burning I think is mainly done in json, I can't just put a config option in to enable it. That being said, anyone can make a patch for the manatorch to add the "CanIgnite" behavior to them. I actually have that still in the json, just commented out as a reference for people who want that feature.
Plumeria This is an interesting request. I could possibly add config options that would basically be like how I have the dark nexus (now the devouring void). Basically add an ignore list where you have to type in what to ignore. It acts like a "contains" so you have to be careful. put in something like "flower" and you basically shut off everything except like ferns. lol
This goes for everyone, I rarely check these comments. If you have any feedback or suggestions, putting them in my discord channel for my mods is how I am going to see it pretty quickly. Link is in the top of the page.
Plumeria There have been attempts to make the riftblooms as unobtrusive as possible, originally they affected all plants, but in doing so they completely broke the plants actually growing so it had to eventually be narrowed to the point where flowers are the only thing affected, Narrowing it down from there was seen as impractical plus after a short time any plant affected by the rift will turn back into the same plant as prior, If you have modding skills it may be a good idea to implement it yourself to help with your own playthrough
Heyo~ I have a minor request if possible, could the rift blooms perhaps only happen with certain flowers? Losing half my flowers that I use for alchemy and my horsetail production is sadge. Just thought I'd throw this out there. You've done amazing work with your mods ^^ I really appreciate all you've done. My top fave has got to be the flying machines, also the magic is chefs kiss
Thanks~
Plumeria
Would there be a possibility to make the Mana Torch a thing that could ignite stuff?
Vies, awesome, thanks for the reply. Didn't realize you could hook different types to the vault at once, I thought it was just a 1:1 connection.
Looking forward to v2! Only other thing I would suggest after grinding through most of your v1 is adding something to the config to let you set the failure chance for spell learning. I don't know what the percent chance is actually set to, but it certainly felt like I failed more often than not. Some RNG is fine, but the amount of work for the higher level scrolls feels frustrating when 5/6 attempts result in a failure.
Or, if there was some sort of skill-based save you could do would be interesting. As in, you fail the initial learning chance, but if you can kill 5 drifters that spawn within 30 seconds, you still learn the spell. No idea if that's even code-able in the VS system, but it would give a little more player agency than just RNG alone.
As always, appreciate your work on this and your other mods!
LadyBlakeHammer Haha, I am not, but the old grind of the mod is definitely real. If it is too bad, I do have several config options to change exp rates, and even ritual/world magic conversion rates. :)
Trug Yeah I am pretty deep in the v2 redesign, working on an achievement system atm. The essence vault can only be connected to 1 type of magic station at a time. That being said, you can have 1 nexus, dark nexus, light nexus, oculus, etc. In the new v2 update, the essence generators have a cap of 10000, and I am not sure what essence vaults or lacrimas are going to look like.
Vies, I know you're reworking the mod from the ground up, so this will probably be a moot point, but asking anyway. ;)
For the essence vault, is it intended to be a 1 input only block? When I try to connect multiple dark nexii to it, it disconnects the prior nexus when I link the next. It'd be really useful if you could chain multiple blocks to it, since it's the central essence battery block.
Are you a Warframe player, apparently one of my players are on about the grind. Lol
<Disclaimer, its a joke>
EuropanHookmouth You have options on the position of the mana bar in the configs. Look under the "HUD/GUI settings". Your choices are on top of health bar (default), on top of satiety bar, or on top of satiety bar higher up. I recommend everyone look at the config options. Out of all of the mods I used (a lot of them), I think I can confidently say my magic mod configs are by far the biggest. Second place is my machines mod, third is canjewelry.
Please add a way to re-lock magic or an accessibility option to hide the mana/magic level bar.
I unlocked magic on a multiplayer server and got very anxious due to mana bar sitting just above the health bar in a way that makes it difficult for me to pay attention to my health bar. It'd be nice to not have to see the mana/magic level bar when I'm not focusing on magic or using it even when I have it unlocked.
Or make it to where the mana/magic level bars can be moved below the HP or Hunger bar, please. The mana bar is higher contrast than the health bar, so it's difficult to see the health bar below it..
Raybro28 There are numerous guides in the mod. I have guides in the survival manual AND a separate ingame guidebook item that has pictures. There are multiple ways to get the info you want, but I suggest you look up the actual name, either "lesser arcanus", or just put in "arcanus" in the survial guidebook to find the item. If you spell it wrong, the item will not come up.
When you look at the item in the survival handbook, it says it is created by "World magic". You can type in "world" in the handbook search to find the world magic guides (there are 4 of them), or if you did a search with just "arcanus", you will see the guide for the world magic creation arrays come up in the results. It is the first creation array in that guide. Make a "Manual of Magical Arts" guidebook to see pictures of all world magic arrays.
I'm trying to get into more of the magic, but I'm lacking a key resource; Lesse Arcana. I've looked over the guide again and again but seemingly nothing explains how I can aquire it. This has been driving me nuts all day. How the hell do I get Lesser Arcana?????
It would be nice for the guide to be a bit more clearer on the first steps of using magic for new magic users like me.
Just throwing an update here, I am pretty deep into a v2 rewrite of this mod. As it sits currently, I will wait until 1.20 to do a general release of the new update. Too many people do not read either the page info, or changelogs, and most items will disappear in existing worlds. I am trying to avoid a lot of the "my items are gone" complaints I know I will definitely get. This rewrite completely changes most items, and feedback on the new flow so far seems pretty well received. The last thing I need to do will be to get the new spellforge online and I will have alpha versions for testing.
This being said, the mod doesn't exist in the same capacity anymore, so any bugs or feature requests are postponed until I get the new alpha version out and get feedback on it. For highlights and what not, check either Discord or catch a livestream via twitch, with vods through Youtube. I moved primarily to my own discord for mod discussions, not being able to pin things got old fast.
Hazel344 I think at the stage of the game you're in you'll want to use the Destruction: World Magic to turn rusty gears into 4x temporal fragments each. Traders or farming the boss should give you a large amount of gears which can then be converted into a large amount of temporal fragments.
Im enjoying the expanded spells so far, summoning doesnt have a whole lot going for it right now though. on a personal opinion i would love to see it expanded more. maybe like summoning mobs and the like. anyways great work!!
either another class called rune smith or a added feature similar to where they also can help out a smithy with weapons and armor by forging runes onto items to enchant them would be a fun idea.
how do i use the admin tools?
..i think im dumb but iv no idea how
Hey man, really love the mod, it's fantastic! I think it's a really engaging magic system that fits really well into the style and gameplay of many of Vintage Story's progression mechanics.
I just wanted to comment about an issue I've been experiencing with the mod.
Currently I have an issue where my mana bar/xp bar are not displaying correctly. It seems that I have a different bar overlaid atop my actual bar. It varies, either giving me something like +8 or +2 extra mana. Naturally, when meditating, this mana doesn't fill up - however the meditation continues and thus temporal stability can drop endlessly. The real issue (for me) isn't this, but just not being able to see what my actual mana/xp is at. Sometimes the real bar comes back.
I think this is an issue with XSkills "Huge Stomach" perk, which adds 500 saturation. The saturation bar can often flicker between 1500, and the extra values added by this mod's perk. I'm wondering if perhaps something about the way XSkills changes and displays this value is having an impact on Rustbound Magic?
Just thought I'd let you know about the potential issue. It doesn't seem like a gamebreaking conflict, it's just a bit annoying.
Thanks so much for your hard work!
Edit: I forgot to mention that when the mana bar returns to normal, it's usually after being attacked by something, but the effect is temporary. I hope this is useful!
Can you add a spell to change the direction of the wind or make the wind stronger?
My game starts to lag heavily when I actually get the magic bar and everything. Previously my game was just fine now I'm lagging like crazy. Is there a resolution for this?
question in the latest vershion what unlocks the introduction pages in the manual of magic arts? i'm just starting on a new world unlocked my magic then made the book so if that what i did wrong then oops on my end.
Hey man! I love the mod, I think you're doing a great work. I've been playing with it for over a year in game and I love figuring out stuff, it definitely feels very thematic. Although, could you answer me a question? Is there any better way to get temporal fragments? I feel like I'm stuck in progression because I simply don't have enough temporal fragments to constantly create the arcanus that everything needs. I kill drifters every night, I manfight temporal storms just to get a few extra chances at some drops (Even though I'm a rustbound mage in wilderness survival with 10HP and would much rather cozy up to sand panning in these dangers), yet it always feels like I don't have enough of those? Did I miss anything obvious? I manage to get by with a lot of rust powder and shifting fibers by farming the options (Rifts, seeds) available, but it constantly feels like I'm starving for more temporal fragments.
Edit [08/11/24]: I give up. I made it to tier 3 before throwing the towel, needing 40 fragments for an ingot is insane, worse still is needing 8 ingots for some objects that you can produce in the oculus, not even counting what you would be consuming processing souls from lower tiers to higher tiers. This is insanely slow and there's not a single configuration that can be changed for that (even in the .jsons themselves, it's all packaged in the .dll). This is just awfully balanced numerically speaking, and it doesn't feel rewarding AT ALL, which is a shame because mechanically it's very well done (Reaaaally need to focus on that "Get magic on the player's hand early")
To summarize: Seriously need either to tone down all values related to temporal fragment counts, or add drop rate configuration to the configuration files, I played a full two-year game and got up to steel in more than 150 hours of gameplay and didn't even manage to create a single tier 3 object in the oculus. Also consider some additional way of creating (not converting) elemental crystals, because staying around portals tossing stones on the floor to break them is seriously slow and mind numbingly boring.
When casting a spell and whatever mana you would have had after casting won't be enough for the next cast, then the casting fails
For example:
Mana is 3/18
Casting Transmutation, takes 3 Mana
Expected: Transmutation is casted
Actual: Mana consumed, Transmutation is not casted.
Also this increases XP
I have a progression question. I've made a Arcanus Creation Array that requires a Light Manatorch which comes from a Light Nexus. I have a regular Nexus that creates Neutral Manatorches. How do you create a Light Nexus? Thanks!
@Vies
Just wondered if you would have complaints if I copied from your book system, and repurposed it for a project I'm working on. If I ever published it, I would be sure to reference you as its creator :)
@Vies
Encountered an error that crashes and corrupts the save by putting on the mage armor, specifically the archmage armor. Not sure if it's another mod I have or something wrong on this end but for some reason whenever I go to put on the archmage armor in creative mode the game instantly crashes.
Game Version: v1.19.8 (Stable)
7/19/2024 3:43:54 PM: Critical error occurred
Loaded Mods: balancedthirst@0.0.33, bettertraders@0.0.6, buzzwords@1.7.0, craftingjonas@1.0.6, craftablecompanion@1.1.1, fancysky@1.1.6, fantasycreatures@0.7.1, instanddrifterdrops@1.1.0, lastingarmor@1.0.1, meatup@0.1.0, millwright@1.1.5, OresAPlenty@3.2.0, plumpkins@1.0.3, repairablelocust@1.3.0, ruststones@1.1.0, saltandsands@1.0.2, scatastrophe@1.1.2, shearsspeedscales@1.0.0, unterra@1.0.2, upgradeablelocust@1.0.2, Vanilla_PlusWorldGen@1.3.3, viescraftmachines@2.3.1, volumetricshadingreupdated@0.7.5, game@1.19.8, warmerclothing@1.0.0, zoombuttonreborn@1.7.0, alchemy@1.6.34, animationmanagerlib@0.7.14, betterjonasdevices@1.1.0, betterruins@0.3.3, brutalstory@1.0.0, butchering@1.6.5, canjewelry@0.2.31, carryon@1.7.4, commonlib@2.3.7, flowerfarming@1.1.0, glojack@1.3.0, labeledtrunk@1.0.4, levelup@1.2.5, liquidcontainers@1.2.0, mio@0.9.5, simplewinddirectionpelagus@1.0.0, petai@2.2.6, rivers@2.7.0, rustboundmagic@1.9.74, sailboat@1.3.1, somethinginthewater@1.2.4, tentbag@2.1.0, thecritterpack@0.9.1, vehicleslib@1.0.1, creative@1.19.8, vsimgui@1.1.3, vsquest@1.2.0, survival@1.19.8, vsvillage@1.0.6, wgmt@1.0.1, awearablelight@1.1.1, configlib@1.3.13, feverstonewilds@1.5.0-rc.2, fsmlib@0.4.5, hidenotrot@0.1.0, jonascyclezero@1.0.0-pre.1, porridgewithmilk@1.0.0, tpnet@1.14.3, vsvillagedesert@1.0.0, vsvillageviking@1.0.0, vsvillageaged@0.0.2, vsvillageindustrial@0.0.2, vsvillagetowers@0.0.2, wolftaming@2.1.3, maltiezcrossbows@0.3.5, maltiezfirearms@0.5.2, nightvisiondeviceswitch@1.0.0
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Vintagestory.Client.NoObf.TextureAtlasManager.GetOrInsertTexture(AssetLocation path, Int32& textureSubId, TextureAtlasPosition& texPos, CreateTextureDelegate onCreate, Single alphaTest)
at Vintagestory.API.Common.EntityAgent.<>c__DisplayClass79_0.b__0(String texcode, AssetLocation tloc) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 870
at Vintagestory.API.Common.Shape.StepParentShape(ShapeElement parentElem, ShapeElement[] elements, Shape childShape, String childLocationForLogging, String parentLocationForLogging, ILogger logger, Action`2 onTexture) in VintagestoryApi\Common\Model\Shape\Shape.cs:line 185
at Vintagestory.API.Common.EntityAgent.addGearToShape(ItemSlot slot, Shape entityShape, String shapePathForLogging) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 878
at Vintagestory.API.Common.EntityAgent.addGearToShape(Shape& entityShape, String shapePathForLogging) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 794
at Vintagestory.API.Common.EntityAgent.OnTesselation(Shape& entityShape, String shapePathForLogging) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 762
at Vintagestory.API.Common.EntityPlayer.OnTesselation(Shape& entityShape, String shapePathForLogging) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 435
at Vintagestory.GameContent.EntityShapeRenderer.TesselateShape(Action`1 onMeshDataReady, String[] overrideSelectiveElements) in VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 247
at Vintagestory.GameContent.EntityPlayerShapeRenderer.Tesselate() in VSEssentials\EntityRenderer\EntityPlayerShapeRenderer.cs:line 115
at Vintagestory.GameContent.EntityPlayerShapeRenderer.TesselateShape() in VSEssentials\EntityRenderer\EntityPlayerShapeRenderer.cs:line 84
at Vintagestory.GameContent.EntityShapeRenderer.BeforeRender(Single dt) in VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 424
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 49
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Alright, I give up. How do you use the Transmog stones? The only thing I can get them to do is say "Change, failed, select an option in the transmog stone..."
Well, how do I select an option? Holding the stone and holding F like you would for other items with selection menus does nothing. I tried placing on the ground with CTRL+Click and nothing happens.
EDIT: It's working now. CTRL+Click on the gound is opening the menu.
im loving the mod so far (granted ive only played with it for 6hours lol) but i seem to have run into an issue and i dont know if im just being an idiot or if its an actual bug, transmute spell doesnt seem to be doing anything, im trying to relight a manatorch while using a makeshift staff, i have full mana and the manatorch says "transmutable" when aiming at it, i tought maybe it was just an issue with the staff so i made a second one and the issue persists, i have tried restarting the game, starting another test world and even hosting a lan server to see if anyone else could do it and nothing worked, so im a little confused lol
from start to finish what i have done is --> 1 unlocked magic with 0 stability and using a rusty dust. 2. made a makeshift staff and used transmute on a few burntout torches (which didnt work) 3. made a nexus and made two manatorches. 4. did all of the things stated above 5. came here to see if anyone could help lol
How do you get mana potions, its says in the spellforge, or are they not full implimented yet?
Also is it possible for you to add a config that disable durability loss of grimores from death, just really hate that, aleast for when I have keep inventory on cause I have that on so we dont got to worry about death.
Does anyone know where the option to have only the rust mage be able to learn magic is?
@Vies
anyway youll be able to add an Admin Temporal Stabilzer to the mod? and same with the magic ward aswell.
would be awesome to get one that can be spawned in but has an infinite active timer for stabilizing an area
some areas of the world has great locations to build stuff, but are sometims not stable at all and my current map has spawn in a nice area but stability is only 60%
Beon I have never had this happen. Idk what to even tell you. I assume you are the only person on the server having this issue? Can you go into the negatives when casing spells? Is meditation still going? I would delete the configs to regenerate default values.
UnknownFox It feels like a mod is mucking up things. I literally tested yesterday and today, in survival worlds, letting the game just run while I did other things to watch the progress go. Riftblooms are 100% working as intended. Now the last phase, it is right on the 3 day cusp. The time calculations are what the base game uses, and they are not exact, like if you have 2 days, 23 hours, it says "about 2 days" when it is really 3 days.
InertFurry Yeah I understand what you are saying, this would fall under the whole "The mod is still coming together" aspect. So I have been vocal with this but I designed the mod to be MUCH slower paced. I hate that I run out of meaningful things to do on multiplayer servers. I wanted something that with enough time, I can become a flying god. Not everyone likes that approach. As for transmutation, that is a staple activation spell I chose to embrace. The reward from casting that spell starts to drop off at about 20+ max mana. Think of it like using an axe to cut down trees. The current mana regen system is about 1/3rd done. I have 2 other mechanics that needs to be added but just haven't had time.
That being said, I am working on the 2.X rewrite. I am deciding to go into a new direction. I am abolishing magic tiers and am leaning more on essence for early game, and making weaker spells tied to staffs to get magic into people's hands earlier. Each essence type will have its own path too. Nexus will be a lot of what the base mod already has, spell research, sanctum/staff, spell duplication, etc. The Light nexus is now the Celestial prism and opens up 'lunar magic', using talismans and phases of the moon to replenish mana and do things like call meteors. The Dark nexus is now the Devouring void and will open up soul magic, which will lean on rituals and sacrifices.
Not sure how to fix or whats causing it but everytime I log in (on a specific server) my max mana goes back to 19...
And the mana exp stays difficult to increase like im more than mana level 19.
I am running into an issue with the riftblooms not wanting to bloom. I have updated to the most recent, uprooted my plants and replanted the new seed. They grow into the rift plant then say "Will mature in 2 days". I wait and it gets to "Will mature in less than a day" then 2-3 days later, it hasn't changed. I even went out and gathered fresh seeds and planted and only 1 of those matured to a full bloom that I could harvest for fiber and dust however it has locked into the same state as the others. If it matters, they are under ground, essentially next to the cellar but I recall they are not affected by normal things.
Have even re-uprooted them all a 2nd time and waited, no luck.
Edit: Another in game week with no luck. Any idea what the issue may be? Do have other mods but none that interacted with this one to my knowledge as it worked fine prior to the update.
@Vies the values themselves aren't neccessarily the problem. You say to cast bigger spells, but since it's connected directly to consumed mana you're limited entirely by your ability to regenerate it, which is largely a fixed speed. World magic, rituals and synthesis appear to be giving experience only as a byproduct of casting the spell to activate them, so again, spamming transmutation. Even before all that, you need 25 mana (15 levels) of unbonused casting just to use the mage armor to grant that passive regen or reduce costs by enough that rounding would probably just eat the bonus...
So there: feedback more specific to 'wow getting started really sucks'.
I just noticed a typo on a few pages in the manual. On pages 11 and 13 in the world magic:shifting section it uses some entries for the destruction section, speciffically temporal fragments and charcoal
c1charge I think I will be designing out the enchantment system in today's livestream. The goal is to create an item that has an effect (elemental damage) that can be applied to any weapon. Then I have to intercept the tagged damage, and change the element to a magical one. Should be fun!
InertFurry Well I will give you a few optional answers to choose from here: The mod is still coming together? Relying on feedback? I don't have 40 hours a week to dedicate to just playtesting? All are correct. lol
So you CAN cast transmutation for a long time and trickle in exp, but I don't recommend it. You should be completing world magic, rituals, synthesis, farm crystallized memories, or make grimoires and cast bigger spells since exp is directly connected to consumed mana. Wear mage armor to help with mana regen. If that is not enough, go into the configs and lower the exp modifier config number. I made the mod in a way that you can set the speeds yourselves while I dial things in.
Why is getting to Tier 2 such a slog? It seems the only way to get there is to cast tier 1 spells constantly for in-game years at a time...
Vies That will be awesome! I was thinking more so that I have a modpack for my server with some custom weapons I made, and I was just wondering if I was able to add a property to the weapon by default so it always has elemental damage (Just a part of the base weapon). Ill keep a look out for that feature though!
Brambllstar Yeah idk why Fishing 2 is hijacking things in my mod. Leave my poor entities and block entities alone!
Trevorscow You may want to pick it back up with a knife and place it again. The update that changed riftblooms to the new seed types would of converted the old saplings to the seed version. The block entity would need a refresh to use the new time logic added. Picking it up and putting it back down would initilize the new timestamp variable to calculate the time.
ManaWei The mage armor needs a redesign. I like the model, but the way the game re-renders player armor shapes when picking up items (going into the bags, not a hotbar) lags on complex armors. I need a simple yet mage feel kind of armor shape to use. As for the pictures, I am doing a v2.0 rewrite atm and did a pass through the guidebook images. This could be fixed. lol
I added the handbook entries to make it easier for people to search information. It basically came to a pros and cons list with player feedback. You are the first person who has said they liked everything coming from the guidebook. The new system has the explanations in the handbook with direct links, and the guidebook is kind of like the bestiary of the mod. More pictures with simple descriptions. A big con of the guidebook was the limited space for text. Always up for more feedback though! Got an idea how I can use the guidebook more? :D
Oh hey Vies
Just wanted to let you know that your other headslot and the hair is clipping through your wizard hat.. like.. my big Baboo cone hat is showing..
Oh and you might ofc already be aware of this but a lot of the pictures in the stations section of the book are not showing..
Also why did you add the handbook entries?
I actually kinda liked that the manual did all the explaining.. It was kind of a novel idea <3
Maybe just a short guide telling the player to make the manual and then linking to the grid recipe, sure.. but as i said it was kinda cool it was the just the manual :p
Been loving the mod so far- but my Riftbloom sprouts all say "Will mature in less than a day." Several in-game days have passed, and I'm getting the feeling that my children will never grow up 😕
Not sure what could be causing this. The only other mod I have activated is a skills mod right now.
Vies I had the fishing 2 mod installed, and that's what was causing nothing to work. Removed it and now I can finally do things! Thank you and CIGRyneaver a ton for the help!
@c1charge I do plan on making an enchanting system to give elemental damage modifiers to weapons. That would be a tier 3 kind of thing. I would want you to attune to an element and be able to make modifiers based on your element.
@Brambllstar The default nexus (blue one) consumes items to make essence. Place rusty dust, temporal fragments, arcanus, etc, in the bottom itemslot. The hover text will tell you what it can take. The runes around the base act like an on switch and if a valid item is in the bottom fuel slot, it will start processing it.
Transmute is a catalyst spell that interacts with some things. To trigger world magic, you need to draw out the creation array with the runes, place a light manatorch in the center, then press 'Q' (throw) at least 2 temporal fragments in the center. Then cast 'Transmutation' in the center. There can also be mods that affect my mod. I think fishing 2 messes with my transmutation spell.
I've made a default nexus and suounded it with chalk, and it says it's resonating but it stays at 0/1000, and any manastones I put in never turn into manatorches, even when I use the transmute spell on it
I also went into creative to give myself a light manatorch to create lesser arcanus, followed the steps in the book and still nothing happens. I can't even create a dark or light nexus because I cannot get the required torches to change the base one into a different version
if it at all matters I run it on a server I have with a friend, with several other mods installed
edit: I never actually tried with a temporal fragment before now, since it didn't work with rusty dust. However transmute still seems to do absolutly nothing
Nexus's are required to be surrounded by runes made using arcane chalk. Chalk is made using rusty dust and a stick in the configuration below.
Below I have several nexus's chained together sharing runes but you don't have to do this. Just make sure all spots on the ground are filled with runes around your nexus.
Light Nexus's only work during the day currently. and slowly generate essence.
Dark nexus's like the one in the picture work at night and kill monsters to create essence.
Standard (blue) nexus's use items like temporal gears and temporal fragments as Fuel to create essence. You place them in the "lacrima" spot
Also, create a manual.
Hope this helps!
Ryneaver
I have a major issue where important parts of the mod are refusing to work, namely world magic and the nexus. The nexus refuses to do anything despite showing it's working (ie doesn't make manatorches or hold any internal power.) world magic also refuses to do anything even when I set it up right in creative. idk if there's any known issues with other mods stoping cretain things from working outright or not but I cannot find anything about these issues anywhere if someone could please help me
Hello! I was wondering, is there a way to grab your elements (rust, fire water, ect...) and patch them onto other weapons so they also deal that elemental damage in a way similair to how you have shown to give entities weakness, resistance, or strength to them? I would love to give some of my custom made weapons elemental effects!
I guess the rng hates me! Its like in everquest at old school FBSS camp. screw you frenzied ghoul!
I could have sworn I tried 8 with one torch in the past and it had only created 2 and left me 4 temporal fragments. You are absolutely correct that it doesn't do that and I am likely smoking crack or something...maybe i just dreamed it!? I think the number given out is fine its a good balance.
CIGRyneaver Thanks for the feedback!
So I looked at the crystals and they did have a 25% chance to drop a fragment. I upped it to 50% and made a config option for people to change it. Not sure how it failed that long for you, but in singleplayer and multiplayer, it worked fine for me, though it was low and I had streaks of no drops because it is true rng.
Glad you like the riftbloom change, I just made a config option for see drop rates too so that should help.
For world magic stuff, just change the config world magic batch amounts. It defaults to processing 4 at once if you are making arcanus of your same magic tier. As for the manatorch cost, I consume all manatorches in the array, so it is up to the mages to put the right amount of torches in the right places. I did this because it is a pain to specifically check individual spaces. If more people notice it ans want me to change it to only take the manatorches it should, I can devote some time into it. I think you saw that behavior, plus the cap I mentioned.
If you find anything else, throw it into the Discord! I don't check these comments that often, especially when things get busy.
Hey @Vies,
Tested out the new release. I noticed yesterday that as I was laying stones next to a portal they would turn into unstable rift crystals but they would never drop any elemental fragments. I tried about 40 times.
I did like that all my regular rustblooms were changed into seeds and immmediately started growing.
Also, Using world magic at tier 1 you can add an extra light torch and an extra 4 temporal fragments and get a full 4 arcanus at once rather than only 2 if you use 1 torch and 4 fragments. Adding anymore torches and fragments doesn't do anything extra. Your extra fragments stay but the 3rd torch is eaten.
If I find anymore interesting things or bugs i'll post them here and in the youtube comments.
@ManaWei It is all good, work keeps me plenty busy too! Not sure about this issue. Mods could still absolutely impact my mod, try using the fishing 2 mod and casting transmutation. lol The nexus/oculus blocks have been the same for a long time now. Best thing to do is to post this issue on the VS Discord chat for this mod. I can get more info and see if other people experienced this. I can't replicate this. Tried and actively play my mod these days on my server and haven't noticed anything.
Hey Vies
Sorry for the late reply (busy with work).. Always making sure to run the latest version but it's consistent.. and i just tried your suggestion of disconnecting both and reconnecting.. but no luck.. no fix..
Think perhaps it's related to the game thinking it's the same Nexus somehow ? I have a ton of mods running, but it shouldn't impact the mod at all..
Original msg read:
"I'm having an issue here. I have 3 Light Nexus..
1st bound to the Oculus, 2nd supposedly bound to the Spellforge, and one free at the house just because (and light torches)..
The issue is everytime i try bind the 2nd Nexus to the spellforge, the 1st one bound to the Nexus frees up.. and the Oculus starts to drain from 2nd Nexus as well..
And when i rebind the 1st one to the Oculus, the 2nd nexus frees up.. is that intentional? becuase it seems a bit off.. "
@Dobrogost Thanks! Hope the update helps answer people's questions. Those handbook guides are such a pain to do... With this update out, I will be posting in the VS Discord for this mod what the new mod redesign is going to be. Think I finally figured out a way to make it easier to jump into and not just bombard people with 7 different systems at once. I will be livestreaming later today as well about 3:30PM EST to take in feedback on my ideas too. Going to be fun on a bun!
Thanks. I will try to find it and to understand how it works. Great mod. A lot of work. Thanks again. Not complaining. Not easy to understand how things works in your mod. But this is magic =] Heavy on the Magick i did play on ZX Spectrum a long time ago. So, magic never was easy =]
New update 1.9.70 is out! READ THE CHANGELOGS! Riftblooms have a new life cycle. Harvest your rusty riftblooms before updating or they will go away! You have been warned.
@Dobrogost Look at the guidebook for my mod. Craft it withrusty dust and fiber. Whole section on it there.
how to get lesser arcanus?
created by world magic... what is world magic? rifts? am i need to look around rifts? or am i need to place something under a rift?
The update I am releasing soon focused on reworking the guides among other things. There will be dedicated guides in the handbook with some links directly to items in question. The old "Beginner's Guide to Magic" book is now called the "Manual of Magical Arts" and has more of a 'bestiary' feel with pictures of things like magic stations, utility blocks, world magic arrays, rituals, etc.
GingerTail ah, thank you. i thought it was a guide like everything else in the game, not a physical book i had to make. problem solved, thank you again.
now i just need to figure out how to make the armor. none of the crafting recipes are showing, bc of course they're not
Sofcrew I'm learning the mod as well atm you should be able to find Beginner's Guide to Magic by typing "GUIDE" in game's handbook, it's a very cheap recipe. Meditaion is explained in the guidebook.
this page says to check the in game guide, the in game guide says to check "Beginner's Guide to Magic", which does not exist in the handbook. it exists here luckily, but i cannot get past that. more and clearer documentation would help a lot. i see meditation is a thing, but nothing says how to do that. or how to level up. am i missing a wiki???
i can't cast the transmutation spell bc i don't have enough mana, and it's not recovering. I see there are blocks you can make with clay, but nothing says how to use them (unless i'm missing something)
Yeah, that was the fix. That sucks cause the idea behind it is cool.
Yeah, looked at the comments on that fishing 2 mod and it seems like there are some things that need to be worked out in that mod. Best thing I can suggest is to use that mod at your own risk. Nothing I can do if it doesn't play nice.
Mykeal
I've been noticing that myself, narrowed the culprit down to the Fishing mods' new 2.0 update. I ended up disabling it and have not had any more issues.
Vies transmutation finished casting but the projectile wouldn't spawn, throwing an exception each time it was cast if not just kicking players for the exception
I'll test this myself later today to try and narrow down the offending mod
@Kinross07 I think I figured out a better info system. I will have the handbook and guidebook work together. I am currently making new handbook guides for my magic systems that are labeled in order of magic progression that go into more details and will have handbook links to specific items and other systems in the game. You will start with that. I will parts in the handbook guides that will refer you to my new guidebook "Manual of Magic Arts", that will have all of the pictures, so if you need the visual, you got it. So far it is looking pretty good. Got all of tier 1 migrated over. Just need to add the prism of duplication and rituals guides in the handbook, then add the section for utility blocks in the Manual of Magic Arts.
@AstralDragon If you had infinite mana, either I did something wrong, or you were playing in a world/server with no temporal stability or custom stability rates.
@Mykeal I need a bit more info since I can't replicate this in either singleplayer or my server. Did transmutation complete the cast? Did you hear the "thwomp" sound effect? Did you see the projectile? Were you on a server or in single player? Did it consume mana?
In my testing, I don't have this volume of mods and I don't have the time to filter out and test 50+ mods to see if something in conflicting with my entity projectile. The line this error hits on has to do with making a collision box out of the selection box in the Entity Initialize method. My first thought is a mod is modifying my entity and doing something with the selection box? If you can narrow it down to a mod or 2, I can look into it further.
Vies Got a exception with rustbound magic, tested with 1.9.33, 1.9.30, and 1.9.27
6.6.2024 23:48:07 [Event] [playerlist] Loading config from C:\Users\*\AppData\Roaming\VintagestoryData\ModConfig\playerlist.yml
6.6.2024 23:48:08 [Notification] External Origins in load order: modorigin@C:\Users\*\AppData\Roaming\Vintagestory\assets\creative\, modorigin@C:\Users\*\AppData\Roaming\Vintagestory\assets\survival\, mod@ACulinaryArtillery 1.1.5.zip, mod@axleinblocks_v1.0.19.zip, mod@barstogears.zip, mod@barstotemporal.zip, mod@BetterCrates_v1.7.1.zip, mod@BetterTradersv0.0.7.zip, mod@BuzzyBees-v1.0.2.zip, mod@CraftableCompanion.zip, mod@fantasycreatures_0.7.1, mod@Immersive Corpse Drop (1.19).zip, mod@MoreClasses_v1.2.5.zip, mod@MoreTorchHolders.zip, mod@pipeleaf_1.6.0, mod@Plumpkins-v1.0.2.zip, mod@ProximityProspectingPick_v1.0.1, mod@qptech1.15.1, mod@RepairableLocust.zip, mod@Swordz 1.1.7, mod@temporal_gears_stack v1.zip, mod@translocatorengineeringredux_1.5.1.zip, mod@UpgradeableLocust.zip, mod@ABCSReborn-v.0.2.1, mod@alchemy_1.6.32, mod@animationmanagerlib_0.8.8.zip, mod@CarryOn-1.19_v1.7.4.zip, mod@compostgrass-v1.2.2.zip, mod@electricity_0.0.11, mod@ExpandedFoods 1.6.9, mod@FromGoldenCombs-1.19-v1.4.30.zip, mod@gimmeoneseedplz_1.0.3.zip, mod@herbarium_1.2.0, mod@krpgenchantment_0.2.9.zip, mod@lib2d_1.0.0.zip, mod@Mushroomz 1.0.2.zip, mod@Not_OnlySpear_Expantion_by_Kanahaku-v.0.1.1.zip, mod@OneBedSleeping_v2.4.1, mod@petai_v2.2.4, mod@PlayerList-1.8.1.zip, mod@pottery-wheel_v1.1.1.zip, mod@ProspectTogether-1.3.0.zip, mod@rustboundmagic_1.9.27.zip, mod@SharableWaypoints-1.5.4, mod@steamandpower_1.5.0.zip, mod@vsimgui_1.1.5.zip, mod@vsquest_v1.2.0.zip, mod@youvegotmail_1.0.7.zip, mod@APanserbjornStory-v0.9.2-1.19.zip, mod@CaptureAnimals_VS1.19.7_net7_v2.7.0.zip, mod@cats_v2.0.2_petai_v2.0.+.zip, mod@expanded_matter-2.6.0.zip, mod@feverstonewilds_1.5.0-rc.2.zip, mod@fishing_2.0.2.zip, mod@foxtaming-1.4.0, mod@fsmlib_0.4.5.zip, mod@HelveHammerExtensions_VS1.19.0-rc.5_net7_v1.6.0.zip, mod@PlayerCorpse_VS1.19.7_net7_v1.10.1-rc.1.zip, mod@wolftaming_v2.1.2_petai_v2.0.+, mod@xinvtweaks_v1.6.2.zip, mod@maltiezcrossbows_0.3.11.zip, mod@maltiezfirearms_0.5.4.zip, mod@MoreRoads 1.5.7.zip, mod@tailors_delight-1.5.0.zip
6.6.2024 23:52:46 [Error] Exception: Object reference not set to an instance of an object.
at rustboundmagic.src.common.entity.projectile.EntityProjectileSpellTransmutationRM.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mod-RustboundMagic\rustboundmagic\src\common\entity\projectile\EntityProjectileSpellTransmutationRM.cs:line 82
at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity, EntityProperties type) in VintagestoryLib\Server\ServerMain.cs:line 2330
at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity) in VintagestoryLib\Server\ServerMain.cs:line 2274
at rustboundmagic.src.system.spells.Transmutation.OnCastStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean isspellscrollIn, Boolean inprismofmagnificationIn, Boolean inprismofduplicationIn) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mod-RustboundMagic\rustboundmagic\src\system\spells\innate\Transmutation.cs:line 132
at rustboundmagic.src.common.item.ItemToolSpellcastingRM.OnHeldInteractStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mod-RustboundMagic\rustboundmagic\src\common\item\tool\ItemToolSpellcastingRM.cs:line 1361
at Vintagestory.Server.ServerSystemInventory.callOnUsing(ItemSlot slot, ServerPlayer player, BlockSelection blockSel, EntitySelection entitySel, Single& secondsPassed, Boolean callStop) in VintagestoryLib\Server\Systems\Inventory.cs:line 522
at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\Inventory.cs:line 380
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 138
Oh can you not get infinite mana anymore? Rust Mage starting class doesn't seem to show up either in my game, odd.
Totally understandable (and I can't work the @replies so we'll leave that for another day) and I'm glad that I don't have to wake up in a cold sweat over how to get information across. I probably didn't do myself any favours by trying to beat my head against the wall until it made sense. Took a break for a couple of hours and now realise that I was misunderstanding the rune instruction for the nexus. At the very least it's now doing something xD
@Kinross07 No reason to apologize, questions are welcome. It is how we change things to make things better for the next person. This mod is unique. These magic systems are not simple and like with a manatorch you have multiple ways you can craft them. Nexus is the first, slow and produces single torches. When you get an oculus going, you can start batch creating these torches pretty fast. I have to fight the constant battle of how to tell people how to use the mod and how the systems work, on top of making sure multiple sources are up to date. Keep in mind that some people do better with descriptions and reading text, others do better with pictures. It is the worse part of making this mod, 100%. On any of my livestreams, I usually mention at least once that I hate the guidebook/handbook.
This being said I have 2 really ways to describe things and have guides and I think I need to pick between them going forward.
1.) Using the in-game handbook.
Pros:
- Base game souce everyone knows how to use.
- I can have links directly to item/block entries in the guides.
Cons:
- It is a nightmare to use. It uses a single localized string so the longer the guide text is, the harder it is to keep your facts straight. Imagine reading a short story in notepad, in a single runon line. I have to copy/paste the entry from the lang file into notepad, try to do the formatting changes and proof read everything, then paste it back in with no extra " to screw up the json formatting.
- No image support. No way to show pictures of like rune positions or anything. If there is support, no one I know knows how to do it.
2.) Using the guidebook I made.
Pros:
- Can use images to try to show what I am saying.
- Breaks big guides into smaller lang keys (1 per page) so I don't have to burn my brain adding info like I would need to using the handbook.
- I like the fact that the guidebook is a physical item that exists in the world. Reminds me of all of my favorite mods for MC.
Cons:
- Limited space to describe the processes. The guidebook graphics and gui can only be so big and images take up space.
- Only have so many side tab spaces until I will need to make a new guidebook.
Not sure which one to lean into here. Suggestions are welcome. If you have any questions, try the VS discord chat for this mod. We got seasoned people in there. Any suggestions in there are welcome too. I rarely check these comments with everything I have going on. Discord is faster.
Apologies if this seems like a series of daft questions, but I've been staring at this for a couple of hours and I'm just lost. Quick start guide directs to a craftable book, which takes us to learning about blooms and rusty dust. The "Unlocking Magic" page on magic stations looks like it's missing half the text, but get the general gist that I need to build a nexus and a ritual altar. Okay, so far so good. Ritual altar needs lesser arcanus, which needs the chapter on world magic/Arcanus Convergence. This suggests that I need temporal fragments and a variation of a mana torch.
Looking up "manatorch" in the handbook says that these are crafted by the Nexus or Synthesis. Synthesis requires a multiblock structure, which requires lesser arcanus, which requires a manatorch. Okay, maybe the nexus is the way to go. Build a nexus, and put it in the world. Hovertext says "The nexus is silent, complete magic runes to turn on", right click opens a cook menu that takes mana stone, rusty dust and essence lacrima. Add the stone and dust, then find that the essence lacrima needs tier 2 synthesis. Think, "okay, maybe I can get by with just the dust and the stone" but nothing 'lights' the fire. I've tried regular torches, transmuting, even spawned in some manatorches just in case and nothing. I must be missing something blindingly obvious but I can't see it in the crafted book, the handbook, or this modpage.
Part of me wonders if there's something wrong with my transmutation as it doesn't do anything to saplings of any kind or growth state, but I just want to know what I need to do to get anything working. I'm hoping that after this first major hurdle everything else just falls into place. Do I need to just keep casting transmutation at leaves until I hit a certain level? When I unlocked magic it told me I was level 1 in everything, but I don't know how to view my general status overall (beyond my basic 'mage level' based on the bar above my mana).
I know that this isn't written particularly well but I feel like I've stared through the rift myself and have gone insane xD
@Pryde Yeah I see that, honestly I need to redo those images anyways. I need to explore the options for the guidebook. This update is focusing on clean up and bug fixes so there will be more info in hovertexts in guis, more stuff in block info, and more info crammed into the in-game handbook. A lot of the size of this mod comes from this guidebook, so those pictures need to be low res, so I need to see what I can do with the guidebook. I may try to make it bigger too (size of the pages), but not sure.
@Tyrosien Good catch, I think I got a fix in for it, just need to test it in multiplayer when I get time.
@ManaWei First thing I need to ask is what version of my mod are you using? I had a few times recently where people are using my old 1.7.X version and I have been chasing bugs I fixed already. This was a bug that should of been fixed. If not, best thing to do is to change the leyline resonator took to disconnect mode, reset the blocks with it, then try to connect them again. I have been actually playing with the mod and have had no issues where leylines are acting weird.
I'm having an issue here. I have 3 Light Nexus..
1st bound to the Oculus, 2nd supposedly bound to the Spellforge, and one free at the house just because (and light torches)..
The issue is everytime i try bind the 2nd Nexus to the spellforge, the 1st one bound to the Nexus frees up.. and the Oculus starts to drain from 2nd Nexus as well..
And when i rebind the 1st one to the Oculus, the 2nd nexus frees up.. is that intentional? becuase it seems a bit off..
Super thanks for some awesome mods <3
Unsure if this issue is just because of the server I'm in. In multiplayer, if someone is killed while you're mid casting a spell it will stop your casting. Doesn't matter where they're located.
@Vies im having trouble reading the image on Synthesis Imgur: The magic of the Internet
@Pryde Most of the info is in the guidebook and handbook. Does the font size come up weird? Can you show what is happening?
Hello im having some issues reading the beginner's guide is there better images somewhere online
@OliverRook Thanks for the feedback! I just made a minor change in the handbook stating "light manatorches" are created with the "light nexus" and "dark manatorches" are created with the "dark nexus". In the GUI for the nexus blocks, I added resulting items/behaviors in the hovertext. Hope that clears it up.
For more info, make the "Beginner's Guide to Magic" and read the Essence and Synthesis sections. You can find the book's crafting recipe in the handbook.
I will mention, the way to get manatorches isn't very specific and seems to potnetially be misleading?
I can't really find any section that explains specifically how synthesis works and getting your first mana torches.
@Beon Good catch, the new update has the correct info.
It seems crystal creation is bugged. Can't make any from fragments...
May be turning off a visual effect in a config would help? Cuz with in the 1st-person mode everything works. Anyway, thanks for an answer. Vies
@Mizzar Not much I can do here. RMB is using a PerceptionEffect, and the method that crashed is an exact copy and override of a Drunk effect method. It specifically is failing because a shape matrix isn't being passed right. Idk the other mod there and what they are trying to do, but a vaild Single[] modelMatrix needs to be passed into their loadModelMatrixForPlayer in their shape renderer.
If it is possible, can you add compatibility with kemono mod? Game works fine until I press F5 than crush. It seems, RBM can not apply buffs cuz playermodel is changed and has unregistered name or something, im not a hackerman. Thank you.
crushlog file text
App crush text
Make sure you are using the most up to date version of the mod. There was an old issue where rifts were more aggressive and affecting wildcraft plants, along with others. That was fixed. I planted a much of marigolds, and rifts are not touching any of them.
I wasn't able to get marigolds to show hours left. Is that timer a default thing? Without getting a timer at all I can't look into this.
Rifts break herbs and flowers from Wildcraft: Herbs & Spices when the rifts turn wildcraft plants into "rift blooms" then turn back it breaks their growth cycles, such as trimmed flowers/herbs will never grow back, and newly planted sporuts will never regrow.
Picture of a herb that has been trimmed normally:
https://prnt.sc/lGk2ZwMT1r3V
Picture of a cut herb that has turned into a riftbloom and turned back: (note the timer is completely gone now)
https://prnt.sc/qDMeoOIIIV2C
@KnightessOruna The mod is as safe as any other mod you would add to the game, and no, you don't have to be a rust mage to use magic. They DO get traits that make them a bit better at it though.
@Neferashnix Thanks! Someone just pointed that out in Discord. I just released 1.9.0 to fix that and add a few more spells.
Testing out 1.8.7 in a fresh creative world. The Ritual of Creation only seems to work for fire & frost elemental fragments, the other six fragments elements aren't working.
I've had no issues getting seven of the elemental fragments from unstable & impure elemental crystals, but I haven't seen any fire fragments yet.
Can I safely add this to a ongoing playthrough and do I have to play rust mage to use the magic?
The new update is out! This is a big one. The amount of changes and rewrites was pretty staggering. All bets are off now. lol
is there a way to remove your progress from the mod without uninstalling the mod? im on a very crappy set up and kind of lag when doing magic so i would wanna know if theres a way to remove it from myself on a server
Not sure if this a intended or a bug.
Riftblooms have 3 stages
You can harvest a Riftbloom and recieve Shifting fibers
You can harvest a Rusty riftbloom and recieve Rusty dust and Shifting fibers (all makes sense so far)
The issue might be with how the plant progresses.
If you harvest a Riftbloom then it will go straight from the Riftbloom sprout to a Rusty riftbloom at the same time point it would have developed into a Rusty riftbloom from the Riftbloom you harvested earlier.
IE say the each stage takes n amount of time so to go from Riftbloom sprout to Rusty riftbloom it would take 2n.
If at any time < 2n and > n you harvest the Riftbloom it will still turn in to a Rusty riftblom at 2n.
The time for growth stage and next stage is not reset when the plant is harvested if it is harvested at the Riftbloom stage.
for your familiar idea, i think that would be fantastic, hear me out tho, make it a T1 spell but let there be a version in each tier that makes it stronger and stronger, and have a variety of familiar forms that have their own pro's and con's for use. i know that would be alot of work but having a familiar early on to help make me want to keep going would be cool
*NOTE* I figured it out. I didn't realise the slots are tied to the magic level. So at level 1 I guess you can only have 1, and actually 1 spell per level, spell besides transmutation. :/
Another bug.
Apprentice robes, trousers, and hat don't list megaweave as a need ingredient and when it come time to add it into the oculus the image of the megaweave does not appear above the pedestal.
I got no problem using fertalize at level 1
@Vies
Firtilize 1 can be obtained at Magic Tier Level 1 but can't be used until Magic Tier level 2.
I'd say that either it shouldn't obtainable at Tier 1 or it should be usable
Silent Steps I has the same behaviour.
Carolusclen, maybe you can set options up in the clumps mod so it only makes clumps if a set number of items drop on the ground (how ever many the most need to be droped in rituals 4 maybe +1 ... soooo 5 if thats the case) that way you can drop the items and the mod won't clump them?
The Apprentice hat lists "Mana regen: +2 per second" in its attributes. Is there something that needs to be done to make this actually take effect? Because it's not doing so passively and it doesn't seem to impact the speed of meditation either. I have soulbound it with no change. (On which note it's not clear what soulbinding does, and I hesitate to make assumptions.)
Hey there
Just a small thing I noticed, so I play with the mod Clumps along side this mod.
Clumps basically does just that, multiple items laying on the ground get clumpped together. its greate for large servers where a lot of people are doing a lot of things that involve items on the ground
however
when I am doing world magic and have to "Q" multiple items on the ground of the same type, the Clumps mod puts them into 1 clump of 2 for example
now the chalk setup on the ground does not recognise the clump as a clump of 2 items so it does not work. I had to remove the clumps mod
I am not really asking for you to add support and its not really a bug, just the natuire of the mods, but thought Id mention it on the off chance you may in the future add support for clums and such :D
thanks for this amazing mod though, really enjoying it.
Just gotta say - I've been dabbling with this mod as I play my first real Modded Vintage Story playthrough; Running between standard survival and building up magic and I have to say.. I like it so far!
Is the intention to make the build up rather long though? I was well into surviving my first Winter, into the second Summer before I even managed to craft a Synthesis machine and grab an Apprentice staff, everything before was setting up the Nexus, the Machine itself, and making a few dozen or so Lesser Arcanus to make up for all of it (Not to mention the Ritual structure for the Runeblocks!)
Just wanted to make sure I wasn't missing anything - This mod certainly is a unique spin but it definitely doesn't seem to exactly be centered around offering an "Ease" into the early-game rather than be a "Mystical Expansion" of the Mid to Late game.
Edit: The Apprentice Hat synthesis recipe says it requires 2 Lesser Arcanus, 3 Rust Dust and 5 Eldrathium Ingots, but as I try to make it, the Pedastal says it requires Mageweave instead?
Vies
Nice, those look like interesting blocks would be nice to play a bit more with them. I wasn't thinking just anyone can do it, just the person that established the shield though.
Question on Elemental Damage Modifiers.. I have the Fantasy mod that adds goblins and orks and dragons aswell as other mods that add dire wolves and such. I've noticed only drifters are droping temporal fragments. Is there a way to make the other mobs drop them aswell? Temp frags have been my biggest wall since I started magic.
Edit : Just kidding. I figured out the issue and why i've struggled so much. I only use spears. More specifically I hold a lot of spears and throw them. I've noticed when they die to the spear being thrown they do not drop fragments. But when I kill them without throwing they drop them almost every time.
@MadMephit Good catch! going a mile a minute with this stuff. I just fixed it. It may be a bit until I have an update. I am collecting all spell ideas and prepping for the big spell revamp. the next update will be a beast!
Description in the guide of how to make mana torches says to place regular torches in the colored item slot of the respective nexus, as opposed to the more accurate "place manastone in the top left slot". Caused me a fair bit of confusion.
@Odur27 Ooof! That is like going to an expensive all you can eat sushi bar because you wanted some fortune cookies! haha!
Joking aside, this isn't a config type thing that could revert it. I extended block torch in the beginning believing that was how I could get them to go into torch holders. I was wrong and the joke was on me...
You could maybe make a json patch for the manatorches to use "class": "BlockTorch" and "entityClass": "Torch", then in attributes -> transientPropsbyType -> *-basic-lit-*, set the inGameHours to something like 9999? That could work but if something messes up in the mod, like rituals stop working or something after messing with the manatorches, there isn't anything I can do to help that. If you want infinite torches, there are mods for that which may be easier to patch? That or just get mana lanterns?
@NarrowPuppet0 The idea behind some of the rituals of destruction is to recycle blocks or items in the mod that you may not have a use for, without making an infinite source of an item. My version of a deconstruction workbench. There are so many ways to get temporal fragments now, but not a lot of uses for say greater elemental crystals of an element type you no longer care about. That math you displayed there hits the nail dead on. I am also accounting for the inevitable random world loot from things like ruins or drops from elemental creatures, which is coming pretty soon actually. Would be nice to deconstruct what you don't need so it doesn't become a useless item.
So a question I have is about rituals to create temporal fragments. After deep diving in the handbook I found that the tier two destruction ritual costs 21 temporal fragments to preform in its entirety and only produces 10 - 20 fragments when completed. Cost breakdown following.
So what I want to know, is it intentional that this tier two ritual will not net positive any temporal fragments? Is it possible that I'm missing something? I want to make sure that I don't waste my time and effort spending the few fragments that I've been able to get my hands on.
I've been running this mod for one of our players, and having the ever-burning torch was really the only thing a few of us got out of it, any chance for an optional file to swap the old functionality in so torches don't go out and can be used as fire, please?
@morlanius That is something I have seen before, the server and client disagree with if the block should still exist, and the blocks you see are client side. The "Unstable" behavior is the issue. I just removed it and put a more robust check (one I use in the manastream generator) to clean up ward blocks. Should be in the next update. Probably a no go about zapping the barrier blocks. defeats the purpose of a barrier if anyone can just zap their way in. lol
@Asket If you have questions on something, chances are it is in the guidebook or handbook. If you are still stumped, you can go to the VS discord section for this mod. In this case it was right in the handbook in the "Magic tier ascension" under the sigil of awakening. It does sound like you did get it in the end.
@Odur27 Totally intentional. They were never meant to be real torches. It was my attempt to get them to work in torch holders. It isn't real fire, hence their ability to burn underwater.
As for the standing and crouching, it is just opening and closing the gui when you hold right click for the firepit. Not really a bug. When the gui is open, your sneak key will not be registeedr as held down so you stand, then the gui closes it seen the key is still pressed and you start crouching.
Not sure if it was intentional or not, but mana torches created prior to the updates no longer usable to light forges or cook fires, there is some kind of weird behavior where it makes you cycle between upright and crouching animation while trying to light a cook fire.
Asket
I beleive when you reach the right amount of mana a green arrow appears next to the mana meter and you click that.
How to progress magic to next level?
I've created a Sigil of Awakening but cant find right ritual.
Thanks in advance.
======
Update:
I've found it's the done the same way you unlock magic - go to portal and with low sanity Shift + click it holding Sigil of Awakening. Took me a while.
Vies
Ah ok, good to know thanks. Would you be open to making the synthesis items scrolls so they can be stored in scroll shelves?
And there appears to be something wrong with the magic ward, I placed one on a runestone and tried it out, broke both. logged on the next day now I have a hovering magic ward that is duplicating itself when I try to break it. Same thing happens in creative too.
https://gyazo.com/1d042065e6437f9f821bb54553b20b68
It would also be cool if you could zap the barrier created by the magic ward and it open a hole big enough to walk though for a few seconds.
@morlanius Nope, but having a rift open near riftblooms accelerates growth by 4x. :)
@Azarael That is a long time issue. I use a few arrays to keep track of synthesis recipes during creation. Unfortunately I can't save these arrays in a block entity. I may put a 5 minute timer on synthesis recipes to kind of mitigate this, but nothing can really be done as of now. Best thing to do is to either try to reset the oculus by sneak + right clicking on the pedestal or use the leyline resonator to detach the pedestal from the oculus core. That forces a reset to synthesis and will drop all items previously used. Items are stored in an inventory in the oculus core.
@Asket Awesome catch! I put in the wrong mageweave type! lol I will fix this now. Prepare for a 1.7.4 release!
Does soil quality affect rift blooms?
Hello! Thank you for great mod!
Magic apprentice armor synthesis seems to be broken.
Description says "Eldrich nuggets" but Altar shows "Mageweave cloth" instead.
And neither of them is accepted to complete the operation, so you are locked out of armor :<
Hi! I am a massive fan of the mod. So far I am enjoying exploring the depths of what it has to offer. Keep up the good work! I will be posting suggestions as I near the end of the tree and hope I can provide any insight to the system in the future. Though there is ONE thing to note. If your system crashes or server crashes while you have objects inside of the Oculus you lose all reagents involved. Is there a way to retrieve lost essence and materials inside?
I am going to try to answer everyone! been more active in discord these days.
@King_Doggo You need to look at world magic in the guidebook. It requires some magic runes now.
@DiZek I did change the brightness and with that, range of torches kind of recently. I had some blotches of light in my test world after it. I put down a mana lantern and that forced the areas to recalculate the lighting and that stuff went away.
@Entity I appreciate your suggestions, you should join the VS discord sub section for my mod. I bring up these kind of changes and usually go with what most people want (with reason, of course). I see a couple of good ideas here that I will test out. I do want to go further with armor too, I just have a lot of things to either fix, redesign, or just straigh up add and I do this in my free time when I can. I did bring up making armor repairable, but people wanted me to work on prisms instead, so here we are.
I will say this, the next update will focus on the spells themselves (how they work, fixing old bugs, using the new particle system I made) and adding the prism system, so I will be looking for feedback in the VS Discord -> mods -> Rustbound Magic.
@RubberDuckyDJ not much to do about that, when you chisel something it stops being the original block (Manastone in this case). I tried to make the oculus as bare bones as I could so people can make what they want.
@Betface You may want to make the guidebook. I don't have every little thing in there, but there is a lot of useful info. I suggest joining the VS discord -> mods -> Rustbound Magic. People are really good an helping others figure some stuff out.
@Raukx I have to see what your mana bar looks like. It doesn't sound right. I put in a restriction for tier 1 so you could only get to 75 max mana before you had to level up.
@Elijahgrimm I put in a small handbook description saying it is created by world magic. Use the handbook to get the pattern.
Hello, I seem to be having trouble finding an item. A lesser Arcanus. I am not sure if it's something found naturally, or something you need to transmogrify, or what. There is nothing in the guide about it and the item's tooltip does not say how it is collected. Any information would be greatly appreciated.
I have max mana of 100, but have yet to see the green lvl up arrows... how the heck do I level up?
@Vies How on earth does one create an Oculus? I've been trying to figure out what blocks are missing for ages, but have no idea... I eventually figured out that I needed manastone to form a kind of 3x3 'portal frame', but it also has 4 white blocks in the top corners that I can't guess what they might be... anyone who can help? I've tried looking for videos/guides on this but can't find anything. I thought it might be runestone blocks but can't see any way to craft those?
https://imgur.com/a/8cNKMtR
chisling parts of manastone structures makes them stop working. I was wondering if you could fix this.
also mana torches do not work in aged torch holders. haven't tested them on regular torch holders though.
Some suggestions for transmutable things:
Ferns to riftblooms. Loose stones to impure elemental crystals. Boulders turn into a random lesser crystal. Casting on a placed elemental crystal would randomize it's element. Berry bushes randomize into a different type like how saplings do. Turn a tree directly into firewood. Cobblestone and rock, as well as gravel and sand interchange with each other, possibly adding aged and polished into the mix for more variety. Making living creatures transmutable would be interesting. Turn animals into different types of animals, chickens turn into rabbits or bighorn sheep turns into a wolf and vice versa. Alternatively, change animals into the opposite sex. Turn drifters into one tier higher each time as they get infused with more magic. Turn locust into sawblades. Transmute traders to reroll which kind of goods they trade. Transmute barrels full of dye into different colors. Change a patch of clay into another type. Turn a stacked pile of rusty gears turns into a temporal gear. Wooden doors, fences, and walls turn to a random type of wood. Unfired clay into fired clay.
I understand your stance with damage magic, I still think there should be something, anything other than just transmutation to start out with. Some kind of decay spell to make very early magic use more practical. Transmutation seems like it would be more of an advanced spell with the sheer amount of interactions it has with things. I'm dozens of hours into this server as a rust mage and I've basically used a bow and arrow the entire time while I wrap my head around everything this mod has to offer.
Magic repair kits or leather should work with repairing armor, seems like a waste to have a 0 durability armor just tossed aside for a new set of threads. Maybe also be able to break down the armor with a knife for some leather back.
Meditation could be used to slowly level up magic exp. You could also turn some spells into an effect that gets applied while meditating, like resist elements or reduce hunger for example.
The rituals to make arcanus was a nice gimmick at first, but after doing it about 3500 times I'm starting to get burnt out of the game. It's become a full time job trying to convert fragments just into greater arcanus. I can't even imagine the pain I'll endure if I put up with the grind long enough to get to tier 3 and 4 where I'll have to double and quadruple the rituals yet again. It also takes so incredibly long to level up, it will be year 30 before I hit tier 4 at this rate, and that's if I had an infinite supply of fragments. I strongly suggest reducing the amount of arcanus needed to craft things, 9 greater just for one tier 2 grimoire is excessive, thats 18 rituals just to make one thing. With the amount of rituals needed to make everything, you would think the mana lantern would be accessible much earlier, but it's one of the last things you unlock, after the bulk of rituals have already been completed. I love the mod, but this grind is not enjoyable.
I also don't enjoy spending all this time doing rituals and using half of a nexus worth of essence into making runic II scrolls just for them to fail 80% of the time when trying to learn a new spell. It's even worse when it eats more than one scroll at a time if they are stacked together. The crystalized memories also suffer from the bug of consuming multiple at a time, but I think the issue was worked around by making them no longer stack.
I've noticed another bug where Growth II doesn't actually grow the plant fully, instead it grows the plant to say 7/8 and is unable to take it up any further, making the tier 1 version far superior as it takes less time to cast and will fully grow the plant. 3000 essence and 18 rituals wasted!
Howdy!
Just wanted to share a bit of an issue that I was interested in sharing for future potential fixing.
All kinds of the Torches and a few of the Blocks that emit Light such as the Oculus seem to permanently emit light even persisting after being broken, leaving the chunk, restarting the game, and other times.
I am not quite sure why or how to consistently repeat this issue however here is a screenshot showing this exact issue!
https://imgur.com/Tuqzbcn
Heyo! Maybe it's just me, but casting Transmutation on a Sapling doesn't seem to change it at all? I just planted a Birch, wanted to see if it would become something else. Did the chalk outlines and everything! I gotta be missing something lol.
@Dagurmawth I have admin tools in the "Special" creative menu tab. There are tools that the player has to use but it only effects themselves. They are what I use for testing. I have a few questions about this crash, how far along were they in magic? Like magic tier, max mana? I don't see how this is possible to crash and have magic completely erased. I save magic in a few different watched attributes. If something major happened, they would of like lost their skin/voice and class too, since they are also watched attributes. More info would be appreciated!
@Entity I am glad you are enjoying it. For transmutation, what do you suggest to add? I get a lot of "need more transmutable things" but no one ever pitches any ideas on what it can effect! lol FEED ME IDEAS!!! As for a list, I have a vague list on this db page, but I wanted some mystery like thaumcraft. I never saw any list of things that you can scan. It was an open ended "explore the world" thing, and I loved it. Explore the world and look for blocks with the "transmutable" tag. If people pitch more ideas for transmutable interactions, I can add them, and if I get enough, I may make a list? Not sure.
As for the damage projectile, I want magic to be more than just the pew pew spells themselves. This is an open ended game, we all play with different "finishing points". Some people it is getting to steel, some people it is building their mega town, others it is the archive resonance. I wanted a mod that worked like an alternate path to a type of end game. The lore I am trying to cultivate is that you become aware of the concept of magic and the rust, and have to explore magic and study it. Make a nexus or 2 and get use to the idea of essence in the world. Use world magic to dip your toes into the concept of transmutation on a larger scale, that patterns and magic runes make different things. Scale up to a ritual altar area set up, and start producing greater effects. Make the oculus to magically combine things, then start reaearching grimoires. This is all introduced to tier 1. It is a tier that has a lot of things to learn. You just get stronger from there.
The bugs you experienced are not bugs either. There are 2 types of leaves, a branchy that has a collision box, and regular leaves that do not. Transmutation is a projectile, and it will pass through regular leaves, just like you, a wolf, or an arrow would. Sometime you have to get creative to make sure the spell expires right where you want it, or have it collide with a solid surface like the ground in this case. The temporal stability meter is part of the temporal stability system, every x,y,z coord can have a different stability regen effect. You could be in an area of low temporal stability. I suggest moving to find an area where the stability regens normally and coming back when you unlock Temporal stabilizers.
So far I'm enjoying the mod, I'm still very early into it but the idea is great. With transmutation being the only thing I can currently do, it would be nice to see many more things able to transmutate and also a cheat sheet added to the guide for what is transmutable and what it turns to. I'd also suggest introducing a way to deal magic damage as soon as you get a makeshift staff, seems like I have to craft everything all at once just to even get started with magic. Something like a new low damage projectile spell that will make use of an elemental focus in the off hand. Skyrim for example gives the player a flamethrower type of spell to start with, that would be a cool introductory spell that would synergize well with the focuses available. Short range and drains the mana per second, not sure yet how the other staves work but a higher tier staff or focus could potentially scale the damage up.
One bug that I've noticed is that if you transmutate a leaf block at eye level, the projectile will often go right through the block, the only way to consistently have it work is to aim towards the ground. There was another bug where I meditated and drained my temporal stability meter down to 0 and then it wouldn't regenerate back up at all. Luckily I had a temporal gear on me to force myself to regain stability, but I could imagine that ending badly otherwise.
one of my players crashed and lost their magic. Are there commands or means to reset the system for a player? He is unable to regain the magic meter. He fixed it, was just having issues getting Stability to 0. I'd still ask for commands and such for admins, in case problems arise.
@Suisei I am just about done with the next update. It is heavy oninfo, rewires the essence system with vast improvements, and a lot of qol. With the official introduction of "World Magic", you will have more ways to get temporal fragments and arcanus. Play testing it tonight hopefully. I need to see if I got the rust sickness debuff firing right.
@CyberVic Thank you for your thank you! lol I am glad you feel the Ars Magica, Thaumcraft and Witchery themes. In the beginning, I leaned on Ars Magic for core systems, then the rituals in witchery. The next plans are to add some of the thaumcraft themes, mainly magical utility blocks and my version of taint that I will call blight. Also, I appreciate the feedback, I just ninja'ed in a new tab at the top of the guidebook for unlocking magic. This guidebook is a WIP for sure, pretty new too so it is missing some stuff. This next update uses the handbook to add more info for most blocks and items too.
The idea going forward is the mod db site here will give you broad strokes, how to patch creatures to use the elemental modifier system, and what I want to add. The guidebook will give you the lore explanation, some detail, enough to get you going. The handbook catalogues specific info on each item, like marking something 'created by Synthesis', how rust plants work, or what gives rust sickness. I suggest those who are interested in giving feedback to hop into the Discord for VS. I have a chat in mods for this mod. I am pretty active in it and will ask for feedback for my hair brained ideas.
First of all thank you for your continued work on this mod. Decided to finally try it out and it feels like the best parts of Ars Magica, Thaumcraft, and Witchery combined. So excited to dive in.
One bit of feedback is that the "Getting Started" in the book is lacking the actual getting started steps listed here on this post. I'd prefer if they were in the book. I tried reading through the book and it wasn't obvious what I needed to do. It's od I'm being told about how to bind to a sanctum but I don't even know how to unlock magic yet.
I figured out that finding the stuff that drops off drifters and getting the blooms (step 1) was obvious, but it wasn't obvious at all that I needed to sneak right click to unlock level 1. After the fact I realize now you put it on the tooltip for the Rusty Dust, but I figured the book would tell me that especially as someone who came from Thaumcraft, Ars Magica, Botania, and Witchery.
Am i missing something with the temporal fragments? almost at the end of my first year and i've barely been able to make my first spell. The ability to obtain temporal fragments seem limited, There are rituals but they seem to barely even break even. The first ritual creating 5-10, I don't know if i am being unlucky but the arcanus costs 2, the talisman costs another 1, and then you add the elemental crystal it's adding another 3 adding up to 6. Which means on the low end doing the ritual may end with less then you had to do the ritual, The rusty gear breakdown ritual also only creates 2-4 but the cost to even perform the ritual is 3?
The best source i've come up with is killing the drifters as much as i can but even during a temporal storm i make about 17-25, which are almost instantly consumed
@Dr_Cummies Eldritch Monsters is in a weird position. The feedback I got form it was mostly people not liking it because either 1.) the monster models didn't work with the "theme" of the mod or 2.) the monsters are too hard. After I update ViesCraft Machines, I will be updating this mod. Not sure what to add to it yet, and not sure if the monsters in the current form would fit the magic mod. I would need to do some reskins maybe? It would be cool to have this mod be part of the magic mod. It would be easier to make the familiar system.
Personally, I completely disagree with both statements. I think the monsters are lovecraftian themed and as a clockmaker, I can kill anything with flint spears as long as it isn't 4+ on 1.
@CrusadingPriest Thank you for the kind words! ViesCraft Machines will be the next mod I update. Going to start that tonight actually. I am waiting to see how 1.19 plays out before thinking of more content for this mod. The rumor mill thinks that VS will have some kind of "flying contraption" soon? That or I may look at the mini dimensions to see if it is feasible to make multiblock structure machine. This would require a new mod. Don't want to spend time adding to a mod that could be deemed obsolete, you know?
@Suisei I have toyed with the idea of repairing armor. Only a few people wanted it and since the update where I buffed durability, you are the second to bring it back up. I could make a "magic equipment repair kit", maybe tie it as an exclusive craft recipe to rustmage, but anyone can use it if that sound good? Had an idea of while you wear the armor, you gain "exp" with it which gives you bonuses, and with that system, you need to be able to repair equipment anyways.
As for mageweave, it is like carpet, just a block that can be used for decoration. That and to make a few bags. Seemed silly to not do anything with shifting fibers.
Is there by any chance a way to repair clothing? or will there be a way in the future?
Also what is the use for the manaweave?
Love all of the work thats gone into this Mod. Its one of many that every server needs. Thank you so much. Also I was wondering if you had plans to update the Viescraft Machines mod?
love it! will you be updating eldrich monsters? or perhaps combining mods?
The new 1.5.10 update is out, we got a guidebook!
@Dannabis Yeah bracelets, amulets and what not are going to be tier 4 special equipment. The new update moved mana regen to the hat until I get the bastion system in.
@Zartain Just updated this site and the new guidebook is now in game. Craft it in the grid.
@Kinnik Hope I didn't kill the 'charm' of the mod by adding a guidebook! XD
@bringitonwimps I have literally libraries, multiple shelves worth of grimoires. I would need more info to see what you are doing?
@Frites A <3 for you!
@Dannabis they were nerfed soon there will be a temporary fix moving the regen bonus to the hat until vies gets the bastion underway if you have any more questions please reachout in the vintage story discord as both me and vies look there more frequently
We can't place grimoire books in bookcases, can put em on double shelves but have to put em on the bottom shelf and then theyu visually show them on the top shelf. Is there a current storage bug with em?
Zartain
part of the "charm" of this mod is how obfuscated and compicated things are to learn. lol
I would recommend building all the stuff in "Magical Stations" section of the guide above as each step is required to access spells. It'll likely take you at least a couple of play sessions to learn some spells and how to use them, aside from the "transmutate" spell that you get when you first become a magic user.
Hey, question, is there actually a website? I cant even figure out how to open the spells. I dont see any guides
I'm excited for the new update! But did you intentionally nerf bracets? :( Is there a replacement?
Stahl, Vies
Thanks for the help!
I have been swamped with irl and getting my visual studio code to fly right. I NEED HOT RELOAD WORKING. If anyone knows how to get it working, let me know! <3 Going to take a bit getting into things.
@Mohl best place for info is to look at the changelogs for v1.5.0. Basically place a ritual altar, put a talisman in the bottom colored slot depending on the ritual you want to complete, hold sneak and look at the altar to see what blocks need to go where, put the catalyst item in the top slot (look at changelogs to see what you can do), place stabilizers, cast transmutation on the altar.
@Oweyan I am making an ingame guidebook with pictures, it will be in the next update.
@bringitonwimps weird, what was the mod that the old bags were from? Never had that happen, but I am guessing it is an storage flag ID overlap? Would need more info on that.
@Mendall That's fine, not forcing anyone to use my mod. I don't get anything from making this except a mod to use for myself.
@ThreeHeadedDingo Kind of sounds like you haven't made a mod, because if you had to deal with the one lined, run-on, fun of making a custom localized handbook entry sized more than a few paragraphs, I don't think you would of said anything like this.
@SuaveSlob We have a pretty lively discord presence in the main VS discord in the mods section. Look at the v1.5.0 changelogs for details on rituals. The quick answer is to use a talisman of alteration in the bottom slot on the altar, an engraved manastone in the top, draw out the pattern and use light mana torches (hold sneak and look at the ritual to see where blocks go), place stabilizers ontop of the outer manastone blocks, throw 4 lesser arcanus in the ritual area (like press q to throw the items out), then cast transmutation on the altar.
@Stahl I just tested this and it did work for me. Ate up a drifter. It does only activate at night, the light nexus only generates in the daytime.
SuaveSlob You need light manatorches instead of regular manatorches. So first you need to create a light nexus using a different ritual, which uses normal manatorches, and craft light manatorches inside it. Put those into the 4 slots. Then throw lesser arcana at the altar and cast transmute on it. Put the crystals on the manastones for stabilization if you want to avoid explosions.
Vies My dark nexus doesn't seem to be charging in 1.5.7. (and 1.19.3). It was charging earlier but no more. 🤷♂️ Light nexus works fine.
I noticed this mod page is being updated after the latest release but I was hoping another mage could help me get started. I'm attempting to create some Lesser Runestones for the Oculus multiblock structure but I cannot figure out which ritual item I need to use for these last 4 block placements most close to the alter. The unstable crystals I got from rocks affected by a rift don't seem to work (the tooltip for holding crouch on the ritual altar mentions stabilizers don't count towards this number) and mana torches don't seem to work either. The ritual alter suggests 'Reagents: x4 Lesser Arcana' but these don't work when placed as part of the ritual. Here's a picture of my setup ---
--- any suggestions are welcomed 😁
I just wanted to point out that the whole reason the Handbook system exists in VS is to get away from the nonsense of needing to keep a web browser open and look through a wiki for information that should be taught in-game. So, it's rather asinine to see a Handbook page for this mod that just says "go to this website" when the information could have quite easily been placed directly in the Handbook.
Snowfall94, Vies thanks for the reply lol. I guess I'm just not a magic person. Too much the skeptic. That's why I can't commit to a mod that seems to be more about the journey than the destination. I remember playing one of the bigger magic mods for (the other unnamed block game) and after all the crafting was done being disappointed that all it did in the end was simple stuff like mining speed and the like. But like I said in the first post. If the mod had the twist ending that it did absolutely nothing verifiable at all. Like the supernatural in the real world. I might find that funny enough to add it to my play threw just for comedy’s sake.
so we all signed in to the sever after recently adding this mod and we all lost a backpack with shit in it and seam to have all gotten Grimoire butcher I ? not sure why or what to do but lots of steal tools were lost and other things
is there a tutorial video somewhere for this mod? im not really sure what to do. I made a makeshift staff and now im not sure how to progress. I tried casting transmute on leaves which it says are transmutable and it does nothing but drain my mana.
I assume the method's changed since 1.5.0, given that the ritual on the page here doesn't work, but what's the new method for making light and dark nexuses? I've made the circle, put down the mana torches, and cast transmutation on the nexus, but it doesn't change at all.
Currently trying to dig through the dll to figure out what the check is now, but getting an answer directly would save me a lot of time.
edit: okay the update fixed that.
@Snowfall94 The Vies works in mysterious ways... On a serious note, glad you tried it at least. There are not a lot of attacking spells yet, was pulled away from working on spells to make sure other basic systems worked well, but I have other attacking spells planned. Either way I hope you like it.
@MadGnome Honestly, I am not too concerned with my mod working with other mods for the most part atm, especially an unofficial version that someone random made of another persons mod. I have a lot to do still in the mod before I start connecting dots like that. Glad you were able to patch it in for yourself though. A lot of people have asked about xskills working to make spells faster and what not. Just not sure how to handle those things.
That being said, I will probably add patches in for a few of the creature mods that I like for the elemental damage system in my mod. So far feverstone wilds and fantasy monsters will be the targets. More if people suggest it and it makes sense.
I just checked the mod out, and went to creative and read through the grimoire things to get an idea of the spells available and from what I saw it's mostly support spells, like "Hydrate crops" "Increase this ability (butcher speed, mining speed, so on) for so long" "Protect against cold" and so on
I did see a few damaging spells, but not as many damaging spells as much as support based skills
Only tagging you again, because that response to us was just as vague, so I just checked it myself (so I guess your response worked Vies)
Mendall
@Mendall and @Snowfall94 If the essay descriptions above has you on the fence, you both are always free to try the mod for yourselves. There are plenty of admin tools to create grimoires directly and to unlock magic right away. The game itself is already an open ended game, we make the whys and the end goals ourselves. This mod just tries to give an alternative path with a "magical" theme.
I still remember ARS Magica 2 and Thaumcraft pretty much saying "this is a magic mod" and a short paragraph with how to unlock magic. Even the ingame guides were vague with lore-fluffed wordplay.
@Dannabis the summon light spell has a *WIP tag at the end of the name. Any spell, item, or block with the *WIP tag at the end means it is a work in progress thing that isn't working 100%. I think that spell needs better checks on where to place the actual ball of light without overwritting other blocks players may want. That spell is best used where no grass or anything in the way of solid blocks atm. Converting from an entitypos decimal point to a blockpos whole number can be kind of janky.
@PepsiRed The new 1.5.0 update works with 1.19 so you should be good to go.
@Mushrum my pleasure :D
I'm confused too Mendall
I don't understand what this adds besides a transmutation spell that seems it doesn't do that much and rituals, and a few blocks that do things. Like are there spells available or are they WIP?
Like I just wanna know if there's damaging spells like fireballs, iceballs, etcetera
or even support spells, like a healing aoe to heal your team mates up, buff their strengths, like what the magic do so far
IS READY NOW-NOW, YES-YES
is ready now-now, yes?
PepsiRed it hasnt been updated to 1.19.x yet boss
The mage class is not appearing when I go to make a character, I haven't messed around with the config as i dont have much experience with it in minecraft so im not sure if i just have to enable something.
magic magic magic magic when update
RRRAAA MAGIC
Is the summon light spell broken? Every time I cast it I lose the mana for it and get the message "Failed to cast spell. Insuficant mana" and it doesnt make any light.. It seems to work some of the time.. must I only cast it on certain surfaces?
I'm confused after reading all the info above, I understand the what and the how, but not the why. What is the end goal? What can we do with magic?
What are some sample spells? Can I turn a person to a frog? Or throw a fireball? Can I curse something? Water breathing? How does magic alter the world, myself, or others?
Or is it like the supernatural in the real world and never does anything verifiable. That would be hilarious.
awesome, thanks for taking the time to respond
I am starting the 1.19.X migration today. Not sure when it will be done yet. Hopefully it is quick.
will this be getting ported to 1.19.x?
Excited to play this on 1.19
@yerghaiz20 Yeah I fixed that crash and will be changing up the negative effects for failed rituals in the next update. There will be a chance to drain the caster's stability, drain area health of entities, drain hunger, and/or explode. The new ritual system is pretty cool now. Pretty much right where I wanted it. Need to test it all tonight if I have time. I did remove the lightning strike for now. may make it a negative effect too?
@Corvix The mod isn't updated to 1.19 yet. Now that we just got the 1.19.2 update, I may look at it this weekend. That or actually play a game and have fun. :)
@Corvix The mod hasn't been updated for 1.19 yet. That is likely the cause of your issues there.
currently having issues getting it to run on 1.19.1
this is the current string related to the mod where is see it has an issue:
23.1.2024 14:08:01 [Error] [rustboundmagic] Exception thrown when attempting to retrieve all types of the assembly rustboundmagic, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null. Will ignore asssembly. Loader exceptions:
23.1.2024 14:08:01 [Error] [rustboundmagic] Exception: Unable to load one or more of the requested types.
Method 'OnTransformed' in type 'rustboundmagic.src.common.blockentity.station.BlockEntityStationSanctumRM' from assembly 'rustboundmagic, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' does not have an implementation.
at System.Reflection.RuntimeModule.GetTypes(RuntimeModule module)
at System.Reflection.Assembly.GetTypes()
at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 521
23.1.2024 14:08:01 [Error] [rustboundmagic] Exception: Method 'OnTransformed' in type 'rustboundmagic.src.common.blockentity.station.BlockEntityStationSanctumRM' from assembly 'rustboundmagic, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' does not have an implementation.
No stack trace
23.1.2024 14:08:01 [Error] [rustboundmagic] An exception was thrown when trying to load assembly:
23.1.2024 14:08:01 [Error] [rustboundmagic] Exception: C:\Users\mdean\AppData\Roaming\VintagestoryData\Cache\unpack\rustboundmagic_1.2.1.zip_633d84b4ad60\rustboundmagic.dll declared as code mod, but there are no .dll files that contain at least one ModSystem or has a ModInfo attribute
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 456
@Vies So I figured out the cause of the crash with the Ritual of Rusty Gear Destruction.
I generally don't use the stabilizers (unstable magic is much more fun :P ), and I wasn't adding them to the layout when performing the Ritual.
Having the stabilizers in place makes everything work as intended.
Part 2
The Sanctum: This needs the most love of all. You have some good points here, and I will be tackling this after the next ritual work. I am not sure what these changes will look like. I don't like the idea of more spell slots this way, I want to see how the consumable spell scrolls feel. This block is basically "your personal knowledge library". With durability loss on death, you actually need to pay attention to this. I think it will cost mana to bind to a sanctum in the rework. No idea after that. May actually turn this into a multiblock structure. You have to build your sanctum. Give it meaning and a better presence in the world than a single block.
The Utility blocks: I like these, and I have ideas for a few more. A forge and the mana to mechanical power battery converter are the 2 next ones coming.
The spells are loaded topics.
- Growth, hydrate crops, fertilize, and befriend animals are all becoming rituals in the next update. That is why I want to do this last redesign, make it easy to add more rituals.
- I considered making lifetap an innate spell like transmutation, just given at tier 2, but idk how op that will be. Expecially if you can just self heal. Thinking I will add a hunger cost for it as well so you can't just spam and heal instantly? no idea. I do generally like the idea of having an innate spell for each level. Tier 3 may be resist elements to go along with the elemental themed stuff.
Not to give everything away, you can currently heal yourself with "Healing orb", if you are cleaver and have the right spell setup.
Buff Spells: there are going to be 2 "types" of buffs. You either cast them on yourself like you do now, or use the upcoming circle prism to convert the cast to an AoE, hitting a set number of players within a certain distance from you. You will also be able to imprint buffs on scrolls and sell them if you want.
Aura versions are a no go. Talk about a resource hog. Doing rituals are not a huge resource hog because I do a check only 1 time. This would have to do a check, for every player, a lot of times. I don't think the game could happily handle that, unless someone can come up with something cleaver, I just don't see how.
I had the idea for a dig kind of spell but scrapped it. Seemed tacked on, and either too OP or just not worth the time.
Offensive Spells: There is just the 1 main one that can change into 7 different spells with a focus. I just need to make more.
Overall, I need more time to just code all of these ideas in... lol
@yerghaiz20 This is some epic feedback! I appreciate the time that went into typing this all out!
As a side note, I could not replicate that crash you saw... Works well on my sp and multiplayer worlds.
I am going to hit on some of the main sections fast here:
Part 1
The Rustmage Class: I think I like where they sit with the recent update. The added spell haste was the last push that this class needed. I did consider a dynamic trait system, but it is going to be in the elemental attunement system coming in the tier 3 stuff I make. There are too many mods out there that do things to classes and I don't want to hijack the watched attribute shared for traits, or have someone elses mod mess my stuff up.
The Rustmage Equipment: You feedback is 100% right. I just rebalanced all armor to be actual armor. Honestly I did the original armor really fast and never looked back. The heal received debuff is less and the flat damage / protection are higher across the board. All armor saw a buff with lower tier armor increasing the most.
The bracelets along with other potential clothing will be more buff/ability oriented. Example is the "Requiem of Alteration", increase applied buff duration by %. This whole system is further down the road. Will probably be more of a tier 3 or 4 thing.
The Nexus: I think with the planned nexus batteries that can hold 50k of each essence, this will help a lot. Would allow an oculus access to all essence types.
The Oculus: I pruned out all infusion and purification synthesis recipes. These were needed before the retuning of the drop rates. Now they are not work it and it adds a lot of clutter.
The Spell Forge: This will have an upgraded block pair when I add the spell enhancement system for tier 3. You will be able to deconstruct old grimoires to get resources to enhance other grimoires. still working out what that looks like.
The Ritual Altar: This is the main focus for balance atm. The new changes will pretty much bring it to a point that I am happy with. Having a 9x9 area will simplify things, and the talismans will be used for not only rituals, but possibly could be used for the upcoming single use spell scrolls, the aoe spell circles, and the warpgates. I like the idea of having reagents for some spell stuff. It should be noted that if I add talismans, I will be reducing the mana torch cost a lot as well, if not removing them from most major rituals. This means just a focus on magic runes more with a few "main block sacrifices". I would like to get rid of throwing items in the world, so I may resort to using whole blocks to you "place" things in the world, in your ritual. I think using more inventory slots feels like a cop out. I don't like that you put the center block in to do rituals as it is. Still needs to be worked out for sure.
(Part 3, Spells and Rituals)
Before I actually start this section, I'd like to take a brief moment to explain the methodology I used to reach my conclusions. For any given Spell or Ritual, the following questions were asked:
1) What type of spell-effect is this? It is a utility, a buff, an offensive spell?
2) What does the spell/ritual actually do?
3) Should this effect be a spell, a ritual, or both?
4) Based on its type (Spell/Ritual/Both), how should it function?
4a) If it is a Both-type, how should the Spell function be different from the Ritual function?
With that in mind, let's begin.
Utility Spells
Growth
This has been a staple spell for my character. We are playing with 'real-world' crop times and year lengths, and the Growth spell is largely responsible for us not starving the first year, as well as being able to procure various resources more easily like Flax Fibers.
Growth is an effect that has potential as both a Spell and a Ritual. As a spell, it is incredibly handy for accelerating the growth of a single plot worth of crops, notably useful when one is out exploring and finds wild crops that are just a stage or two away from being harvestable. As a ritual, it would be incredibly useful for accelerating the growth of planted fields.
So, as a spell, Growth I-IV could work as currently implemented, increasing the growth stage/reducing the number of days til harvestable (in the case of berry bushes and saplings) by X, where X is the Tier of the Spell. (Side Note: Growth II+ are not working correctly on crops. It will only accelerate them one grow phase, and will not finish a crop when it only has one grow phase left to maturity).
As a ritual, Growth I-IV could increase the growth stage of all the crops inside the ritual area by 1, with the size of the ritual area being determined by the Altar, Ritual Materials, etc...
Hydrate Crops/Fertilize
In my opinion, there is no real reason to have a single-target Spell version of these. They would work best as rituals, following the same general guidelines as above for Growth, in that better versions cover more area with a flat rate of improvement.
Befriend Animal
Works as a Spell or a Ritual. Spell version does, and should, 1+ generations per cast, Ritual ought to do 1 generation to each animal in the Ritual Area.
Spell currently does not work on chickens.
Summon Light
As a Spell, it works out well enough to have it as a temporary light that eventually disperses. As a ritual, I'm thinking the light should be permanent, and perhaps higher tiers of the Ritual could increase the Light Level the resulting light provides.
Summon Corpse
This is a fun one that I would definitely use more often if I had more Spell Slots. Doesn't really work as a ritual, unless you wanted to make it so the Ritual version summoned X amount of random corpses in Y range to the player/Ritual location. Could be interesting.
Corpse Swap
A situationally useful Spell that would likely have a spot in my Spell Loadout if I had more slots to work with. Can make exploration easier/more interesting if one carries a number of small corpses on them, like rabbits.
Doesn't really work as a ritual.
Lifetap
Not sure when this was implemented, but this is now my highest-priority Spell to create a Grimoire for. Has the potential to save me a lot of Meditation time.
Could work as a ritual, using other entities, such as animals, to siphon the life force from instead of the Character's HP.
Surface Ascent
Works as is, is incredibly handy, is a staple of my Exploration loadout. Suppose a ritual could move multiple players/entities to the surface, though that would mean setting up a whole ritual area in a location one is not likely to frequent.
Revive
Haven't actually tested this, as I'm not at Tier 4 yet, but seems like it could be useful, especially during Temporal Storms and what not, where people have a much higher likelihood of perishing.
Duplicate
As with Revive, I'm not actually to this point yet, but I'm really interested in seeing how this plays out with various entities in the world.
Suggestions For Other Utility Spells
A spell to heal oneself (or others, for that matter) would be great, though you'd have to balance the Mana Cost and Health Gain of the Healing Spell against the Mana Recovery and Health Cost of Lifetap to avoid potential cyclical exploits.
Buff Spells
I'm going to condense this section by generalizing about Buff Spells. I'm thinking there ought to be three versions of each buff spell, and a potential Ritual version: A self-targeting version, a version that targets other players, and an Aura version, that is cast on the self, and affects other players in a radius around the Rustmage. The Ritual version would have the same effect as the Targets Other version of the Spell, but effects all players/entities in the Ritual Area. This idea covers the following Spells: Agility, Plunder, Silent Steps, Equilibrium, Resist Elements, Excavation*, Nourishing Aura, Rapidshot, Strengthen, Swiftness, Velocity, Tinkerer, Butcher, Feather Fall, Rust Riposte, Prosperity, and Fly*.
Excavation: This has potential to be a much cooler Utility Spell than it is a Buff Spell. As a utility spell, it could be cast at a surface, and, depending on the Tier of the Spell, actually digs out blocks as though they were tunneled with a shovel/pick. Increased Spell Tiers could have a multitude of attributes, such as the Area that is excavated and the Tool Tier that the spell counts as for the sake of digging out Ores. Doesn't mean there couldn't be a buff spell that increases Mining and/or Digging speed as well. Also, as a ritual, this could potentially clear out even larger areas.
Fly: An Aura version of this has the potential for hilarity, because if someone drops out of the Aura range mid-flight, they are gonna plummet. Stay in formation, everyone XD
Offensive Spells
There's really only the one: Rust Orb, and its practicality is somewhat limited by its minimal damage at lower levels, and the fact that the elemental system is still largely a WIP. Definitely have some ideas here about how to implement visual and attribute changes based on the focus held, but I will hold off on that until the Element system is more developed.
Conclusion to Part 3
I think I may call it here. The Rituals are still WIP in many ways, and I think I will hold off on those as well until the system is more cemented.
As I said when I started, I am more than happy to discuss or expound upon anything I have mentioned. Hope this provides you with some of the feedback you are looking for, and gives you some ideas on potential future updates.
(Part 2, Stations and Utilities)
The Nexus
All in all, this is a solid system, and I like the way it interacts with everything. Having each type of Nexus create essence in its unique way is a very nice touch. For quality of life (and this is mostly for Oculus Synthesis, but really applies to all stations that require Nexus Essence), it would be nice if we could either chain Nexi together, allowing one to feed essence into the next, or if we could link multiple Nexi to the Oculus Anchor at a single time. I tend to do things in bulk, and constantly having to cycle between which Nexus is linked is a bit of a hassle.
The Oculus
Again, this is a solid system that, apart from the above, really doesn't need anything. It functions and serves as a great foundation for the mod-specific item creation with a system that doesn't just use base-game crafting systems like the grid, smithing, and clay forming. I will say that the Elemental Fragment Infusion and Purification Synthesis seems like it would be more suited to Rituals, and it would cut down a significant amount of 'clutter' in the Synthesis Selection dropdown to remove them.
The Spell Forge
In principle, I really like the way that the Spell Forge and Grimoire crafting work, with the randomization of Spell attributes In practice, however, it plays out like a gacha system, requiring the player to dump a not insignificant amount of resources and, generally speaking, no less than 15 minutes of real-time (for a Character Magic Tier appropriate spell) to hopefully get a decent/better version of a spell. Perhaps rather than pure randomization, you could implement a means of improving the results, such as adding materials to the Spell Forge, or reduce the upper threshold of a Spell's attributes based on the Tier of the Spell and the Magic Tier of the Character. So, for example, Tier 1 Spell has a base Mana Cost of 20, and a base Casting Time of 10s, and the range for those values is -50/+100%, we would end up with a Mana Cost range of 10-40, and a Casting Time range of 5s-20s. If a Magic Tier 2 character were to craft this Tier 1 Spell, you could reduce the range to something like -50/+75%, leaving the range for Mana Cost at 10-35, and the Casting Time of 5s-17.5s. While this still leaves the possibility of getting a not-so-great version of the spell, it improves the odds that the copy of the spell created will have better stats.
The Ritual Altar
At the current iteration (1.2.1), the station itself is, again, pretty solid. The new GUI-based system looks and feels good, and leaves little open to ambiguity. You mentioned using something like Talismans as a consumable item for the Rituals, and, while I definitely like the idea in principle, especially for helping ease people into the ritual system by allowing for the helper blocks, I dislike the thought of having yet another thing to craft for every single ritual performed. Consider, for example, to make any given station enhanced by Runestone Blocks, you have to create no less than 4 of them. For the Superior Runestone Block, as an example, that means manually placing down 20 runes and 12 torches for every single iteration of the Ritual, for a total of 80 runes drawn and 48 torches placed to improve the functionality of a single station. Already quite tedious, and an issue that would only be exacerbated by adding even more steps to the process.
What I would propose, then, is make the Talismans A) Optional, and/or B) More than just requisites for the helper blocks to appear. While A is pretty self-explanatory, allow me to expand on B a bit:
You already have extra inventory slots coded into the Ritual Altars. Perhaps two of those slots could be dedicated to Manatorches and Chalk, and, when a Talisman for a specific Ritual is slotted and activated, the Altar will distribute the Manatorches and place runes in the appropriate locations automatically. This not only has the benefit of cutting down on repetitive clicking/activities by the player, but also provides a surefire way of ensuring that the torches and runes are placed in the correct locations, all but eliminating the possibility of user errors. To offset this, the Ritual Talismans themselves could be an Oculus Synthesis item (or perhaps crafted in a dedicated Station, if you aren't wanting to further clutter the Oculus Synthesis List), giving players the choice between manually setting up the rituals, or using extra resources to create the Talisman in the Oculus to simplify the Ritual Process.
On a slightly different note about the Ritual Altars, another potential use for those inventory slots that you have coded, but as of yet are unused, would be a place to put the Ritual materials that are currently "Thrown in" (Arcani, Temporal Fragments, etc.), a mechanic which seems to be causing some confusion. This method would also be slightly more efficient code-wise, as it would only have to check the contents of those inventory slots, as opposed to having to check for the materials in each of the adjacent blockspaces.
The Sanctum
Functional, but the spell slot limit is a huge limiting factor on how useful being a Rustmage is as a whole. I've gotten in the habit of just bringing my Sanctum with me everywhere, along with my most used Spells, just so that I can change out what I am casting without having to return home everytime I want to change something up. This in and of itself becomes a whole process, as I then have to place the Sanctum, slot my Spellbooks, do whatever it is I am doing in the area, then recollect everything before I move on.
Ultimately, this limitation is one that is paired with the functionality of the staves only having spell slots equal to the Sanctum. Personally, I wouldn't mind seeing a Sanctum (Same as Ritual Altars, e.g. Lesser, Greater, Superior, Celestial) for each Tier of Spell/Magic, allowing the player to have up to 4 spells readied for each Tier at any given time. This would require some GUI work with the staves of course, to accommodate for the expanded slots, but would ultimately allow players to make more flexible builds, while still being limited in the number of spells they could have in a loadout.
The Meditation Alcove
Not actually implemented yet, but wanted to take another opportunity to express my interest.
The Utilities (Manastream Generator and Barrier Ward)
I've not really done too much with these, apart from testing their base functionality. The Manastream Generator is a great replacement to our current "Water Tube" lifts, and the Wards seem like they might make for a decent replacement for fences around our crop fields, though I've not actually tested to ensure the Ward keeps out critters.
There has been some mention throughout the comments here of a possible "Mana to Mechanical Energy" block of sorts, and I would definitely be interested in that. Our playgroup also runs QPTech on the server, and having a way to bridge Magic and Technology like that would be super-neat :D
Conclusion to Part 2
In general, the Stations and Utilities are a great foundation for the RM systems, and really only need a little polish and some slight QoL changes.
The next (and probably/hopefully) last part will cover Spells and Rituals.
(Disclaimer, this is a bit of a long post. There will be spoilers for those who have not looked at the spell list to maintain the element of discovery.)
@Vies So, I have a little bit of free time on my hands, and I just reached Tier 3 on my Rust Mage character, so I thought I'd take an opportunity to provide an overall feedback/analysis of my RM experience thus far, and some thoughts and ideas I have on the various aspects thereof. I will do my best to keep my points brief, but I am more than happy to expound on anything contained herein. So, without further ado, let's get started :D
The Mana System
One of the things I noticed, and particularly appreciate, right off the go about RM, is that it utilizes the premise of Learn-By-Doing to increase maximum mana. While in some ways, this lends itself to repetitious grinding cycles, it also means that virtually everything that a player does related to magic in some way contributes towards the player's advancement. For example, one could certainly level up their mana by casting Transmute without a target over and over again, but one can also go do something actually productive, like grow a field of crops with Growth.
With the recent changes made to the XPTNL and the XP given based on mana spent rather than just the Tier of the spell, this has cut out a lot of the real early grind, while keeping higher levels still an investment of time and effort to achieve.
The thresholds for each Tier feel pretty good. Just enough of a grind that one definitely feels a bit accomplished in achieving them, without being so much of a grind that it feels tedious to achieve.
The Rustmage Class
While I don't have much constructive to add here, I would like to say that the balance of boni and penalties for the class seem pretty decent. I don't know if this is something that is possible, but an interesting premise here might be that, as a player increases their character's Magic Tier, it increases some of those class boni as well. For example, at Tier 1, perhaps the bonus to Rusty Gear drop rate could be 10%, Tier 2 could be 25%, Tier 3 could be 50%, and Tier 4 could be 100%. If a dynamic trait system like this is possible, that opens a lot of possibilities for inherent boni for the character outside of the equipment upgrades, further strengthening the Rust Mage class over other classes in terms of the Rustbound Magic exclusively.
The Rustmage Equipment
The basic equipment (Hat, Robes, Trousers) feels pretty good in terms of their Magic-related stats. In terms of their armor-related stats, and especially the penalties, they seem a bit harsh. They have all of the Healing Effectiveness, Hunger Rate, and Walk Speed Penalties of Gamboised or Leather Armor, with only the Archmage equipment coming anywhere close to offering equivalent protection. Since Rustmages tend to be kind of squishy anyway compared to more combat-centric classes, the Healing Effectiveness penalty hits especially hard, as the Hunger Rate and Walkspeed penalties are offset/negated by the Rustmage Class traits. A reduction in the Healing Effectiveness penalty on all Mage Armor, or an increase in the overall armor stats for each set before Archmage, would balance this out pretty easily.
The Bracelets. I know you have mentioned that you currently don't like how they function, and I certainly understand your perspective there. I had previously brought up the idea of using them as a passive mana generator based on temporal damage, but didn't get an opportunity to respond to the issue you had brought up, being that Mana is an int and Stability is a float/decimal. On the math side of that, the solution is relatively simple, and that is to use Math.Floor of the Stability Damage to calculate the Mana gained. If you are feeling generous, you can have a base number of mana that will regenerate on each bracelet, and use the Math.Floor result of the sum of the base number and the Stability damage. I'd be more than happy to throw together a chart or spreadsheet with some mock numbers for further clarification if you are interested. This actually complements the proposed Meditation Alcove system quite well, in that it will only regenerate Mana when the player is taking Stability Damage, so, if a player is meditating in the Alcove, the Mana regeneration would be 100% based off the Regeneration Rate provided by the Alcove.
The Staves. Not much constructive to add here, especially now that the durability has been increased.
The Foci. I have not really fiddled with the elemental system as it seems like it is still very much a WIP system, but the thought occurs to me that the Foci could be used for the general School system you have in the works. For example, an Alteration Focus that further reduces Mana Cost and Casting Time of only Alteration spells.
The last note I have on the equipment is that there is definitely potential for more. For example, you could add amulets that provide any number of effects, from general and elemental defense, to a "Mana Shield" system, in which part of the damage a character takes is subtracted from Mana first, making the character take less HP damage so long as they have Mana, and beyond, possibilities are somewhat limitless there. On that same note, and especially for the 'late-game' of being a Rustmage, perhaps special 'artifact' type things could be created: Boots of Haste, for example, that increase walking speed, or Gloves of Strength, that grant boni to various physical tasks, like Digging Speed, Mining Speed, etc. Optimally, this would be a thing the Rustmage could do with any appropriate piece of equipment, but, for simplicity's sake, would probably be easier to just have unique items that are created/crafted.
Conclusion of Part 1
I'm gonna cut this here, and start a second post to continue this. The next part will be on Stations and Utilities, and then there will likely be a third part on Spells and Rituals, both in general, and feedback on specific spells/rituals.
@Vies Got a game-crashing bug report for you. Performing the Ritual of Rusty Gear Destruction causes a Crash To Desktop, with the following in the crash log:
System.NullReferenceException: Object reference not set to an instance of an object.
at rustboundmagic.src.common.blockentity.station.BlockEntityStationRitualAltarRM.OnSlotModified(Int32 slot) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\blockentity\station\BlockEntityStationRitualAltarRM.cs:line 1214
at Vintagestory.API.Common.InventoryBase.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 473
at Vintagestory.API.Common.ItemSlot.MarkDirty() in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 456
at Vintagestory.API.Common.InventoryBase.DropAll(Vec3d pos, Int32 maxStackSize) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 767
at rustboundmagic.src.common.blockentity.station.BlockEntityStationRitualAltarRM.OnBlockRemoved() in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\blockentity\station\BlockEntityStationRitualAltarRM.cs:line 1375
at Vintagestory.Client.NoObf.ClientChunk.AddOrUpdateBlockEntityFromPacket(Packet_BlockEntity p, ClientMain game) in VintagestoryLib\Client\Model\ClientChunk.cs:line 429
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleBlockEntities(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 414
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 757
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 668
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 77
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 313
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
After loading back into the game, the Ritual Altar and surrounding blocks are destroyed (even though the server has block destruction from rituals turned off), the Magic Chalk Runes are gone, and the Lesser Arcanus and the Rusty Gears that were in the Ritual Altar are on the ground.
The lightning is definitely impactful, but yeah. The death or need to heal after a couple rituals gets old fast. ;)
I do like the idea of the rift-spawned crystals giving you disposable stabilizers, myself. The whole rifts changing items is a really slick idea in general, I've really been enjoying the riftbloom farming and crystals.
As to the ritual options, talisman seems like it might be a neat way to do it. Another option potentially - I dunno if you ever messed with Thaumcraft in your Minecraft days, but I really enjoyed their infusion altar. Put a number of pedestals around the altar (I think 10 at most, depending on the recipe), and it grabs items off of the pedastals as the ritual progresses. If an item is missing and/or the ritual is unstable, bad things happen. In VS I could see spawning rifters, or just opening rifts as a consequence of instability.
No idea how much of that is possible in VS, but it was a fun system.
@Trug No runestone is needed as of now. I liked the idea of lightning striking, but the damage is getting annoying for me too. I wanted a flashy "completion event" but that is not what I had in mind. And it is really loud. I may just add particles and a sound event that doesn't shatter my ears.
I am close to deciding on the "final form" for rituals! I am keeping the model and how you socket arcanus. I really like that part. and of course stabilizers/magic chalk. I am going to make the following changes if it all makes sense, and of course, I am totally open for suggestions here:
Instead of this 5x5, 7x7, 9x9,11x11 size I have going on for each tier, I am just going to stick with either 7x7 or 9x9 to make it easier. With this, there will be less patterns to try to remember over all. Also I won't have to bang my head against the desk trying to use the very limited 5x5 area for patterns. It removes the mistakes that "adding" to the pattern could bring in, like trigger a lower tier ritual by accident. I can also make the patterns look unique. So far I plan to have 5 major ritual types.
I am thinking about adding a consumable, easy to make item called a talisman. If I do this, there will be a talisman for each type of major ritual. Adding a talisman socket and doing the static 7x7 or 9x9 space stated above would allow me to make use of the multiblock highlight feature to show where magic runes, mana torches, and stabilizers go, along with any other special item needed. I would basically add another slot in the ritual altar gui up top to put in a talisman. If this was in, if I wanted to do a ritual of creation for example, I can put the Talisman of creation in the right slot and the arcanus type for the potency of the ritual. Then I can sneak + look at the ritual altar to see where all of the blocks go.
As always, I have the issue of "chicken before the egg". The 2 main creation rituals make runestone and elemental crystals, staples for the mod. The crystals more so. How do you get stabilizers without a stabilizer, right? I tried to create synthesis to produce and modify items, rituals to produce and modify blocks. To get past this, I may make weak elemental crystals that drop from the unstable crystal that rifts produce, like riftblooms. They would have a 50% chance to be consumed, kind of forcing you to make real ones. I can also use these crystals with other items to make the talismans. Thoughts?
Can confirm it now works as intended, thanks Vies!
Sidenote, on the rituals like lesser runestone that say stabilizers aren't required, are we supposed to be getting struck by lightning when we cast transmutation on the altar without any stabilizers?
@Trug I fixed this in the 1.2.1 update. Funny thing is when you are in creative, it all worked. Thanks for letting me know!
@yerghaiz20 That isn't the original code for the inventory slots, I use a nested if statement so the bottom "return ItemSlot" is the failback with no slots specified. You don't have to statically define all itemslots. Honestly I could get away with setting a range, then just have the one reference to ItemSlotRitualAltarGemSocket(self) and tht would work too. I removed ItemSlotRitualAltarInput because it isn't needed. Originally I was going to restrict the slot to only take in things that can trigger a ritual. After I made it, I realized that is too much work... So now you can put anything in that slot, just no ritual will trigger! lol
The issue wasn't with inventory slots at all, it was the gui. Turns out, there is a weird thing with order of inventory slots in the gui. I just sorted them from least restrictive to most restrictive, and for good measure I used ItemSlotInput as the default ItemSlot. Bam, fixed. Took maybe 15 minutes of playing around.
@Vies It is absolutely my pleasure to help out where I can.
On that note, I am having the same issue as @Trug, in that the Ritual Altar Input slot doesn't seem to accept any items. I played around with it for the better part of an hour, trying various configurations and whatnot, before diving into your code to see if I could figure anything out. Now, I'm no expert in C# (quite the opposite, I'm actually taking C# I as a college class this quarter :P ), but I think the issue lies here:
public BlockEntityStationRitualAltarRM()
{
base.MaxSlots = 12;
this.inventory = new InventoryGeneric(base.MaxSlots, null, null, delegate(int id, InventoryGeneric self)
{
if (id == this.SlotGem1)
{
return new ItemSlotRitualAltarGemSocket(self);
}
if (id == this.SlotGem2)
{
return new ItemSlotRitualAltarGemSocket(self);
}
if (id == this.SlotGem3)
{
return new ItemSlotRitualAltarGemSocket(self);
}
if (id == this.SlotGem4)
{
return new ItemSlotRitualAltarGemSocket(self);
}
if (id == this.SlotOutput)
{
return new ItemSlotRitualAltarOutput(self);
}
return new ItemSlot(self);
});
this.inventory.SlotModified += this.OnSlotModified;
this.inventory.OnInventoryClosed += new OnInventoryClosedDelegate(this.OnInventoryClosed);
this.inventory.OnInventoryOpened += new OnInventoryOpenedDelegate(this.OnInvOpened);
}
All of the Rituals that I saw are looking for the item stack in SlotRitual1, which doesn't appear to be defined here. I looked further into it, and didn't see it set/defined anywhere else, either, leaving me to suspect that this may be the root cause of why we are currently unable to perform rituals of any kind.
In my incredibly novice opinion, it seems this is solvable by adding the following to the above block:
if (id == this.SlotRitual1)
{
return new ItemSlotRitualAltarInput(self);
}
Of course, you will still need to define ItemSlotRitualAltarInput as well, but that should mostly be copy/paste work of the item filter code, with a little bit of manual work typing in the acceptable objects.
EDIT: After discussing this with my mate a bit, we have come to the conclusion that it would make more sense to not create an item filter for the input slot. Since the code for Rituals checks for which item is in place, there is no need to add an item filter specifically. On top of that, not having an item filter in place would make it easier for yourself, or another person, to add rituals using different core materials, as the item references for those rituals would only have to be set in the RunRituals methods. For example, with the Ritual of Rusty Gear Destruction, RunRitualsTier1 checks for:
if (ritualslot.Code.Path.Contains("gear-rusty"))
then the instantiation code for any given ritual is as easy as replacing "gear-rusty" with whatever object you want the core item to be.
Vies,
Understood on the positions, the problem is that the ritual altar GUI does not accept the carved manastone block in the central or the bottom (blue bordered) square. I also tried physically placing the block on top of the ritual altar like it was in the last version, with the torches and runes, and no dice.
Is the block supposed to be inserted into the altar via the GUI, or is it supposed to be physically placed above it in the world?
@Trug Look at the updated pictures for the rituals, I swapped the magic rune and mana torch positions.
For rituals in general, I am at a fork in the road...
1.) I can create the same pattern just add on to it for every tier, so for example, all of the Ritual of Creation rituals would have the same positioning, just a different item/block to put in the altar.
2.) I can create unique bigger patterns but then reduce the amount of rituals. Make is so your mage tier dictates how potent rituals are.
I am not sure which way to go... :(
@bringitonwimps I will look at 1.19 when it has a couple of full releases under its belt. We are on rc.8 and the first edit I see in the news for it is:
"Also release rc.8 to fix a mod incompatibility issue as well as - we believe - improve macOS support. Stable approaching.... slowly.... #3"...
Between everyone here, I am kind of over the whole "waste time troubleshooting issues that are in the game and not the mod" thing. I would rather be adding to the mod with my limited time these days. I did it with Minecraft mods because curseforge at least gave a couple of bucks for the traffic generated/downloads so that was my incentive. Also I have 5 mods to eventually update... Please send help! lol
Any idea on when there will be a 1.19 version. I have a couple players on my server who really want this and are chimping at the bit for it to update. I know its not full stable release yet but curious the situation there.
Thanks
Vies,
It may be user error, but the new ritual altar doesn't seem to accept engraved manastone for the lesser elemental crystal ritual anymore. I placed the new ritual stone down, added 4x lesser arcanum and got the message that it can now perform lesser rituals. But neither the central square in the ritual altar GUI nor the blue square (which I assume is for outputs) will let me add engraved manastone to them.
Am I doing this wrong?
@Mystry There are a few ways of getting temporal fragments:
1. You can do the Ritual of Destruction: Gear Shattering to convert rusty gears into temporal fragments (later you can combine temporal fragments back into rusty gears and even rusty gears into temporal gears with synthesis). Every 1 rust gear can give 5-10 temporal fragments. Rust mages get the trait "Gear calling" which innately increase rusty gear droprates by 50% too.
2. Any creatures that use the elemental modifier system (even from other mods) will have a chance to drop temporal and elemental fragments. Drifters do have an advantage there, dropping temporal gears twice as much as other creatures. A hint to get a better chance at temporal fragments dropping is to not kill a creature with damage from an elemental attribute. The current math will favor the drop rate of the element used over fragments.
How are you crafting lesser arcanus? It doesn't cost 12 temporal fragments for 1 lesser arcanus. The recipe is 2 rusty dust, 4 temporal fragments per lesser arcanus.
In my multiplayer server I am flush with temporal fragments. I also play with hunters so they are better at taking things out than I am.
@yerghaiz20 you are 100% right my friend. I want to give people choices on how to progress with increasing their magic power. If people want to brute force it and drifter farm, I made that option available. Not my perferred way, but the passive loot helps while I do other things.
Also thank you for responding to people and helping them. I greatly appreciate it!
@Marus I was able to make everything clayforming. You can only use blue clay. Maybe a screenshot or something will help?
@Darkstrumn To answer your question about why not make a video clip... it is the same reason why I abandoned the ingame guidebook... Time my friend. My work/personal life for the next few months is very limited. I just don't have time to make everything 100%. That is why I am heavily relying on feedback. I need more eyes and opinions to get this mod where it should be.
Also those livestream sessions happened when I added clayforming recipes, so a long time ago. I try not to test things I know are working that I have done a lot while playing the mod. :D
For the first post you has there, I need a soda and time to fully read it and disect that! lol I will get to it... haha
@Marus Make sure you are running the most recent version of the mod. The Ritual Altar is a relatively new thing in the mod, so that might be your issue. Else, make sure you have unlocked the magic system in the first place, and it should be listed in the Clayforming selection menu along with the rest of the mod's Clayformed items
@Darkstrumm 4 Step Image Guide to creating a Lesser Runestone Block
There's a set of images with descriptions that describe the process of creating a Lesser Runestone Block.
To answer your specific question, "Throwing in" required materials just means dropping them (or throwing them from your hotbar with Default: "Q") to be wihin one block of the block sitting on top of the Ritual Altar.
Typically, when I'm doing Rituals, I will go into Settings -> Mouse, and at the bottom of those options, there is a drop-down for Item Collect Mode. If you set it to "Only Pick Up Items When Crouching", you remove the possibility of accidentally picking up required materials from the ritual area.
Do let me know if you need any further clarification. I'm more than happy to help :D
Thanks @yerghaiz20, that answers why one would deliberately destroy\\shatter the Nexus, and how to use the Rustbloom drop.
@Vies, given how the manual is online now, why not make a video clip of the processes that are not as self explanitory as it seems, ie. all the crafting and building of stations. Still images are good starting points, but in some cases it still isn't clear because it doesn't show what the process looks like, and you have changed it from version to version as the mod improves. Also, you don't seem to be keeping the "old" versions the docs on hand with their respective versions, so the docs only resolve to the current version release, where processes may have changed such as the difference between v0.5.5 and v1.1.1, which was my update path where the process and objects changed in the updates in between that I'd not been evolving with.
I tried to review the Dev session podcasts you done for the making of, but haven't found any instances of the processes for actually making the stations and such like a run through in the play testing, the blocks were already in place and you were improving them in most cases. So, if you made a video of the "Getting Started" chapter of the manual and the various rituals: mainly the first one and any that deviate from it in complexity. Then those who currently struggle will have greater success in their jouney plus it's a bit Harry Potter-ish with their animated documentation through magic, right! XD
This is a fun mod, it presently is the focus of what I'm playing for: to be "The Rust Mage". So it's a goal other than simple survival, and that makes the game that much more enjoyable giving the grind more purpose. ^_^
But I ain't one to gossip... .
I've seen multiple references to Ritual Altars, including the instruction on making one by "[creating] from clayforming and the crafting grid". Unfortunately, I haven't been able to find an exact recipe, and it isn't visible in the clayform menus for blue or red clay. How do you make one?
To those saying that this mod encourages/forces drifter farming: Not really. One of the basic rituals, that everyone has access to pretty much right off the go, is the Ritual that converts rusty gears into temporal fragments. That's why the Rust Mage class has a bonus to the rusty gear drop rate. As rusty gears can be obtained via trade, combat, and exploration, you can mix and match those to supply yourself as you see fit.
The other major resources that you will need, Rusty Dust and and Shifting Fibers, you can grind by collecting flowers, performing the Nexus Shattering Ritual, and placing the flowers around the resulting rift.
If you are playing with the "Fantasy Creatures" mod, the Orcs tend to have a relatively high Rusty Gear Drop rate as well.
Anyway, hope that helps y'all a bit.
To be fair, while the Drifter hunter aspect is an unMage like requirement because of the lack of alternatives to getting in, which at least v5.0.0 it was easier to do. You can setup farming traps in the stone age, that are better in the copper and higher, even more so if one has mods such as Primative Survival that add traps like wood and metal spikes for pit traps.
Not having those getting hold of hot water would be the next best thing, ultimately probably the first best thing, as it is part of vanilla, but other than the hotsprings, I've not had luck boiling water to make a hotwater source block. Anyway, other than the fast decay rate when it comes to being swarmmed, the pit traps can allow farming quite well, you just have to harvest them before they decay, so small numbers allow that well enough, and water based pits that can be used to funnel the dead into harvest chambers are even more productive.
But I ain't one to gossip... .
This mod is probably my most anticipated out of all of them, since I'm a sucker for magic things, but one important note... it seems like the mod HEAVILY revolves around farming drifters, since you need the temporal whats-its that they drop to do... really anything. And a single lesser arcanus costs 12 of them, and they don't always drop. Not sure I really like that; it encourages a distinctly non-mage playstyle of standing in rifts to lower sanity and then slaughtering drifters while tanked out in metal armor and with a falx and shield.
I'd like it a lot better if there were a way to get those temporal whats-its that didn't require that I basically be a drifter-hunting warrior. Plus, the fact that it's required to progress means that you can't really get started with the mod until you've got some combat capability, so probably around mid-bronze age.
Story time boys and girls! It was tragic that just after starting the mod I update it and loose several things that are now abit scarce to find the rustblooms. I understand the need to gate awakening magic for those not interested in having it...I reckon. But the obvious question for those that engage in Magic, is where the idea of balance comes from? I get the notion of OP, but look at any magic creature that isn't the player, they're OP by "nature's" hand as the bosses we contend with, the dragons we fight, etc. Even on the scale of the mundane, a Drifter can pimpslap you into a into a coma in in just a few strikes, and you must have a metal age weapons to come close to it, as well as armour to mitigate such damage. They're like homing missiles, and if out of melee range can lob deadly stones without concern of ammo. They can spawn right in front of you irrespective of a storm, and to some degree light levels. the wolves are devistating and the bears are one hit wonders that are 3 blocks capable and that's unmodded!
So we have a mod that grant the Rust Mage, but to balance out the "power" the penalties to some extent almost are exaggerated for the sake of a balance that is by all rights unneccessary by the nature of the game - it's a bit hardcore. You start with enough health to take a hit or two from a wolf, but a bear hits hard enough that you would need to be at full satiation, armoured in metal and at full health to hope to survive the first strike and you likely aren't fast enough to escape if you were within face-ripping range to begin with.
Now if like me you've put all the mods needed to up the ante with fantasy creatures with dragons, better driffers, Alchemy and Rust magic, then the question gets back around, to what is this zero-sum quest for balance in mods and or games that propose the fun of the fantastic and try to balance everything to eliminate it into a second-life job. the grind to do said fantastic?
Have one or a few things that are OP in they're utility, it's use won't break the game unless it's a Smurf ability that does everything OP. But taking animal loot forexample at a higher rate to compensate for new abilities added as the mod progresses, when one must meditate, starting with sitting for 10sec, before the recharge starts, to at higher levels have to rince and repeat because the temporal damage mitigatation doesn't scale with the Mages mana capacity, and even working it in that the Mage must capitalize on taking said damage in order to regen thier power. All tools wear from use of the magic, which I'm on the fence about becuse if you hit something with the tool I get it, and the focus has enough resources to make it a ware item, but not giving the Mage the ability to cast the one "innate" ability without the staff, and requiring at least the copper age to begin doing anything a worth in the grand scheme of things as you can't attack with it until you get your first offensive spell. The elemental fragments can't be weaponized by transmuting them to either enchange existing weapons and armour, and you can't charge them and use them as explosives unless you do a ritual and fail to stablize it, and again it comesback to a penalty.
The nature of a Rust Mage is not glamourous, very dangerous by it nature and the powers of the Rust realm\\world. So the only reason to dabble in it is for the power, the clearly UNSTABLE power! There's no balance within the term unstable which is part and parcel of the rifts, unstable blooms, etc. Hell, the teleport magic leave a rift behind and all that that implies! A rude day\\night for those you've bombed on a multi-player setup, or your own base if you made the mistake. So the whole kit and kabutle is both OP and dangerous, so why worry about balancing everything. There doesn't have to be a rock-paper-sissors thing going on you can have imbalance that is balanced by just having a competing OP thing somewhere else to encourage change up or something. But having a mainstay option isn't a bad thing, a new thing can be introduced if change up is needed, just like my staff becoming a white sheet of unusablity and the well increased costs of station production by changing things up withough a means of recovery (and if it was in the handbook, it was unusable, but seemingly has been phased out, so no worries. - But having the book in game is much better than popping out of game to review the DB -_^ harder to maintain I know, but that's that way of it really, and live docs can and will be different that the version being played if not updated to match and that's not always a doable and sometime not a desirable thing. But no worries the resourceful will find the secrets one way or another.
Now, to make the Rust Mage proper op and make the Rust Touched penalty worth it weight in Rust Dust, give the tinkerer trait to the Mage, or be able to transmute something in a way that the mage can assume\\transmute themselves into the other trait. The balance there could be while with the new trait, they loose or better have diminished Rust Mage positive traits until they change back\\release the transumation or rune out of steam if it has to be channeled (I'm not in favor of that, transutation shouldn't be channeled). Their close make them slower and hungrier and the traits they have only mitigate some of that, and that basically removes their benefits leaving the need to use spells to offset their penalties which again begs the question what is this balance one is going for, and where is it when your benefits are consumed by your "OP" power standing still. I know! At tier 4 one can Fly, that has to be balance right, we can't harvest the dust in automated fashion its a constant hunt and presently I've only found blooms a one rift (at last) but it was a quest in and of itself. Half starved I make it back to base of operations and a Temporal Storm hits, and I can't cast anything but "Transmutation" And the XSkill build up require really high xp to get the skill to try an figure out which pattern will yeild the best results for what one is going for.
Now I don't mind beiong a Sith Lord and all, but the world gen could be taken into account. I don't have a special seed, but in all my travels have only struck one copper ore vein. In the quest for dust I found two others - panning is long work but get that metal and i've still not found any fire clay, and all that that implies. So, possibly expanding the transmutation table so the spell and staff is more Philosopher Stone like making the staff usible in crafting to either work as a replacement item consuming durability when used like that, or similar to the device by said name in the Minecraft mod Equivilant Exchange where the staff on the crafting grid transforms items into other items via crafting but again consumes some durability and I'm talking percentage points of a point per use because of the crafting recipe covering cost, the staff is the catalyst for change.
But those are just ideas to wicked out the class and do away with balance as a primary concern when adding that something must either be taken away or penalized. However if playing the game of being a Cenobite in training is the point, then nevermind me, I was never here, let you suffering continue. -_^ I see the balance issue rear its ugly head everytime magic systems are introduced and it's like the point of Magic is lost in that moment because Magic is unfair in it's OP nature, even when it's only technology that so advance by ones reckoning, that it seems like magic.
Hope some of these ideas find favor, I'm digging the mod so far, but did have to sort of start over and that was a bother, but it happens. Keep up the good work and videos!
But I ain't one to gossip... .
@Blaineth That's a relief! I thought something crashed and you lost progress... It is funny you mentioned giving the rust mage class a bump. I am waiting to make sure no crashes are found in multiplayer (so far so good) so the next update is touching on what I already have in, the rust mage class perks being one of my targets. In the next update, the class is getting 2 new perks, "Gear calling" which increase rusty gear drop rate by 50%, and "Essence-fed" which decreases hunger rate by 20%. The focus is turning into 2 items, a basic focus that everyone can make, and an advanced focus that is rust mage specific. "Rust touch" penalty will be a bit higher.
yerghaiz20 Yeah, I have other things to help get past the wall you hit, like mana potions and what not, just need time to make them. I think the alcove is a good first step, and may be something I finally make tonight. Just need to figure out the model and how that multiblock structure should look like... These parts take me soooooo long to do. I overthink things too much...
I like the idea of using temporal damage, but it gets weird since mana is whole numbers and stability is not. You also loose stability while meditating unless you are in the alcove, not sure how that would balance.
So, I think I may have an idea of sorts on something to do with the bracelets.
One of the biggest issues of progressing and getting more max mana is that, inevitably, you will hit a point where you will guaranteed hit 0% temporal stability while meditating, forcing you to stop the process, recover temporal stability, and then restart the meditation process. While, in and of itself, this only adds (10 X (number of times that the process is interrupted by 0% temporal stability)) time to any recharge cycle, it adds up quickly when doing any kind of larger-scale project requiring multiple recharge phases.
I absolutely like the idea of having essentially a meditation alcove that uses Nexus energy to offset the temporal stability loss while meditating. This would offset the above issue, but only in a very finite sense of being able to do it where the alcove is constructed.
What I'm thinking, then, is that maybe the Bracelet can act as a form of passive mana generation, based on Temporal Damage taken. Using some placeholder numbers for example's sake, you could set it up so that:
Apprentice Bracelet Converts 5% of Temporal Damage to Mana
Magicians Bracelet Converts 10%
Spellweavers Bracelet Converts 25%
Archmages Bracelet Converts 50%
Again, these are just placeholder numbers, and would likely be unbalanced without playtesting, but this would essentially offer players a form of passive mana regeneration based on the temporal stability factors of the environment, and would also contribute in an inversely scaling way to the regeneration rate provided by using the Meditation Alcove. Since the Alcove is designed to recover mana while doing less temporal stability damage, then the bracelets would provide a smaller bonus per tick while using the Alcove than they would meditating on a block that has a Temporal Stability of 0%
Totally just a suggestion, of course, but I'd love to hear your thoughts on it, if you get time :D
@Vies I meant I lost hours of my life playing the mod, because it's such a blast.
As for the mana, that's fair enough. I thought it might have stored it on the character file somewhere, but I couldn't see anything. It's no biggy. I'm using it alongside MoreClasses_Revised, so wanted to see if there was a way I could give them a bit of a bump in comparison. Loving your work :D
@yerghaiz20 Thank you! It is nice to get positive feedback! The main ritual system should be set and stable. The last update changed things; ritual altars can't perform lower level rituals, but you no longer need runestone around it. I turned off the backwards compatability because of this example while testing; I decide to create a tier 3 ritual of something. I draw out the runes but misplaced something on the outer ring. Just one mistake. I cast the ritual, and it sees that I can complete the tier 2 since the tier 3 is not right. Now it does the stability check and sees no crystals and explodes.
In the short term, I am thinking about how rituals should work. I like the idea of having "pillars" on the outer ring. You place a basic altar in the middle, then runestones on the outer ring and that is how it locks into a specific type. Then add an oculus synthesis recipe to convert like lesser arcanus into greater.
The next update will have 4 new rituals, all will be Rituals of Nature. "Hydrate Farmlands" waters farmland in the area, "Fertilize" will add neutrients to farmland in the area, "Growth" will add a burst to the growth times to crops/bushes in the area, and "Taming" will increase the generation level of animals in the area. If that goes smooth, I want to add Ritual of Destruction: Charcoal to produce charcoal and Ritual of Terraforming: Orebringer to bring ores to the surface.
@Blaineth Glad you are liking this mod! How did you loose hours of progress? Currently I only have an admin tool to raise max mana. It increases it by 5 mana per use. I want to review the perks and benefits of a rust mage, along with adding a new block that allows you to not loose temporal stability if you meditate on it, but it would cost essence from a nexus to offset it. I also want to remove the mana meditate increase perk of the bracelet, maybe move it to a familiar system. Not sure, but I know I don't like the current bracelet mechanics.
Love this mod
Setup a server for a small stream / group of friends a few days ago and I've lost hours going through the tier 1 bits and setting everything up.
Is it possible to manipulate how much mana someone has? I'm leaving the magic open to all classes, but for those joining and picking Rust Mage, I was thinking of giving them a little bump in starting mana, and wondered if there was a way to increase that on a case-by-case basis in one of the files after they've unlocked magic?
No need to apologize at all! The ritual system seems mostly fixed, to a point where further progression is once again possible, and my playgroup and I are nothing but impressed with and appreciative of how quickly you are knocking out bugs and stuff.
In my minimal testing, it doesn't seem like you can perform lower tier rituals on higher tier Ritual Altars (my testing was limited to attempting to create a Lesser Runestone Block on top of a Greater Ritual Altar). There was some other stuff going on with the server at the time, though, so, as the dev of the mod, you probably don't need to go chasing this one just yet. I'll test it more extensively tomorrow and get back to you with the results.
I really am enjoying how someone who devotes their playtime to this mod really sets themselves apart from every other character. With just the Tier 1 and Tier 2 spells, I am constantly getting bombarded with requests of "Yerg, can you come magic this for me?", and I love it :D
Sorry about that! I see what I did. Coding while fight the flu got to me. lol The new update 1.0.12 should fix the ritual system. I partially started migrating over to it which is why it was like that. I move it all over now. Convert your old basic ritual altars to the lesser via the crafting grid and go though the upgrades to get the greater, etc.
Vies, we figured it out eventually. Had a slight issue trying to go from lesser runestones to greater. The ritual wasn't working. We used lesser runestones for the connecting spots on the ritual altar and it still was a no go. We admin spawned in greater runestones and tried the ritual and it worked. I love the mod so far. Especially, the magic chalk since our main builder can use it to mark starting and stopping spots. Looking forward to updating the mod to the new version.
Hey Vies. I'm really loving this mod thus far. The balance of progression from the start, up to Tier 2 feels really good. It's a little grindy, but only a little, and just enough that you get a sense of accomplishment when you start reaching certain milestones, like casting your first real spell, soulbinding your first piece of armor, and Tiering up in your skill. Paired with the Mana XP/Level system to increase max mana, it strikes a great balance between collecting resources, casting spells, and making the various products through the oculus.
The spell list is great, and I definitely look forward to seeing it expanded as the mod grows. May even have some suggestions for some new ones in the near future.
So, I've updated to 1.09, and the Ritual Altar still doesn't seem to be registering the correct radius/area for its tier. Like Tychtaeus said, it seems like it is one level behind where it needs to be to actually progress.
So, I can make the Lesser Runestone blocks, but when I set up a Ritual Altar with the Lesser Runestone blocks as boosters, the Helper overlay for the placement of stabilizers show up at the corners making a 5x5 square, which is not large enough to perform the Greater Runestone Ritual. A player needs to have Greater Runestone Blocks already, enhancing the Ritual Altar, in order for the Greater Runestone Block ritual to work. The linked images show the setup with everything in place except the Lesser Runestone Block that is to be converted and the Greater Arcanus.
Screenshots of Ritual Setup and Ritual Altar Helper Overlay Blocks
Like Tychtaeus, I used creative mode to create some Greater Runestone Blocks, and use those to boost the Ritual Altar, and I was able to successfully perform the Greater Runestone Ritual.
Ooh what's added in 1.0.9?
LastXsile I am thinking about a utility block that acts like an ender chest maybe? At first I was going to have a portal open, but having a block would be better? lol not sure but I have an idea at least!
@Trug Thanks! Yeah I of course will keep adding to the mod, but feature creep was definitely getting real. I think the main systems are not going to change much, happy with how they turned out and made them in a way that I can expand upon them with minimal impact.
Awiseman Use an Oculus / synthesis to create armor, staves, and a lot of other items.
@Blury Sorry, no 1.19 compatability right now. The dejank update is too jank for me atm :D haha maybe when we get a solid release or 3? I just do want to spend all of the time forcing my mod to work for a project I do on the side.
@Tychtaeus I was sick when I redesigned the rituals so I missed some big things. The 1.0.8 update should fix things. I will be testing on my multiplayer server since I am going to start playing the game more now instead of just modding all of the time. lol
Hi Vies,
Currently it seems that it takes Greater Runestones to perform the ritual to transform Lesser Runestones into Greater Runestones. We've attempted the ritual numerous times with the Lesser Runestones around the altar block, and it doesn't work. After changing to creative mode and placing Greater Runestones around the ritual block, the ritual works. I assume this is a bug?
It looks like you might have your iterator count out by 1 when you're determining the radius of the altar?
Understand its not meant for now to work on 1.19 but still wanted to report that on RC.5 mod does not load (no config generated and no blocks or items added)
Question, How do you get the mage armor? If you can make it can you please share the recipes. Thanl you.
Grats on getting 1.0 out! Looking forward to testing it on a fresh playthrough.
Could you maybe consider adding a bag of holding type item, would be a nice addition to this mod i think. Also i saw you mention some more possible interactions with the rifts that would be pretty cool cause i feel like that would add more to the rifts since the vanilla game is lacking content related to them. Love the mod, looking forward to you furture upload!
Echoecho That kind of makes me happy. haha I wasn't going for an exact theme copy of the game. I don't care for the general theme of the game personally. I wanted to tie into the lore just a touch without making everything look like a junkyard. The rust realm and rifts are what I am focusing on, or at least my interpretation of it. I am trying to tell the story of what the rust energy is, how it affects what players perceive as magic, not exactly the steampunk tech side. That would be more suited for a tech mod than a magic mod in my opinion.
In my honest opinion, the lovecraftian theme isn't strong in the base game. The lovecraftian themes we have are ruins, drifters, temporal stability, temporal storms, and rifts.
- For ruins, I don't care for having everything broken and like I mentioned before, looking like a junkyard. It is cool to run into ruins in the beginning, but it makes it better if you see more than just ruins. I am bored with ruins. Bring in maybe villages? idk.
- The drifters were a good start towards a lovecraftian theme, but we only have drifters. 1 monster horror mob for how long? You can try to argue locust too, but they are like the dwarven spiders in elder scrolls. Not really lovecraftian, more steampunk/mechanical. Instead we got a ridiculous amount of deer, moose, goats. basically just more of a specific type of animal. I was really bummed about that.
- Temporal stability and rifts are neat but it is staggering to me how little is done with them. Even temporal storms are kind of meh. It is crazy how many servers choose to disable these things.
Again, these are my opinions and everyone can feel free to disagree, but I think we could all agree expanding on the lovecraftian theme would be awesome, instead of having 50+ antlers to mount on a wall, or armies of butterflies to catch.
I agree with Echoecho
It could be really cool for it to be very natural looking to fit the primitive vibe or opposite, taking inspiration from the clockwork tech. Purely aesthetic so subjective though
This sounds very promising but... I am not sure the aesthetics of the mod is very... thematic... like, magic or something like that absolutely exists in vs lore, but... this looks a bit too light fantasy and polished... magic and tech in the game lore are heavily lovecrafty... perhaps a bit of a darker, more rundown, perhaps more natural looking, graphic theme?
extropup I don't have those in the config, but the arcane altar is going to be changing in the next update. So I decided to add more entry level stuff to the mod and broaded things since I have the whole "temperal fragements for everthing imaginable" thing going on right now. That was not intended.
So when rifts spawn, if there are flowers within the rift's range (size depends on the rift's strength), they will turn into unstable riftblooms which is a temporary block. If the rift goes away, unstable riftblooms convert back into their original flower. When you break them, you have a chance of getting a riftbloom sprout, shifting fibers, and rusty dust. These can be replanted to be able to harvest both foundational items.
There are 3 stages of growth; riftbloom sprout, riftbloom, and rusty riftbloom. Breaking a riftbloom only gives fiber and a sprout, breaking a rusty riftbloom gives rusty dust, fiber, and a sprout. Casting transmutation on a rusty riftbloom only drops rusty dust and sets the plant back to regular riftbloom. This was set this way so that you can try to optimize the resources and time based on what you need. If a rift is near riftblooms, it will make them grow faster.
Rusty dust will take the place of the recipes for the arcane altar. Easiest thing to do would be crafting grid recipes. I may make a way to do rituals in some way to add another mechanic? Not sure. I was entertaining the thought of throwing the rusty dust on items, but it feels a lot like transmutation, so I don't want to do that. Maybe throw the item and have transmutation use a rusty dust to change surrounding copper ingots and stones into eldrathium ingots and manastones?
IvanZS thats close to what im looking for but im really wanting to change the value for item creation at an arcane altar, for example decrease the mana cost to create arcanus (Default value = 100 mana). the config file that is listed there is only for the item created in the oculus itself and its only for grimoires 1-4 and mana torches
extropup I vaguely remember seeing these numbers in the mod's settings file? You won't have to re-pack anything. On Windows (OS disk = C:), the settings file is in C:/Users/<user>/AppData/Roaming/VintagestoryData/ModConfig/RustboundMagicConfig.json
I'm looking through the files to try and find where to edit the mana required values for creating items at the arcane altar and I can't seem to find where its located. I'd really quite like to repack the mod with my own values because I'm just looking for a slightly faster magic experience. Could anyone point me to the file/filepath, thanks!
Nayriin Just pushed out v0.5.5 that fixes this. Thanks!
Hey, just a heads up. I was trying to craft a grimoire(Specifically Animal Friendship 1) and after I stabilize the Oculus, it just tells me I need to add a temporal Gear, refuses to accept a gear and the craft gets stuck. I havn't tried other spells just yet, as I'm about to get some sleep, but I figured you might wanna know. Mighta fat fingered some code or something. Otherwise, absolutely love the mod, keep up the great work.
Next update will have the transmog system I am designing now and a new item called a guidebook. This will attempt to list all major highlights with images about how the mod works. This is a tall order but I am working on it when I can. Doing that and thinking about how I am going to add the "mage elemental attunement" system in. I want to be a fire mage... lol
The hardest thing I need to do in the next update is create the models for the transmog block. I am very slow at this process and I have to ulitmately make/redo models for: Sanctum(HATE how this looks), Tansmog, Essence Battery, Warpgate anchor, Warpgate pedestal, Deconstructor, Grimoire enhancer... The guidebook and these models are slowly draining my life. ;(
I want my purpleheart staff back :(
@IvanZS HA don't worry, I can just put a *8 on the max exp required instead... ;) hehe I will look to see why synthesis isn't consuming essence. I probably fat fingered something in the code...
Also for the other ways to get max mana, I though of it equivalent to eating healthy when trying to loose weight. Sure you go to the gym but there are other factors. Same with magic. You are working out to gain max mana, but doing other magic related things should contribute to your growth as a mage. It can also help make those other systems feel more rewarding. Just a thought, trying to engage with the other systems a bit more.
The way meditation works currently, I can't use it to increase your max mana. All you have to do is die, (have your mana go to 0), then meditate until stability runs out, then die again to reset your mana. If I don't reset mana after death, you can just meditate up to the max you can, die, then keep going until you get max mana. I think the current way works better. Making mana more scarce makes your choices more important. Wasting mana can hurt you in the right circumstances.
Vies LOL I did said that! It is when I did the math and saw the result when I felt like starting to murmur. Please don't add code like "if (player.Name == 'IvanZS') xpGains /= 8;" :D
IMO, as mana is (currently) not involved in synthesis, spellforging or discovery, its increase shouldn't be affected by these activities. Meditation, on the other side, should? E.g. gain mana exp during meditation as well, besides gaining mana xp after spell casting.
One more thing I noticed: currently the synthesis process does not consume essence. I was able to craft 4 tier 4 grimoires one after another without switching the nexus connected to the anchor and the nexus was still full when I finished.
@Zaldaryon I do have plans for summoning items, blocks, and entities. These plan are the reason why there are not a lot of conjuration spells in the game yet. The idea is you would build a summoning structure, and throw things into a rift to spawn what you want. It is on the "todo" list XD.
@Mr_Smiles That does sound cool, but no idea where to even start with that. Right off the bat, I would assume I would have to create a tiny entity in a fixed position, string them one after another into a shape of some kind, then use raycasting to detect when you "saw" then entity to "draw" the shape. To put that much effort in, I would have to make sure it was a fun part of whatever I add it too since it would take a lot of time. That and I doubt the skill I have with tracing a complex image with my mouse. lol
@RayneJx2 I appreciate the kind words! I am currently working on adding elemental weaknesses and resistances, including finishing the spell resist elements and all variants of it. Then it is the guidebook revamp/ transmog station. That or warpgates? Maybe add elementals? I have a lot I want to add still. lol
@IvanZS I was able to reproduce it and fixed it. I had a "get" where a "set" should of been. Works great now! I will push an update out tomorrow. As for balancing max mana gain, this is what I was talking about, but I remember some liking "hard and tedious"... ;) hehe But seriously, thank you for letting me know. I have been thinking about the exp curve and how I should calculate things. I am thinking of doing a simpler one, where tier 1 gives 1 exp, tier 2 gives 2 exp and so on, and having the max amount scaled way down. Also considering allowing exp gain through synthesis / spellforging / discovery as well. Thoughts?
Steps to reproduce the runic forge not creating spell ciphers problem:
If you do the same but you stay around so the forge chunk is loaded the whole time untill the process is completed, the cipher is created as expected.
Currently my mana level is 138 w/o the mana bonuses from the gear. I am casting "Prosperity" which costs 160 mana and 22 sec. to cast. Each cast increases the max mana bar by 0.2. Which means that I have to cast "Prosperity" 500 times in order to get to max mana 139. The mana recharge during meditation (with temporal stability turned off) takes around 35-40 seconds, so each recharge-cast cycle takes around a minute. In short, I have to spend 500 minutes (more than 8 hours) in real life doing nothing but recharge and cast in order to increase the max mana from 138 to 139... Can you please consider a way of speeding up this process?... Vies
Vies I really love this mod, my dude. you've done a really good job at making the magic systems feel like they belong in a weird eldrich bs-verse like vintage story. i'm looking forward to seeing where it goes in the future :)
Just a thought, well more of an idea of what I think would be absolutely awesome, but if this mod could implement the magic casting style system from Arx Fatalis that would be amazing. Drawing the sygils on your screen to cast spells. Part of it is there as using the Immersive mouse mode let's you free form the mouse and move around properly.
Summoning ideas: ritual of summoning vanilla creatures: sawblade locusts, bells, double-headed-drifters, summon a rift too, maybe? Even Eidolon, if possible.
Skyve I found and correct that bug, I will be releasing an update tonight after work. A work around right now is to use celestial caps. lol Good catch.
IvanZS I wasn't able to replicate this issue. If it happens again, let me know.
Vies There seems to be a problem with the runic forge - it does not create a cipher in the output slot. Tried with 2 Tier IV spells - Revive and Prosperity. I put a Tier IV runic scroll in the input slot, select the spell in the dropdown, click "Create" and after 15 minutes (I have celestial caps) the runes are consumed along with the runic scroll in the input slot, and there is nothing in the output slot (or around the forge, including below the building or at the land surface)...
Edit: The problem is fixed after breaking and placing again the forge at the same place.
Vies I've tried a lot of things (described it on discord) including deleting the config and rebuilding the oculus, but Runic Scroll is still not on the list in the pedestal. Additionally, there is no mention of it in the config while there are the new settings for the other recently added recipes, such as fragments and robes.
Skyve I would delete the old configs, I have a way to statically do it, but totally forgot. I will also force reload the configs for the next update patch as I will be adding an option to adjust the healing % of healing orb. Also, just try break the pedestal and replace it / relink it.
We solved the below oculus issue on the discord page, just remove the anchor and replace it. Right now, the anchor is very touchy about what direction you are facing when it is placed. I will add to the model so that you will know if it is placed right.
Dark_Darcus do you mean launching the world without the mod? perhaps I should just delete the config files?
reload the mod by removing it and adding it to the list to register it again. Skyve
Sorry, in the new version Runic Scroll doesn't seem to be in the list of synthesis recipes in the pedestal. According to patch notes it's created via synthesis. How is it crafted exactly?
@elmodoug I don't know what might be the issue but I'd suggest trying to pick up the oculus anchor and putting it back down again, and of course note that its very strict, only the pedastel can be placed whetever you want.
I personally used the raw manastone stone to build mine and it worked. Not sure its required but the anchor does need to be linked to a nexus eventually as well.
Thats right. It looks just like the picture on this page.
Here is a picture:
https://cdn.discordapp.com/attachments/1170801829152555099/1176687803367694396/2023
-11-21_18-56-23.png?ex=656fc6ea&is=655d51ea&hm=f62a4cf547157612f15b8bcbc3595483b33c439f33b471590565742a92262e55&
elmodoug So you have 4 total runestones at the top corners on front and back, and the anchor in the top middle? And the rest of the structure you made specifically out of manastone, right? You then linked the oculus to it with the resonator stick?
Yeah I did use the runestones at the top. It still says incomplete
elmodoug Make sure you are using runesstones in the corners and not anchors. there only need to be one anchor in the middle that you link to the oculus.
Are there any up to date guides? I cant get the oculus to work even though I built it exactly as the picture in this guide. The table only says that it is incomplete
i am sorry if i make many comments but the exp that is made for the mana is the mana that is used after the reduction of the armor, or does it count the mana used that it says in the grimoire? or how do i know which is the most efficient way to increase the maximum mana?, without something that indicates me how much I advance it seems to me a little tedious to increase the tier.
I would like to be able to use the magic circle so that besides training mana I can give the one-time use spells to my friends and they can benefit from them as well.
I'm using the rarity rpg mod and I like that grimoires get qualities, is it possible that it can be implemented in the effects of the new spells, if they are still as grimoires, like consuming even less mana or less channeling time, longer duration, etc.
the arcanus and the temporal you have to throw them one at a time, throwing 4 at the same time as a stack doesn't work for me so I throw them one at a time.you can even throw them on top of the stone and it will still work.also the torches can be neutral, light or dark, all of them work AstralDragon
IvanZS that'd be it, thanks.
AstralDragon You need to have 1 arcanus stone on each rune, throwing all of them on one won't do.
elmodoug Theres a new tool called a leyline something or other that acts as the mod's wrench you need to use.
I have a nexus, an altar, and a wrench but I cant figure out how to actually link the nexus and the altar together. Im not sure if its broken or if Im just missing something. What do I need to do to link them specifically?
Alright, I've been trying to get into this mod for a minute in a private server between friends, but for the life of me I can't get the ritual of runestone creation to work, is there anything missing here that I need to know or could I have overlooked something? Magic chalked runes, elemental crystals for stabilization, the engraved manastone in the center, four neutral manatorches on the corner of the site next to the magic chalk?
Oh and 4 lesser acanus and one temporal gear thrown at the engraved manastone..? Yet casting transmutation does nothing and i'm sitting there feeling like i can't even really get started.
@Vies Well, this is very subjective... For me the fact that the level up do take lots of time and considerable effort is a good thing - it gives a sense of accomplishment when you finally get to the needed mana points for level up, because it is hard and tedious to do so without using the admin tools.
However, I am borderline OCD and long and tedious tasks don't bother me so much, but it gets a bit annoying when you spend 1 in-game year gathering cassiterite and constantly casting (dozens of times) the spell which increases the ore drops without gaining a single point of max mana... That's why I requested the progress indicator - it would be enough for me to see a number slowly creeping towards 100%, but moving nevertheless.
In my opinion the best approach would be to expose the tier steps in the mod config file. In this way everybody would be able to fine tune the leveling experience according to their preferense...
Yeah the spells were last on the list of things to fix, you need core systems first, before the pew pew. The new spellcraft system currently has 73 spells, and all have been working pretty well. Just need to, at this point, recreate the spell stats spreadsheet, create an actual model for the spell forge, then multiplayer test things!
Dark_Darcus The old system is gone, there will not be blank grimoires anymore, the old system wasn't complete, since I abruptly stopped to rewrite the mod.
IvanZS Do you know what that point is? I would like to balance it better and if something feels too fast or slow between areas (like maybe i.e. 30-45 is really fast, then you get to 55 and it just drags on.)
Frites In the new update, the grimoire synthesis ciphers will have the base spell attributes, with maybe a very vague indicator if the number can be higher or lower than what is displayed.
I was curious what all of the spells are that you can recieve are as well as the range in which the spell variables can be in, is there anywhere that I could find a list of these?
I was reading the archives to see the grimoires and I saw that they are divided into tiers but a higher tier will be used from a lower tier? For example, use a blank tier 3 grimoire and get a grimoire with a tier 1 spell.
or in this case it would be that the tiers are used for a more specific group and see which one appears within the specific tier that it shows
Dark_Darcus So iirc Rust cone isn't a finished spell and that's why it's crashing when you try to use it.
it also give this error
Running on 64 bit Windows with 14129 MB RAM
Game Version: v1.18.15 (Stable)
17/11/2023 23:15:24: Critical error occurred in the following mod: rustboundmagic@0.3.2
Loaded Mods: aculinaryartillery@1.0.15, advancedsmithing@1.3.0, attributer@1.0.5, autowalk@1.0.4, bettercrates@1.6.0, betterruins@0.2.4, buzzwords@1.5.0, ClaimsRadar@1.1.0, dummyplayer@1.2.1, extrachests@1.7.0, extrainfo@1.5.3, femininity@0.1.2, ingotheating@1.0.2, instruments@1.2.2, millwright@1.1.1, moreclassesrevised-v1-0-4@1.0.4, playerlist@1.6.0, primitivesurvival@3.3.0, rpgitemrarity@1.0.4, sca@1.0.1, sortablestorage@2.1.0, temporal_gears_stack@1.0.0, translocatorengineeringredux@1.4.7, viescraftmachines@2.2.2, visibleore@1.0.1, game@1.18.15, weaponpackalphaunoff@1.4.0, zoombuttonreborn@1.4.0, abcsreborn@0.1.3, alloycalculator@1.0.0, beehivekiln@1.4.0, butchering@1.0.9, canmarket@0.3.16, carryon@1.6.1, clrd@1.0.0, commonlib@2.2.0, cooperativecombat@1.1.1, expandedfoods@1.6.8, extendedhudinfo@1.1.0, glowingprojectiles@1.1.3, hudclock@3.3.0, lavoisier@1.3.0, medievalexpansion@3.11.1, mcrate@1.2.0, petai@1.8.1, prospectorinfo@4.3.0, prospecttogether@1.2.4, rustboundmagic@0.3.2, sharablewaypoints@1.3.2, statushud@1.4.3, stillnecessaries@1.0.1, stonebakeoven@1.1.1, storageoptions@1.0.1, temporalstormtimer@1.1.1, vinconomy@0.1.3, vtpp@1.1.0, creative@1.18.15, survival@1.18.15, xlib@0.7.4, accessibilitytweaks@3.3.3, bullseye@2.5.0, chemistrylib@1.1.5, extraoverlays@1.3.1, onebedsleeping@2.3.0, playercorpse@1.8.0, stonequarry@3.1.7, tpnet@1.13.2, vsradiomod@0.1.4, wolftaming@1.8.0, xinvtweaks@1.5.7, xskills@0.7.5
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.Common.ClassRegistryAPI.CreateEntity(EntityProperties entityType) in VintagestoryLib\Common\API\ClassRegistryAPI.cs:line 85
at rustboundmagic.src.system.spells.RustCone.OnCastStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\system\spells\researched\tier1\RustCone.cs:line 65
at rustboundmagic.src.common.item.ItemToolSpellcastingRM.OnHeldInteractStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\item\tool\ItemToolSpellcastingRM.cs:line 810
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 332
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 165
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 59
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 796
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 712
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 668
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 77
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 313
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 17/11/2023 17:57:26, Site = , Source = Application Error, Message = Nombre de la aplicación con errores: Vintagestory.exe, versión: 1.18.15.0, marca de tiempo: 0x64e841c5
Nombre del módulo con errores: openal32.dll, versión: 1.23.0.0, marca de tiempo: 0x63dd31ad
Código de excepción: 0x40000015
Desplazamiento de errores: 0x00000000000df046
Identificador del proceso con errores: 0x0x3740
Hora de inicio de la aplicación con errores: 0x0x1da19809cbfc334
Ruta de acceso de la aplicación con errores: C:\Users\Usuario\AppData\Roaming\Vintagestory\Vintagestory.exe
Ruta de acceso del módulo con errores: C:\Users\Usuario\AppData\Roaming\Vintagestory\Lib\openal32.dll
Identificador del informe: 61ad4bdd-bb02-43cf-8434-6db07c9f91b3
Nombre completo del paquete con errores:
Identificador de aplicación relativa del paquete con errores: }
--------------
{ TimeGenerated = 17/11/2023 13:01:54, Site = , Source = Application Error, Message = Nombre de la aplicación con errores: Vintagestory.exe, versión: 1.18.15.0, marca de tiempo: 0x64e841c5
Nombre del módulo con errores: openal32.dll, versión: 1.23.0.0, marca de tiempo: 0x63dd31ad
Código de excepción: 0x40000015
Desplazamiento de errores: 0x00000000000df046
Identificador del proceso con errores: 0x0x5914
Hora de inicio de la aplicación con errores: 0x0x1da192acefe4232
Ruta de acceso de la aplicación con errores: C:\Users\Usuario\AppData\Roaming\Vintagestory\Vintagestory.exe
Ruta de acceso del módulo con errores: C:\Users\Usuario\AppData\Roaming\Vintagestory\Lib\openal32.dll
Identificador del informe: e8752a21-d31a-4aff-90b5-a44d358dfc39
Nombre completo del paquete con errores:
Identificador de aplicación relativa del paquete con errores: }
--------------
{ TimeGenerated = 17/11/2023 02:41:10, Site = , Source = Application Error, Message = Nombre de la aplicación con errores: Vintagestory.exe, versión: 1.18.15.0, marca de tiempo: 0x64e841c5
Nombre del módulo con errores: openal32.dll, versión: 1.23.0.0, marca de tiempo: 0x63dd31ad
Código de excepción: 0x40000015
Desplazamiento de errores: 0x00000000000df046
Identificador del proceso con errores: 0x0x4d3c
Hora de inicio de la aplicación con errores: 0x0x1da1918d4743f36
Ruta de acceso de la aplicación con errores: C:\Users\Usuario\AppData\Roaming\Vintagestory\Vintagestory.exe
Ruta de acceso del módulo con errores: C:\Users\Usuario\AppData\Roaming\Vintagestory\Lib\openal32.dll
Identificador del informe: 98a61eb8-f5fe-4649-b252-114aa313639a
Nombre completo del paquete con errores:
Identificador de aplicación relativa del paquete con errores: }
I used a tier 2 grimoire in crafting, but it ended up giving me a tier 1 spell, is that a bug?
@Vies It might be a good idea to add some way (even a command) of checking how much one have left until the next maximum mana increase. From a certain point onwards it takes several in-game days and nights of nothing but meditation and spell casting to gain additional single point of max mana, which is very tedious...
smiless__ Thank you for the update, in the next update this will be fixed. I just made all new traits so nothing should be in conflict anymore.
Dark_Darcus You can do a lot more in the next update, including choosing a specific spell.
About the grimoires, is there any way to make them more specific? I did 2 and they both gave me to summon corpse
Thank you for the reply!
IvanZS
Apologies, super late response on my part, the mod which is conflicting and causing the trait to become "fragile" is this one! https://mods.vintagestory.at/show/mod/8131 Hopefully this allows this to be fixed? Thanks for looking into it :)
Ha egg on my face, I checked the slab and engraved recipes and yeah they are the same. The next update will fix this.
Dark_Darcus The temporal bracelet is the, in this case, apprentice bracelet. I moved from the old lesser, greater, etc to the other name standard. I just thought it was more magic sounding. XD
I found the solution by disabling slabs in the files DudewithPizza
I'm having the same issue with the manastone into manaslab
the temporal bracelet is the same apprentice bracelet?
There weren't any conditions. I created a manastone rock by combining 4 stones and put it in the crafting grid below a chisel and a hammer. The result was engraved manastone and not a slab. Dark_Darcus
Were there any conditions? It only shows me the manastone slabs
It works for me with the latest version Dark_Darcus
Hello, I was crafting and playing when I noticed that the slab and the engraved manastone have the same crafting recipe. I can't craft the engraved manastone now. How can I fix this? Vies
When you go to the "Files" tab at the top of the mod page, there is a "Changelog" column which contains a "Show" button for each mod version. Ashela
Hello,
Where can I find details about the different versions?
I might be blind (happens with me when I am way too excited :P ) but I can not find any change log of sorts here.
I would love to know if I should switch to the new version or stick with the older one for now.
Thank you!
How do i create engraved manastone from manastone rock? every time i try the recipe only give me slabs Vies
i cant create a oculus without the engraved for runestone
both engraved manastone and manastone slabs share the same recipe
or the engraved require the mage class?
Please note, for anyone playing on v1.19-pre5 (bad idea lol), the new chalk runes do NOT appear in the menu.
Workaround is to huck chalk off a building and creative mode the requested block.
@Vies I wholeheartedly THANK YOU! for making the "Revive" spell working on random critters like bunnies and the alike! Being an avid bunny fan, seeing one killed by a fox jumping and running away from me brought a HUGE smile on my grumpy face and a burst of joy in my heart! Yes, I know it is just a game and a screen picture, but nevertheless.
There are known issues with the actual spells. Idk how people are making rust nova or rust cone, I never get them, aaannnddd they have no logic yet. XD I had to build the other systems to start working on the spell overhaul. That time is now. I just posted the future plans and how the new system "Spellcraft" will work on the VS discord -> mods -> Rustbound Magic post I made. I encourage everyone interested to look it over and give feedback before I start making it!
IvanZS You know what? that is probably because I increased the stack size to 1000 like the rusty gear. I can just set that back to 64. I will come out with a quick update setting that back later today after work.
Hi Vies, just a tiny bug: when crafting the archmage armor parts and bracelet via synthesis no essense is actually consumed... I haven't tried the other recipes yet. Also, there is a strange behavior when attempting to get a full stack of temporal fragments from a Better Crates container: the first time I shift+left click the container nothing happens. The second time I get a stack with strange random size like 611 or 732 pieces... This problem was missing in the previous versions of Rustbound magic.
Vies
Crash error in newest version when attempting to cast Rust Nova spell, also happens with rust cone. (Before it crashed just by opening the spell GUI but the new update seems to have fixed that at least)
Running on 64 bit Windows with 16314 MB RAM
Game Version: v1.18.15 (Stable)
11/9/2023 12:16:31 PM: Critical error occurred in the following mod: rustboundmagic@0.3.0
Loaded Mods: betterruins@0.2.4, moremolds@1.4.2, viescraftmachines@2.2.2, game@1.18.15, carryon@1.6.1, fsmlib@0.1.10, sailboat@1.1.0, medievalexpansion@3.11.1, petai@1.8.1, rustboundmagic@0.3.0, th3dungeon@0.2.0, creative@1.18.15, vsquest@0.5.0, survival@1.18.15, vsvillage@0.7.3, xlib@0.7.4, feverstonewilds@1.4.3, maltiezfirearms@0.3.5, xskills@0.7.5
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.Common.ClassRegistryAPI.CreateEntity(EntityProperties entityType) in VintagestoryLib\Common\API\ClassRegistryAPI.cs:line 85
at rustboundmagic.src.system.spells.RustNova.OnCastStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\system\spells\researched\tier2\RustNova.cs:line 65
at rustboundmagic.src.common.item.ItemToolSpellcastingRM.OnHeldInteractStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\item\tool\ItemToolSpellcastingRM.cs:line 810
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 332
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 165
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 59
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 796
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 712
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 668
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 77
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 313
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Also a crash when trying to join my MP server with 0.3 installed. Opens fine in SP though so not sure what that's about.
Running on 64 bit Windows with 16314 MB RAM
Game Version: v1.18.15 (Stable)
11/9/2023 12:36:18 PM: Critical error occurred
Loaded Mods: betterruins@0.2.4, moremolds@1.4.2, viescraftmachines@2.2.2, game@1.18.15, carryon@1.6.1, fsmlib@0.1.10, sailboat@1.1.0, medievalexpansion@3.11.1, petai@1.8.1, th3dungeon@0.2.0, creative@1.18.15, vsquest@0.5.0, survival@1.18.15, vsvillage@0.7.3, xlib@0.7.4, feverstonewilds@1.4.3, maltiezfirearms@0.3.5, xskills@0.7.5
System.Exception: Don't know how to instantiate item of class 'ItemGrimoireRM' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateItem(String itemClass) in VintagestoryLib\Common\ClassRegistry.cs:line 273
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 192
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\Startup.cs:line 580
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadItemTypes() in VintagestoryLib\Client\Systems\Startup.cs:line 392
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\Startup.cs:line 334
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
Great mod idea, but how is the player's magic tier upgraded in the current version?
Vies
Edit: I had not saw that there was an update 11 hours ago. I haven't checked but you likely already fixed this crash and if I read the patch notes right you add spell stuff to the pedestal too, and now have it showing the required item above it like in Ars. Love it. Awesome work.
I get this crash error currently when trying to open the staff menu after linking to a sanctum with 1 tier 4 spellbook "rust Nova" in it.
And on a second note it took me a good while to figure out that you had to put the grimoire in the Oculus. You may wants to add a section here "Spell crafting: to create a spell throw a blank grimoire into the oculus." Coming from Years of Ars Magica, I love that you've used it as an inspiration, I however am not a hug fan of getting a random spell. I think it'd be better to if you could use Meditation and rust world to Uncover / research specific spells, then create the spell with specific materials. Ars of course had the spell writing desk and you'd just design your own with the different glyph options. Put the book on the pedastal and provide the reagents and Boom. Spell parchment with the spell you made. I get the idea with the focuses and predefined spells. But I'd like to be able to choose what spell im making. (or maybe that's a thing and I missed something. Was just trying to figure it out in creative when it derped.)
As for suggestions.
I think magic should have a lot of utility, I know people like Pew Pew but healing and buffing can go a long way with every profession.
A ritual to bring ore to the surface or to locate ore deposits in a wide area.
A ritual of replenishment to restore soil nutrients
A spell to repair damaged tools
A spell to make the aimals bang
A spell to increase the sat of foods
A spell to summon berries to eat (basic DnD spell)
Vine to immobolize a target (Basic DnD Spell)
Spell to relocate animals (Mark and Projectile Teleport from Ars Magic, Loved it for nabbing cows and chickes and such and just porting them right into a pen)
Other Dimensional Storage (Bag of holding, or the ars magica version of just opening a rift in front of you that you could store things in)
Time Spells - Increase time on Kilns, Slow time on food spoilage, Change day to night and vice versa. (Witchery Magic Circles))
Familiars (Also Witchery, I loved the flying monkey.)
Shields of course
Weapon Enchantment also to apply the offhand focus typ temporarily onto other players weapons.
And some handmagic that can be done without a staff etc. I'd put summon berries in that category and it should just be learned with the learning of magic itself. A very basic spell, useful in a pinch, and not overpowered. But immediately gives a mage some utility.. Also Glow (basically a spell to activate the respawn lantern the game gives you anyway) Would like that as a "Hand Magic" Spell too.
For Hand Magic I'd say just create a menu, bind a hotkey, and then you can open it and click or drag an icon to the bar to use that spell with your hands. And then with Tier increases or Rust world studies you can learn some other small Hand Magic tricks. "Spark" lights torches and fires
"Knap" Auto completes a Knapping
"Summon Campfire" Summons a campfire.
BAsically Handmagic should be able to replace some tedium as you uncover it or Level up etc.
Running on 64 bit Windows with 16314 MB RAM
Game Version: v1.18.15 (Stable)
11/9/2023 8:39:43 AM: Critical error occurred in the following mod: rustboundmagic@0.2.5
Loaded Mods: betterruins@0.2.4, moremolds@1.4.2, viescraftmachines@2.2.2, game@1.18.15, carryon@1.6.1, fsmlib@0.1.10, sailboat@1.1.0, medievalexpansion@3.11.1, petai@1.8.1, rustboundmagic@0.2.5, th3dungeon@0.2.0, creative@1.18.15, vsquest@0.5.0, survival@1.18.15, vsvillage@0.7.3, xlib@0.7.4, feverstonewilds@1.4.3, maltiezfirearms@0.3.5, xskills@0.7.5
System.Exception: Can't create itemstack without item!
at Vintagestory.API.Common.ItemStack..ctor(Item item, Int32 stacksize) in VintagestoryApi\Common\Collectible\ItemStack.cs:line 228
at rustboundmagic.src.common.GuiDialogToolStaffRM.SpawnSpellIconsSelect(String selectedspell, List`1 skillitemIn) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\client\dialog\GuiDialogToolStaffRM.cs:line 1051
at rustboundmagic.src.common.GuiDialogToolStaffRM..ctor(String DialogTitle, EntityPlayer playerIn, Int32 magictierIn, Item itemIn, ICoreClientAPI capi) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\client\dialog\GuiDialogToolStaffRM.cs:line 144
at rustboundmagic.src.common.item.ItemToolStaffRM.OpenDialogSpellSelect(EntityPlayer byEntity) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\item\tool\ItemToolStaffRM.cs:line 978
at rustboundmagic.src.common.item.ItemToolStaffRM.OnHeldInteractStart(ItemSlot itemslot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handling) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\item\tool\ItemToolStaffRM.cs:line 261
at Vintagestory.API.Common.CollectibleObject.OnHeldUseStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, Boolean firstEvent, EnumHandHandling& handling) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1007
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, EnumHandHandling& handling) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 834
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 447
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 92
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 790
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 983
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 668
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 77
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 313
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Vies hmm I see yeah I only have the one going atm. is it possible to have all 3 linked to your machines like the altar at the same time? As for ideas perhaps a multiblock structure that utilizes all 3 of them to form a sort of grand nexus? That would be a cool late game upgrade. Perhaps it could produce a pure essence that could be used for anything which would make it a fun endgame structure for the mod.
DarthMuffin I have been thinking about this on and off. For the nexus situation, everyone should have all 3 available. Some things take a specific essence type to complete, and the idea was that the neutral would be the main kind sinc ethe other 2 are gated between time (light) and circumstance (dark). This most recent update, I included being able to process a temporal gear into 500 neutral essence, and ways to convert between temporal fragments, rusty gears, and temporal fragments via synthesis. I want to make a storage system of some kind, but I just don't know what that looks like now. Maybe the fix is to get more ways of acquiring temporal fragments. Currently, you can kill drifters with a chance of them dropping, or you can do the ritual of gear shattering. 5 rusty gears can turn into between 10 and 30 fragments. I am open to ideas on that since these fragments are a staple of the mod.
Could you possibly add nexus upgrades that allow them to be more efficient are charging up in addition to the capacity uprgrades? I converted my neutral nexus to a light nexus so I wouldnt have to waste my fragments to charge it But I have just hit a brick wall with how slowly it charges. Really cool mod and I love mechanics I just wish I could experience the rest of it a little more quickly lol.
smiless__ That is interesting. I build the mod against 1.18.5. The "frail" trait is a default game trait so unless a mod hijacked the core traits (big no no), there shouldn't be an issue. Do you know what mod specifically does this? I will get a fix for it when I can test against it. Good catch!
Hi, when using the mod in version 1.18.15 with any other mod which adds classes, the game crashes due to
System.Collections.Generic.KeyNotFoundException: The given key 'frail' was not present in the dictionary.
This is found under assets/rustboundmagic/patches/characterclasses-patch.json on line 8, within the game "Frail" appears to now be "Fragile" ? Correcting this might fix the crashing issue several people are experiencing when using this mod alongside other class mods?
Thank you for the feedback! You got some good points there.
- For the staff, I didn't even consider the benefits of wanting a better staff beyond durability. So what I am doing is taking cast time off of armor and will be putting it solely on the staff. So now, the makeshift staff will have no benefits, just can cast spells. Flat tire staff. As for the others:
Apprentice = -15% spell cast time
Magician = -30% spell cast time
Spellweaver = -45% spell cast time
Archmage = -60% spell cast time
This change should make the better staves more appealing. Not sure if I am going to restrict this behind a player magic tier. Armor will be, just not sure about the staves. I just know that I I think it is too cheap to let tier 1 mages use a tier 4 super staff.
For the armor upgrading, I think I get what you mean. The synthesis update I am working on has a rework of all of the armor. All will be craftable through synthesis, and the protection tier stats are a step down from lamellar, that way you get some protection, but not the best. I will be adjusting the variables as I get feedback. I don't have the different armor colors craftable yet, I need to either figure out how I can use wildcards in synthesis, or come up with a new way of applying color to armor.
As for the spells, I know full well everyone wants to "pew pew", but the mod just isn't there yet. With rl stuff going on, my time is pretty limited in the short term so the name of the game is time optimizing. The foundation needs to be set for the future systems the mod will have. No one wants crashes/ long tedious timesinks for magic, and equally no one wants the god mode magic for logging in. I think for the next update, I will be disabling all of the spells that are just flat out not working. Beyond that, I will see how the synthesis update does.
Hi Vies ! Here are some thoughts about the mod:
Best regards,
Ivan
Thank you for answering IvanZS. I added a section up top updating the general direction I am taking the mod in.
@IvanZS Thanks for the reply.
RuneScholar Yes, one can create grimoirs for the different spells using the oculus as described in Vies' comment from Oct 24th at 12:37 PM. However many of the spells currently don't work, or have no effect (e.g. Butcher). Many do work and are quite usefull, e.g. Plunder. I am looking at the mod's language file for what spells are currently available and what they are supposed to do. There are some spells, though, which are present in the language file but they never seem to drop from the oculus...
Are you currently able to advance in spells beyond the starting “Transmutation”?
This mod adds so much to the game! I am really eager to see where it goes.
Part 2:
@Intergalactic these problems sounds all over the place. Almost like your mappings are off? Would need more info to really help out.
@Ruyeex A joke is more like this "What do you call a magician who lost their magic? Ian!". On a more serious note, and this is at everyone: the whole grimoire system is half finished. There is going to be a grimoire recycling and enhancement system that needs to be put in, on top of armor bonus balancing. Sometimes, you get bad grimoires. It happens. Can't polish a turd 100%. The next update will have better grimoire attributes for higher tier mages and useful synthesis recipes.
@ThePirateBrew Totally forgot to put in the icon mappings for that spell in! I will fix this. lol
So all of this being said, this is an alpha, and my focus now is core systems from the ground up. I am waiting to see how synthesis, rituals, and the essence leyline systems work together to see how spells should even work. I am currently manually making spells. Not a major issue but also comes with restrictions. Though I have some neat spell ideas, I may rewrite how the grimoires even work. I am toying with the idea of taking a page out of ars magica with this. You add attributes to a spell, so you make a projectile/distance/damage scroll, and that becomes a basic projectile spell. Then the focus can add/enhance elemental properties.
Alright a lot of responses so here is part 1 of my responses:
@IvanZS Using a dark nexus to create a farm will not be possible in the next update. When the last point of health is taken from the creature, it disposed the body immediately. On top of that, no magic specific items will drop either. As for the arcane relay idea, I did create a conduit block that did just that, but it was going to be a pain and still feel restrictive. For the next update, I increased the base range of stations to a nexus from 20 blocks to 30, and made it a config option. Also can't create grimoires yet. Soon though. Also to level up, things changed. Now you just need to hold a sigil of awakening while at 1% or less temporal stability. That is it!
@Aeonsteel You level up max mana by the amount of MP used in a spell. The idea was you could burn your mana fast, but there is no passive mana regen besides meditation so that balances things out a bit. As for the slowfall bug, I need to redo some spells from scratch. The focus of the alpha isn't on spells themselves right now. I am just trying to polish the gameplay loop of the mod itself. I know that the rust orb, revive, fly (maybe), summon corpse, corpse swap, and all attribute buff spells should be pretty solid. When the synthesis update comes out, I will be looking at rituals, then I will do a pass through spells before the grimoire enhancement and deconstruction systems I will be putting in.
@jamescook Ars Magica was one of my favorite mods for minecraft. XD
@Oxred Glad it worked!
@Virilliquent Yeah all of my guis don't play well with immersive mouse mode. I just need time to sort it out, but it is low on the magic list :p
@ArtyW Good catch, I have that fixed and will be in the next update! I am in the testing phase of the Synthesis update.
@Thundathighs Some spells are incomplete, summon light is one of them :( It is on the list.
Getting a crash every time opening up spell select gui with Rust Cone T1 spell in sanctum.
System.Exception: Can't create itemstack without item!
at Vintagestory.API.Common.ItemStack..ctor(Item item, Int32 stacksize) in VintagestoryApi\Common\Collectible\ItemStack.cs:line 228
at rustboundmagic.src.common.GuiDialogToolStaffRM.SpawnSpellIconsSelect(String selectedspell, List`1 skillitemIn) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\client\dialog\GuiDialogToolStaffRM.cs:line 1051
at rustboundmagic.src.common.GuiDialogToolStaffRM..ctor(String DialogTitle, EntityPlayer playerIn, Int32 magictierIn, Item itemIn, ICoreClientAPI capi) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\client\dialog\GuiDialogToolStaffRM.cs:line 144
at rustboundmagic.src.common.item.ItemToolStaffRM.OpenDialogSpellSelect(EntityPlayer byEntity) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\item\tool\ItemToolStaffRM.cs:line 978
at rustboundmagic.src.common.item.ItemToolStaffRM.OnHeldInteractStart(ItemSlot itemslot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handling) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\item\tool\ItemToolStaffRM.cs:line 261
at Vintagestory.API.Common.CollectibleObject.OnHeldUseStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, Boolean firstEvent, EnumHandHandling& handling) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1007
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, EnumHandHandling& handling) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 834
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 447
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 92
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 790
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 983
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 668
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 77
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 313
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
The spells are a joke you must stand on a position in order to cast magic specially the ones of damage
I can't progress through the mod past the first staff, I can't connect the altar and nexus with the wrench like it says in the guidebook, and when I transform things in the nexus, no matter what I put in, I always get a blue mana torch instead of the correct item.
@Vies There seems to be a problem with upgrading the character tier... Currently my mana is 91 without magic armor and I should be able to go from tier 2 to tier 3. However nothing happens while meditating with sigil of ascension, regardless if it is held in the main hand or on the offhand? I do have temporal stability disabled in my world, I wonder if this might be the problem.... I was able to go from tier 1 to tier 2 with the previous version of this mod.
Finally figured out how to cast a spell from watching a youtube livestream 4 weeks ago, does it really take a temporal gear and 1500 neutral essence to a random basic spell? A spell with a minute cast time?
Anyways, finally cast the spell and the game crashed haha.
"10/28/2023 9:18:13 PM: Critical error occurred in the following mod: rustboundmagic@0.2.5
Loaded Mods: game@1.18.15, rustboundmagic@0.2.5, creative@1.18.15, survival@1.18.15
System.NullReferenceException: Object reference not set to an instance of an object.
at rustboundmagic.src.common.entity.projectile.EntityProjectileSpellSummonLightRM.RunTransmuteAbilitySetBlockAndSendPacket(Block blockIn, BlockPos blockposIn) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\entity\projectile\EntityProjectileSpellSummonLight.cs:line 486
at rustboundmagic.src.common.entity.projectile.EntityProjectileSpellSummonLightRM.OnGameTick(Single dt) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\entity\projectile\EntityProjectileSpellSummonLight.cs:line 229
at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 100
..."
I am glad that someone is finally making a magic mod for VS that actually uses the multiblock structure, and can't wait to see where you take the mod!
Vies
the GUI's break in immerssive Mouse Mode. they don't appear visually unless you turn it off
@Vies Is there a way to create a copy of a grimoire?
Vies
So I removed the old version and it worked ! Thanks for solving the problem ^^
this is starting to look like ars magicka from minecraft with the nexus
BUG: Featherfall makes you unable to jump
Does the amount of mana a spell costs affect how many times you have to cast in order to gain a point of Mana?
EDIT: I got a level up from attuning a piece of armor, so it seems to be how much mana was used.
@Vies This sounds fantastic! Yet, under certain conditions temporal gears are not so hard to get... One can buy them from the treasure hunter traders. Plus the dark nexus allows the creation of AFK drifter farms, which, combined with an item magnet and turned off temporal stability makes me practically swim in gears. May you please consider adding some sort of arcane relay which would allow the nexus and the consumer devices to be spaced at longer distances?
IvanZS The runestone upgrade ritual shouldn't take any temporal gears, only the runestone creation ritual does. I thought the cost was too high to have a temporal gear be consumed each step of the runestone upgrades, though that could change with what I am about to say.
I am toying with the idea of turning enough temporal fragments into a temporal gear to give the fragments more value. So far I am thinking of making it a synthesis recipe using the oculus. I am thinking 50 temporal fragments becomes 1 temporal gear since you get 2-5 fragments per rusty gear with the ritual of gear shattering. At best a temporal gear could cost only 10 rusty gears, with enough luck. At worse, 25. lol rng can be a cruel mistress. I could also maybe make it so that you can create rusty gears from fragments as well, probably a 5-1 ratio. This being the case, the neutral nexus would also be able to consume a temporal gear to get 1000 neutral essence for a burst.
To go with the above changes, I will probably make an "elemental purification" synthesis recipe that basically converts elemental fragments, small crystals, and large crystals into various amounts of temporal fragments, and probaby an "elemental infusion" synthesis recipe that, of course, turns temporal fragments into specific elemental fragments. The whole idea is to have utility so that these building blocks could be useful to all players, not just magic users. A lot of mods gate their stuff behind temporal gears. I think it would be good to be able to make them at will. These will be the focus with my livestream today.
Thank you, Vies, I do appreciate it! One more thing I noticed: when casting "Transmute" onto the runestone during the runestone upgrade ritual, the temporal gear was not consumed (or at least a temporal gear entered my inventory). I performed the ritual 4 times and 4 times I got the temporal gear back....
IvanZS You would be right! I doublechecked and the buff I gave small crystals was for one ritual. The next update, I will be putting in the failure check first so you don't burn crystals if you don't have things stabilize correctly, and the rates will be small crystals have a 25% chance to get consumed, large crystals have a 5%. Should be coming out in the next day or so. Just waiting to see if anyone else has crashes, so far, so good.
Edit: I was able to get this done already. Still want to wait to see if I get any other crash reports, but this crystal buff will be in the next update.
@Vies It seems that the small elemental crystals are always consumed after a ritual. At least I haven't seen a single small crystal remaining after 6 rituals of nexus conversion and 15 rituals of runestone creation... This is not fatal in any way but it does contradict to the small crystals consumption note in the mod description.
Vies I was personally wearing the vanilla leg leather armor. Someone else may have crafted something that was incompatible, but whatever it was, nobody said and the server admin couldn't track it down. But I do want to note that this was crashing every player on the server every few minutes lol x)
Aeonsteel The only bug with the nexus is the shift clicking of items, it is actually something all of my guis have a problem with. That way ignores the itemslot restrictions for some reason. I just haven't had time to figure it out. It works just fine manually moving things into it. The top teal itemslot takes LIT torches as well. It is, again, something I could expand to extinguished torches if people want it. I actually think it is in my list of things to tweak for the next update. That and expanding synthesis recipes. The bottom slot in the neutral nexus only takes temporal fragments. That is what it uses for fuel.
You currently have to shift click items into Nexuses, which I think is a bug? What I know is a bug is that you can't make Light Torches (as the shift click requirement just voids the Extinguished Torches when put into a Light Nexus. Might also be broken for Dark Torches/Nexus?)
Oxred I suggest removing the old versions on my mod. There could be loading problems. So I decided to start with lower versions since a lot of people were confused about the state of the mod and thought it was a stable release, not an alpha. With the mod rewrite, I went from the 1.2.8 version down to 0.2.X to help illustrate that. No one goes backwards. The game could be confused seeing the 2? Just have the 0.2.X version in your mod folder and try that.
Vies
I tried to create a new creative game with all my current mods and it failed again. The last version of the mod was activated in my menu but, the mod does not appear in the "loaded mods list". (as you can see below). Nevertheless, if I enable the version 1.2.8 of this mod everything work fine but i don’t have the new system and and the new block, etc. Hoping that the problem will be solved quickly to test the new system ^^
Running on 64 bit Windows with 16230 MB RAM
Game Version: v1.18.15 (Stable)
24/10/2023 16:59:37: Critical error occurred
Loaded Mods: weaponpacka@1.3.1, betterruins@0.2.2, bettertraders@0.0.2, fantasycreatures@0.6.4, HangingOilLamps@1.0.1, justmoreruins@0.9.2, primitivesurvival@3.2.8, game@1.18.15, alchemy@1.6.16, animalcages@2.2.0, egocaribautomapmarkers@2.6.0, cooperativecombat@1.1.1, hudclock@3.3.0, medievalexpansion@3.11.1, petai@1.8.1, prospectorinfo@4.3.0, simplestep@1.0.8, stickscrafting@1.0.16, storageoptions@1.0.1, th3dungeon@0.2.0, creative@1.18.15, vsquest@0.5.0, survival@1.18.15, vsvillage@0.7.3, woodenfortifications@0.0.4, tradercamps@1.0.6, vsquestexample@0.3.0
System.Exception: Don't know how to instantiate item of class 'ItemBlankGrimoireRM' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateItem(String itemClass) in VintagestoryLib\Common\ClassRegistry.cs:line 273
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 19
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\Startup.cs:line 580
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadItemTypes() in VintagestoryLib\Client\Systems\Startup.cs:line 392
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\Startup.cs:line 334
at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass12_0.b__0(Object a) in VintagestoryApi\Common\TyronThreadPool.cs:line 108
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
IvanZS I am glad to hear it! There is still a lot I need to add, but just trying to make systems that are going to be fun and different.
Oxred I am not sure you have the mod enabled in your mod list? Usually an error would say the mod that had the issue, and then it would appear in the loaded mods section. My mod isn't there, and if it isn't loaded, it won't know how to handle any of my mod items or blocks that could already exist in the world. I fired up a fresh world and an older world with no issues. I will watch here to see if anyone else has this issue
@Vies Thanks a bunch! I am really enjoing this mod - much to my wife's annoyance :)
Hi ^^
Running a creative game with only Rustbound Magic 0.2.5 activated, my game crash and i have this :
Running on 64 bit Windows with 16230 MB RAM
Game Version: v1.18.15 (Stable)
24/10/2023 14:43:22: Critical error occurred
Loaded Mods: game@1.18.15, creative@1.18.15, survival@1.18.15
System.Exception: Don't know how to instantiate item of class 'ItemBlankGrimoireRM' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateItem(String itemClass) in VintagestoryLib\Common\ClassRegistry.cs:line 273
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 19
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\Startup.cs:line 580
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadItemTypes() in VintagestoryLib\Client\Systems\Startup.cs:line 392
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\Startup.cs:line 334
at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass12_0.<QueueTask>b__0(Object a) in VintagestoryApi\Common\TyronThreadPool.cs:line 108
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
Do not know how to solve the problem 'ItemBlankGrimoireRM' ?
IvanZS The Oculus is for the system I made called Synthesis. This is just a new way of crafting items, like grimoires. Currently there are only a few recipes. You start synthesis by throwing a particular item into the oculus portal. After that, look at the pedestal to see what item it wants next and how stable the oculus is. To stop synthesis, sneak+right click the pedestal and it drops all items and goes back to idle.
This is the current list of things that can be crafted with synthesis:
Lit torch -> Mana torch (using neutral, light, or dark essence will give you that particular mana torch type)
Blank Grimoire (Tier 1) -> Random tier 1 grimoire spell
Blank Grimoire (Tier 2) -> Random tier 2 grimoire spell
Blank Grimoire (Tier 3) -> Random tier 3 grimoire spell
Blank Grimoire (Tier 4) -> Random tier 4 grimoire spell
In the next update, I want to migrate making / upgrading armor and making higher tier spellcasting tools (staffs) to synthesis recipes. I will probably make a new craftable item called a cipher to use as the catalyst for starting synthesis too to make it easier. Eventually the grimore enhancement system will be through the oculus as well, on top of any specialty blocks I will be adding like the eternal forge and slip stream generators.
@Vies How are we supposed to use the Oculus? Mine is activated, the anchor is connected to a pedestal and a nexus, the pedestal just states that the oculus is idle. I tried all sorts of right-clicking on - to no avail...
ThePirateBrew That should be fixed in the update I just posted, thanks!
Aeonsteel For now it just increases the maximum capacity that the nexus can hold.
Does upgrading a Nexus also increase how much Mana/Rust Essence you produce (either amount or speed)?
@Vies Update: Game crashes everytime I move my mouse over a soulbound Sanctum.
@Vies I just got this crash message during a multiplayer session, no one was interacting with the nexus or altar at the time of the crash. Hopefully it helps, ill try to pinpoint its cause if it happens again.
System.NullReferenceException: Object reference not set to an instance of an object.
at rustboundmagic.src.common.blockentity.station.BlockEntityStationSanctumRM.On1000msTick(Single dt) in C:\Users\Vies\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\blockentity\station\BlockEntityStationSanctumRM.cs:line 612
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 59
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 796
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 712
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 668
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 77
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 313
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
IvanZS It is all good. I wanted multiple ways to get temporal fragments since they are a staple item. Currently they either drop from only drifters (something I can expand if people want) or through the rusty gear shattering ritual, which I will be increasing the drop rates of I think.
ThePirateBrew Not a problem! the 0.2.2 update is out, that recipe was adjusted.
@Vies Glad to be of help! Thanks for getting back so quickly, I look forward to the update and seeing the rest of what youve got in store!
Even the basic staff requires temporal fragments in order to be crafted. And you need magic chalk AND arcane altar (for the crystals) in order to get temporal fragments. One can't get arcane altar w/o a staff, because you can't cast "Transmute" with bare hands. Man, you do love these "Paragraph 22" situations...
Edit: I just noticed that dead drifters do drop temporal fragments, I appologize for my "Paragraph 22" comment.
@ThePirateBrew Good catch! there will be an update today adjusting that recipe. Thanks!
@Kirona Looks like you had some kind of leg armor from another mod on that could be missing something in the json. In the update today, I will have a patch to restrict the mod domain to my mod only. Good bye other mods adding magic attributes. lol Unless you know what leggings you had equip when this happened?
Am I missing something or is the content impossible to progress? You need to craft a Leyline Resonator to start transmuting items into magic variants, but you need those magic variants to craft the Resonator. Theres no way to obtain Arcanus/Mana Stone/Ingots elsewhere?
I was playing on a multiplayer server and suddenly crashed out of nowhere. I wasn't even interacting with this mod, but the error report is pointing at it anyway so here I am, lol. Crash log to follow - I'm gonna hazard a guess that it's a clothing/armor item.
Running on 64 bit Windows with 32716 MB RAM
Game Version: v1.18.15 (Stable)
10/22/2023 10:21:54 PM: Critical error occurred in the following mod: rustboundmagic@0.2.0
Loaded Mods: abandonedkingdom@0.0.4, aculinaryartillery@1.0.15, ancienttools@1.5.7, autopanning@1.0.1, signs@1.0.1, betterruins@0.2.4, butcheringfix@1.0.0, chiseltools@1.9.0, ClaimsRadar@1.0.1, extraclayforming@1.0.0, extrainfo@1.5.0, fantasycreatures@0.6.4, glowingarrows@1.1.1, hideandfabric@1.3.0, millwright@1.1.1, moremolds@1.4.2, NavarlioClasses@1.0.2, nightlight@1.3.1, nightwatcherfacefix@1.0.1, qptech@1.13.02, visibleore@1.0.1, game@1.18.15, zoombuttonreborn@1.4.0, abcsreborn@0.1.2, alchemy@1.6.15, alloycalculator@1.0.0, animalcages@2.2.0, bodyheatbar@1.0.1, canjewelry@0.1.16, canmarket@0.3.10, carryon@1.3.0, commonlib@2.1.1, expandedfoods@1.6.7, fairplayguardian@1.1.3, fishing@1.1.5, fixhandbookclutter@1.0.5, hudclock@3.2.1, sailboat@1.1.0, medievalexpansion@3.10.0, NavarlioCustoms@1.2.3, petai@1.8.1, prospectorinfo@4.3.0, rustboundmagic@0.2.0, statushud@1.4.0, stillnecessaries@1.0.1, stonebakeoven@1.1.0, sts@1.0.4, th3dungeon@0.1.3, usefulstuff17@1.2.0, vtpp@1.1.0, creative@1.18.15, vsquest@0.5.0, survival@1.18.15, xlib@0.7.4, xmelee@0.0.12, accessibilitytweaks@3.3.3, cats@1.8.0, em@2.3.0, extraoverlays@1.3.1, feverstonewilds@1.4.3, foxtaming@1.3.0, Navarlio_Xskills@1.0.0, playercorpse@1.7.2, rifteye@0.2.4, wolftaming@1.8.0, bricklayers@2.2.0, moreroads@1.5.4
System.NullReferenceException: Object reference not set to an instance of an object.
at rustboundmagic.src.common.entitybehavior.EntityBehaviorMagicKnowledgeRM.ApplyAllArmorEquipmentBonuses() in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\entitybehavior\EntityBehaviorMagicKnowledgeRM.cs:line 1951
at rustboundmagic.src.common.entitybehavior.EntityBehaviorMagicKnowledgeRM.OnGameTick(Single deltaTime) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\entitybehavior\EntityBehaviorMagicKnowledgeRM.cs:line 725
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 852
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 528
at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 583
at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 100
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 59
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 796
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 712
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 668
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 77
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 313
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 10/22/2023 10:19:41 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 2007150627803250050, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.18.15.0
P3: 64e841c5
P4: openal32.dll
P5: 1.23.0.0
P6: 63dd31ad
P7: 40000015
P8: 00000000000df046
P9:
P10:
Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER7A95.tmp.dmp
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER80E0.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER80E1.tmp.xml
These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_3278c09e339ad58fdb4a48929ddf95e5f2060ca_ee8069fc_3614ab78-c5fa-481c-8039-792d18be1d3f
Analysis symbol:
Rechecking for solution: 0
Report Id: 1f2c9326-d8c7-455c-b8b9-7af20c3528d6
Report Status: 268566528
Hashed bucket: 38dd2bbe130a69d3fbdad4dc94ea3d82
Cab Guid: 0 }
--------------
{ TimeGenerated = 10/22/2023 10:19:39 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.18.15.0, time stamp: 0x64e841c5
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x3e24
Faulting application start time: 0x01da05514957a021
Faulting application path: D:\Vintagestory\Vintagestory.exe
Faulting module path: D:\Vintagestory\Lib\openal32.dll
Report Id: 1f2c9326-d8c7-455c-b8b9-7af20c3528d6
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 10/22/2023 8:31:36 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 2007150627803250050, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.18.15.0
P3: 64e841c5
P4: openal32.dll
P5: 1.23.0.0
P6: 63dd31ad
P7: 40000015
P8: 00000000000df046
P9:
P10:
Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER86BC.tmp.dmp
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER8B42.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER8B52.tmp.xml
These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_3278c09e339ad58fdb4a48929ddf95e5f2060ca_ee8069fc_d5713e24-7307-404b-8b9e-f06e15c2a1c5
Analysis symbol:
Rechecking for solution: 0
Report Id: 44211cfd-7844-46e5-82d9-ca1319587d87
Report Status: 268566528
Hashed bucket: 38dd2bbe130a69d3fbdad4dc94ea3d82
Cab Guid: 0 }
A few ideas for spells:
This is what i get when i select the rust mage class, i tried it before and after reciving a mana bar just to see if there was this requirement. it seems to argue with the ar-class mod.
Running on 64 bit Windows with 32679 MB RAM
Game Version: v1.18.15 (Stable)
10/19/2023 9:29:20 PM: Critical error occurred
Loaded Mods: aculinaryartillery@1.0.15, beardeddragons@1.0.0, betterruins@0.2.4, bettertraders@0.0.2, carpet@1.0.1, Ceramos@0.4.1, chiseltools@1.9.0, hqzlights@1.1.1, easysod@0.0.3, fancysky@1.0.6, fantasycreatures@0.6.4, femininity@0.1.2, caninae@1.0.2, capreolinae@1.0.5, pantherinae@1.0.7, giantgouramis@1.0.1, justmoreruins@0.9.2, meteoricexpansion@1.2.4, moreundergarments@0.0.1, moreicons@1.1.0, leadroof@1.3.4, MoreTorchHolders@1.0.0, naturalpatches@0.1.3, peacockbasses@1.1.1, primitivesurvival@3.3.0, rooffix@0.0.1, ruststones@1.0.5, strspawnchances@0.0.6, litbrig@0.5.0, truesunfishes@1.1.1, viesblocks@2.4.2, viescraftmachines@2.2.2, game@1.18.15, altmapiconrenderer@1.2.2, ar-class@0.0.6, betterhoe@1.0.6, betterruinslootchanges@0.0.2, carryon@1.6.0, commonlib@2.2.0, composter@1.1.0, cooperativecombat@1.1.1, expandedfoods@1.6.7, fsmlib@0.1.3, glidervar@1.1.1, hudclock@3.3.0, immersivewoodchopping@0.2.0, sailboat@1.1.0, medievalexpansion@3.11.1, morepiles@1.4.3, petai@1.8.1, rustboundmagic@1.2.8, stonerailings@1.1.0, storageoptions@1.0.1, th3dungeon@0.2.0, vanvar@3.2.2, creative@1.18.15, survival@1.18.15, vsvillage@0.7.3, onebedsleeping@2.2.0, bugnetcompatibility@1.0.1, cats@1.8.0, em@2.4.1, feverstonewilds@1.4.3, foxtaming@1.3.0, stonequarry@3.1.5, wolftaming@1.8.0, bricklayers@2.4.0
System.Collections.Generic.KeyNotFoundException: The given key 'frail' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Vintagestory.GameContent.GuiDialogCreateCharacter.b__25_0(String code) in VSSurvivalMod\Gui\GuiDialogCreateCharacter.cs:line 388
at System.Linq.Enumerable.SelectArrayIterator`2.ToArray()
at System.Linq.Buffer`1..ctor(IEnumerable`1 source)
at System.Linq.OrderedEnumerable`1.GetEnumerator()+MoveNext()
at Vintagestory.GameContent.GuiDialogCreateCharacter.changeClass(Int32 dir) in VSSurvivalMod\Gui\GuiDialogCreateCharacter.cs:line 390
at Vintagestory.GameContent.GuiDialogCreateCharacter.b__13_3(Boolean on) in VSSurvivalMod\Gui\GuiDialogCreateCharacter.cs:line 217
at Vintagestory.API.Client.GuiElementToggleButton.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementToggleButton.cs:line 195
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 487
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 554
at Vintagestory.GameContent.GuiDialogCreateCharacter.OnMouseDown(MouseEvent args) in VSSurvivalMod\Gui\GuiDialogCreateCharacter.cs:line 502
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 390
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 199
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 313
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 10/19/2023 8:55:17 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.18.15.0, time stamp: 0x64e841c5
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x74b8
Faulting application start time: 0x01da02f86822d111
Faulting application path: D:\Vintagestory\Vintagestory.exe
Faulting module path: D:\Vintagestory\Lib\openal32.dll
Report Id: bea0ef9d-74bd-4036-b337-3cfc936cc7b3
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 10/19/2023 4:26:46 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.18.15.0, time stamp: 0x64e841c5
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0xb720
Faulting application start time: 0x01da02e34e1d9d99
Faulting application path: D:\Vintagestory\Vintagestory.exe
Faulting module path: D:\Vintagestory\Lib\openal32.dll
Report Id: 16898cc7-426a-4c92-8d1f-a52c4de327af
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 10/17/2023 6:58:58 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.18.15.0, time stamp: 0x64e841c5
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x89e4
Faulting application start time: 0x01da01660179d8ee
Faulting application path: D:\Vintagestory\Vintagestory.exe
Faulting module path: D:\Vintagestory\Lib\openal32.dll
Report Id: b3445812-a462-46b3-a657-7783320d42a4
Faulting package full name:
Faulting package-relative application ID: }
There might be a conflict with xSkills (if it can be addressed) where lowering your temporal stability to 0 doesnt unlock magic at all.
EDIT: I mistook my issue with another, i simply crash when i move to select the class.
Having a crash from shaders apparently
Corrupted code as well
https://pastebin.com/iWLJaFyd
Just to answer a few question:
Healing magic is in the new version of the mod. It is a projectile that when collides with an entity, will heal it.
You can't repair mage armor yet. I may redesign it after this next update lands.
There is a revive spell, and the closest element to light magic will be the healing element.
Other than that, all systems have been overhauled so we will have to see what the new issues are! lol
Doesn't seem there's a way to repair mage armor yet or it hasn't been made apparent.
What materials do you think it'll require - some arcanus, manastones and leather with a sewing kit?
quick question for ya. is there a healing spell eather for your self or for friends? or even a light spell?
The magic rewrite is just about done. I am currently trying to document it all since everything has changed. I am hoping to get time this weekend to balance some spells out, finish more spells in general, update the site, and have a fresh release for people to try!
Genuinely interested in how I can help test this. VS has been missing true magic for too long. I will install what you have and provide feedback wherever possible
Add rare cursed magic/spell types
revival magic to revive dead players
Dead revival magic ( revive random skeletons or npcs that will fight for you )
For the Halloween!
And I beg you to add my favorite magic, LIGHT MAGIC!
Light beams, and the Aetheral Ornament
ASDDFVDG!!!!1!
I don’t care how much of a WIP this is! I will play it! I will be your playtester. I NEED THIS in my game. It even works similarly to the idea I had for a magic mod, relating it to the temporal stability system a bit. Thank you so much.
This is simply, AWESOME!! Looks like a very ambitious project, I hope it stays alive long and I'm looking forward to see how this develops!
Hello there,
First of all love the mod. I love magic in all forms and this is something new for me.
Eiren
I had the same problem. For some reason if you fill up your hotbar with items and shift-click the arcanus while all other slots are ready to go in the oculus - the oculus accepts it.
RayneJx2
The Oculus just does its own thing once you are able to fill up all the slots. The UI changes color and the 'tier 1' magic icon is turning green. You have a visible particle effect as well if its working.
Vies
Hey, i have a bit of a question. it may be me just being silly and not reading the instructions right, but i'm a bit lost.
does the oculus just work on it's own once you put a mana stone, parchment, and arcanus inside? do i have to activate it in some way?
I feel really stipid, but oculus don't want to accept arcanus in any quanitites. I have 4 fancy parchments and 4 manastones as the tip says, but arcanus says "?" and even full stack isn't accepted, and there doesn't seem to be any help or config or anything to figure out what I'm doing wrong. I even made a spellbook already...
Vies
9/20/2023 10:06:43 PM: Critical error occurred in the following mod: rustboundmagic@1.2.8
Vies
Polish version
https://mega.nz/file/coYT1baL#YlxUt
-3jMdah2QxQhVZ9_JRGj5IE2IvwOVJGj-FSSPE
Unfortunately I can't post the whole code here so I'm sending you a link to it
How do you upgrade Mana Stone to Greater Mana Stones without having the alter upgradede first?
TaffyStars What most people do is send me a message through Discord, I am in the main VS discord under the name"Vies". To get more than 1 spell, you need to upgrade your magic tier. Each level you get to increases the slots by 1, 4 being the max.
DanaCraluminum Yeah probably the case, doing the magic rewrite now and when the new systems are built, I will be tackling issues like these.
There is memory leak related to textures, you forgot to dispose some texture
im not sure how to dm stuff Vies. I also cant click the other spell slots to equip more then one spell do i need a better book?
TaffyStars Got a crash report? DM it to me if you do, thanks
Vies This is amazing ! I am wearing mage armor, but it seems to me that some spells have a very long cast, for example, I don’t want to use a combat spell, because the monster is approaching me faster.
It would seem that whenever someone with the rust mage class joins the game it causes someone else in the game to crash. It seems like it happens to a random player but it happens anytime i connect to the game as a rust mage and the error is always rust magic.
Mizrael07 That was my though with putting in my own metal, it opens up a lot of possibilities with possible magical armors and tools. I am going to have a one time use scroll players can make as well. I do most of the mod development via twitch so that system will eventually be done on there. Casting speeds are slow if you don't have mage armor on. ;)
TigersFangs I would probably wait for the v2 magic system. I made a lot of core changes and some people may have issues learning new systems. If you want to get a tast of magic though, the alpha is always there to get a sneak peak!
Okayeg I agree that alcohol is something that isn't super indepth but the magic mod isn't going to really use it. I think an alchemy mod would be better suited for something like that. I want to focus on the whole rust world/temporal stability mechanics with my own magic and rituals.
Arlack You should be able to use a lesser transmutation altar to make them. just use the lesser manastone as the input item
I am unable to create the greater mana stones with the latest version. (1.2.8)
I don't know which way you are going with your mod, especially with mana recharging, but maybe you might consider implementing alcohol as a way of restoring your mana. The stronger the alcohol, the more mana recharged, or perhaps potions based on alcohol. I just want to see the production of alcohol serve a purpose in this game, and your mod would actually fit perfectly into that. Mod itself is amazing though. Looking forward to the next updates :)
(No I'm not an alcoholic)
I must say, this is mod looks amazing. I'm not using content mods in my current world, but might have to make another one just to play with this! Don't know your timetable and certainly not going to push, just curious if I should wait for v2 since there is so much change? More than happy to dive in as it is though. Heck, might dive in anyway and then have to relearn mechanics when the new version comes out. xD
Thank you for making this mod. I'll pop by with any feedback once I've had a chance to properly play with it. :)
Looking forward to new structures, I would like to suggest that Eldrathium ingot could be used in blacksmithing, like arrowheads so I could trade as a mage, and maybe mage could make a one time spell scroll.Looking forward to new structures, I would like to suggest that Eldrathium ingot could be used in blacksmithing, like arrowheads so I could trade as a mage, and maybe mage could make a one time spell scroll.
Ps. I love this mod, it's amazing!
Pss. It seems to me that the casting speed of spells is quite long.
Vies I can confirm that v1.2.7 no longer crashes upon loading, nor seems to conflict with anything (as far as I've noticed!)
I have noticed, in just my quick time playing around with it, The oculus does not allow me to drag / drop Arcanus into it, nor does it show how much is needed (as it does with Parchment and Manastones). It does however allow me to shift-click Arcanus, and it will not only go into the correct slot, but also let me know how much I'm missing (going from 'Arcanus x ?' to 'Arcanus x 8'
It might be intentional to hide the number, but thought I'd note it down anyway! If I discover anything else, I'll let you know, but looking forward to playing around with it!
extropup Yeah check the configs, you can set the time in minutes for all of the spell scrolls tiers. As for the transmutation altar, that is getting an overhaul, but I do not plan to add custom timers for those times, I think 10-30 seconds an item is reasonable since I will be removing the transmutation mana dump with the obelisk system. Also for the time reset when converting the item, that is intentional. It is like a crockpot, don't lift the lid while it is cooking! While an item is converting, don't take it out.
Alright 1.2.7 is out! This fixed a lot of the crashes I got recently, hopefully ;) Edit: forgot to add that all manastones can be made in the basic transmutation altar now, just use the previous manastone as the item to convert!
Plumeria this fix should be in 1.2.7 since I got rid of that check all together! Woot!
I just wanted to say first off that I LOVE this mod so far and all of its systems are very interesting, however I think my least favorite part is the massive time investment this mod takes and was wondering if its at all possible to customize some of the waiting times in this mod? I just got to making my first spell scroll and didnt appreciate the wait times for transmutation but dealt with it nonetheless, and now realizing that the spell scroll will take a full, real time, hour, it put a bit of a bad taste in my mouth for the later systems in this mod. I dont want to make a suggestion to change the entire mod, but some customizability of this/a mod config would be fantastic (unless this already exists and I'm being silly)
Edit: Just checked the config and you can change the times for spell scrolls to generate but you cannot change the time it tatkes to transmute items in the transmutation altar. I also was unable to find where the files in the mod read for this time as well in the actual mod folder. I would love to see this built into the config in the future ^^
Edit 2: Noticed a bug inside the Transmutation Altar where if you take an item out while its "cooking" another item, it will reset the timer for the cooking item back to 0, unsure if this is visual or practical
A player on my server is getting this crash-
Have had quite a few people crashing all at the same time. Great mod I love it I am happy to help out testing things :)
Running on 64 bit Windows with 32697 MB RAM
Game Version: v1.18.8 (Stable)
8/31/2023 5:43:58 PM: Critical error occurred in the following mod: rustboundmagic@1.2.5
Loaded Mods: aculinaryartillery@1.0.15, ancienttools@1.5.8, betterruins@0.2.2, fantasycreatures@0.6.4, moreclasses@1.2.5, primitivesurvival@3.2.7, she1fish@1.1.0, translocatorengineeringredux@1.4.6, game@1.18.8, wildcraft@1.6.6, additionalmolds@1.0.1, alchemy@1.6.16, animalcages@2.2.0, canjewelry@0.1.15, canmarket@0.3.12, carryon@1.5.0, commonlib@2.2.0, expandedfoods@1.6.7, fairplayguardian@1.1.3, fishing@1.1.5, fromgoldencombs@1.4.21, sailboat@1.1.0, petai@1.8.0, rustboundmagic@1.2.5, stonebakeoven@1.0.6, th3dungeon@0.1.3, usefulstuff17@1.2.0, creative@1.18.8, vsquest@0.5.0, survival@1.18.8, vsvillage@0.7.3, wildfarmingrevival@1.1.2, workbenchexpansion@1.7.0, xlib@0.7.4, cats@1.8.0, feverstonewilds@1.3.0, playercorpse@1.8.0, wolftaming@1.8.0, xskills@0.7.5
System.NullReferenceException: Object reference not set to an instance of an object.
at rustboundmagic.src.common.entitybehavior.EntityBehaviorMagicKnowledgeRM.IsPlayerWearingArmorEquipment(Int32 armorslot, String armorname) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\entitybehavior\EntityBehaviorMagicKnowledgeRM.cs:line 2076
at rustboundmagic.src.common.entitybehavior.EntityBehaviorMagicKnowledgeRM.IsElegibleForMagicTierLevelUp() in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\entitybehavior\EntityBehaviorMagicKnowledgeRM.cs:line 622
at rustboundmagic.src.common.entitybehavior.EntityBehaviorMagicKnowledgeRM.RustMageSendEligibleMessageForTierUpgrade() in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\entitybehavior\EntityBehaviorMagicKnowledgeRM.cs:line 942
at rustboundmagic.src.common.entitybehavior.EntityBehaviorMagicKnowledgeRM.OnGameTick(Single deltaTime) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\entitybehavior\EntityBehaviorMagicKnowledgeRM.cs:line 467
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 852
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 528
at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 583
at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 100
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 59
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 796
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 712
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 668
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 75
at OpenTK.Windowing.Desktop.GameWindow.DispatchRenderFrame()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 312
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
@Vies No worries at all - happy to help test new things! Will try and checkout the stream if timezones match up, but looking forward to trying out the mod!
17_ I was wondering if that would happen, I have looked at the meditation code and questioned if it was really firing for just the player doing the act! haha I will fix this for the next update. Thanks!
Ryuu I see your message and can follow up with you via DM tonight. Thanks!
Luckless Thank you for bringing this to my attention. I adjusted that part of my code to do a more robust check going into the FirstTimeTry method, and am sending the messages differently. This should fix things. I will come out with another update in the next day or 2 with more fixes!
Again, I do appreciate everyone letting me know what problems they are encountering. If people have the chance, try to join the stream to see the new 2.0 magic system I have brewing!
I seem to be getting a critical error / crash with the latest version, on 1.18.8. I disabled every other mod just to test for conflicts, but this is what is shown upon trying to load a world, or generate a new one;
Running on 64 bit Windows with 16332 MB RAM
Game Version: v1.18.8 (Stable)
30/08/2023 4:26:06 PM: Critical error occurred in the following mod: rustboundmagic@1.2.5
Loaded Mods: game@1.18.8, rustboundmagic@1.2.5, creative@1.18.8, survival@1.18.8
System.Exception: Attempting to send data to a not connected channel. For optionally dependent network channels test if your channel is Connected before sending data.
at Vintagestory.Client.NoObf.NetworkChannel.SendPacket[T](T message) in VintagestoryLib\Client\API\NetworkChannel.cs:line 84
at rustboundmagic.src.system.RMHelpers.SendPacketPlayerMessageWithVariable(IWorldAccessor world, String messageIn, String variableIn) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\system\RMHelpers.cs:line 38
at rustboundmagic.src.common.entitybehavior.EntityBehaviorMagicKnowledgeRM.FirstTimeTryToUnlockMagic() in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\entitybehavior\EntityBehaviorMagicKnowledgeRM.cs:line 1314
at rustboundmagic.src.common.entitybehavior.EntityBehaviorMagicKnowledgeRM.OnGameTick(Single deltaTime) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\entitybehavior\EntityBehaviorMagicKnowledgeRM.cs:line 381
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 874
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 527
at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 608
at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 96
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 59
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 711
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 668
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 75
at OpenTK.Windowing.Desktop.GameWindow.DispatchRenderFrame()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 312
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
I have contacted you in DM on discord regarding a critical error bug and the Concat with the Hashset that is found in Viescraft & in Rustbound magic. Just letting you know on here so it will not go unnoticed. It contains my google drive zip file of the logs which is for your eyes only ofc since it was obtained via using the Harmony Logs mod.
Found a bug. I host a LAN server and play with a friend.
When I sit down to regenerate mana, it regenerates mana for my friend as well.
I can consider a meditation change but I also did put in logic so that if your main hand is empty or if you had one of my mod's items in your hand, you would meditate. That stops if you have anything else in your hand. Did that so that you could choose when to meditate or not, with out me making a new keybind/sitting logic.
Hexedian Sure you can, just change the speeds in the configs! Creating the Sanctum block first, then the block that replaces the oculus. Thinking about how I am doing the logic, I could build in a new system that uses time stamps instead of "live ticks". Thanks for bringing this up to me!
The oculus does not run when the chunk isn't loaded... I'm never going to get scrolls at this rate.
I do agree on Mizrael's suggestion. It would be really nice to have a seperate keybind for meditation ( to leave sitting in vanilla for RP) and even if possible an animation perhaps :) ?
These are good ideas, I have been working on new systems and will be posting them in mod page, but the idea is taking this magic system I now have which is more suited for a "nomad mmo" style and making it so that it fits a collect and build kind of gameplay. I think the new ideas are really unique and should add some variety than the static "tier one is only this, tier 2+ is the same with a different color gem" way I have now. That being said, I will take all feedback into consideration while designing these new systems.
I'm sure you have already considered this but the ability to pick what level to cast a spell at would be nice since you can't cast growth on something given it can't grow more then the stages you are trying to force, just as one example. but either way, good mod.
Thank you so much for your wonderful mod, I have been wanting to see this magic for a long time! On my own, I would add that I would very much like meditation to be included separately and you could just sit with friends at the dinner table. Thank you very much.
JunidO You are using an old version of the mod. I currently have 1.2.5 out, give that a try. Thanks
Trug Oh boy! This is why this is alpha! I redesigned these systems so many times now! lol I will work on this! XD
Running on 64 bit Windows with 16250 MB RAM
Game Version: v1.18.8 (Stable)
26.08.2023 19:32:32: Critical error occurred in the following mod: rustboundmagic@1.2.0
Loaded Mods: aculinaryartillery@1.0.14, ancienttools@1.5.8, betterbricks@1.1.0, bettercrates@1.6.0, buildersblocks@1.0.0, Ceramos@0.4.1, chiseltools@1.8.4, extendedcrafts@1.1.0, extrachests@1.7.0, fantasycreatures@0.6.4, materialaging@1.1.0, morenails@1.1.0, MoreTorchHolders@1.0.0, primitivesurvival@3.2.7, qptech@1.13.02, rpvoicechat@1.2.2, sfaws@1.0.0, riflemod@1.1.0, sortablestorage@1.9.0, translocatorengineeringredux@1.4.6, game@1.18.8, weaponpackalphaunoff@1.4.0, wildcraft@1.6.6, abcsreborn@0.1.2, animalcages@2.2.0, canmarket@0.3.10, claims@0.3.6, coinage@1.7.0, commonlib@2.2.0, divisionoflabor@1.0.6, expandedfoods@1.6.7, hudclock@3.3.0, sailboat@1.1.0, lavoisier@1.3.0, medievalexpansion@3.10.0, nemi@1.1.0, petai@1.8.0, rustboundmagic@1.2.0, scarecrow@1.3.0, th3dungeon@0.1.3, tstools@1.3.6, creative@1.18.8, vsquest@0.5.0, survival@1.18.8, xlib@0.7.4, accessibilitytweaks@3.3.3, cats@1.8.0, claimsext@0.2.3, extraoverlays@1.3.1, feverstonewilds@1.3.0, helvehammerext@1.5.1, shinglerecipe@1.0.2, simplewinddirection@1.0.2, stonequarry@3.1.5, vsquestexample@0.3.0, xskills@0.7.5, wildcraftxskillspatch@0.2.0
System.NullReferenceException: Object reference not set to an instance of an object.
at rustboundmagic.src.common.entitybehavior.EntityBehaviorMagicKnowledgeRM.IsPlayerWearingArmorEquipment(Int32 armorslot, String armorname) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\entitybehavior\EntityBehaviorMagicKnowledgeRM.cs:line 2074
at rustboundmagic.src.common.entitybehavior.EntityBehaviorMagicKnowledgeRM.IsElegibleForMagicTierLevelUp() in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\entitybehavior\EntityBehaviorMagicKnowledgeRM.cs:line 622
at rustboundmagic.src.common.entitybehavior.EntityBehaviorMagicKnowledgeRM.RustMageSendEligibleMessageForTierUpgrade() in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\entitybehavior\EntityBehaviorMagicKnowledgeRM.cs:line 941
at rustboundmagic.src.common.entitybehavior.EntityBehaviorMagicKnowledgeRM.OnGameTick(Single deltaTime) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\entitybehavior\EntityBehaviorMagicKnowledgeRM.cs:line 467
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 852
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 528
at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 583
at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 100
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 59
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 796
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 712
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 668
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 75
at OpenTK.Windowing.Desktop.GameWindow.DispatchRenderFrame()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 312
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 26.08.2023 12:48:23, Site = , Source = Application Error, Message = Name der fehlerhaften Anwendung: Vintagestory.exe, Version: 1.18.8.0, Zeitstempel: 0x6492041a
Name des fehlerhaften Moduls: openal32.dll, Version: 1.23.0.0, Zeitstempel: 0x63dd31ad
Ausnahmecode: 0x40000015
Fehleroffset: 0x00000000000df046
ID des fehlerhaften Prozesses: 0x3478
Startzeit der fehlerhaften Anwendung: 0x01d9d80948102950
Pfad der fehlerhaften Anwendung: D:\Vintagestory\Vintagestory.exe
Pfad des fehlerhaften Moduls: D:\Vintagestory\Lib\openal32.dll
Berichtskennung: d430713f-cb31-4ad7-96cf-b21758562b4c
Vollständiger Name des fehlerhaften Pakets:
Anwendungs-ID, die relativ zum fehlerhaften Paket ist: }
--------------
{ TimeGenerated = 23.08.2023 20:27:08, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
CoreCLR Version: 7.0.1023.36312
.NET Version: 7.0.10
Description: The process was terminated due to an unhandled exception.
Exception Info: System.ObjectDisposedException: Cannot access a disposed object.
Object name: 'The ThreadLocal object has been disposed.'.
at System.Threading.ThreadLocal`1.GetValueSlow()
at ACulinaryArtillery.ItemExpandedRawFood.UpdateAndGetTransitionStates(IWorldAccessor world, ItemSlot inslot)
at Vintagestory.API.Common.CollectibleObject.AppendPerishableInfoText(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Collectible\Collectible.cs:line 1664
at ACulinaryArtillery.ItemExpandedRawFood.GetHeldItemInfo(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo)
at ACulinaryArtillery.ItemExpandedFood.GetHeldItemInfo(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo)
at Vintagestory.API.Common.ItemStack.GetDescription(IWorldAccessor world, ItemSlot inSlot, Boolean debug) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Collectible\ItemStack.cs:line 402
at Vintagestory.GameContent.GuiHandbookItemStackPage..ctor(ICoreClientAPI capi, ItemStack stack) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 42
at Vintagestory.GameContent.ModSystemHandbook.onCreatePagesAsync() in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\Handbook\Handbook.cs:line 80
at Vintagestory.GameContent.GuiDialogHandbook.LoadPages_Async() in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 489
at Vintagestory.GameContent.GuiDialogHandbook.<loadEntries>b__20_0() in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 117
at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass12_0.<QueueTask>b__0(Object a) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\TyronThreadPool.cs:line 108
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
}
--------------
{ TimeGenerated = 22.08.2023 11:44:17, Site = , Source = Application Error, Message = Name der fehlerhaften Anwendung: Vintagestory.exe, Version: 1.18.8.0, Zeitstempel: 0x6492041a
Name des fehlerhaften Moduls: openal32.dll, Version: 1.23.0.0, Zeitstempel: 0x63dd31ad
Ausnahmecode: 0x40000015
Fehleroffset: 0x00000000000df046
ID des fehlerhaften Prozesses: 0x2f40
Startzeit der fehlerhaften Anwendung: 0x01d9d4d83ab41601
Pfad der fehlerhaften Anwendung: D:\Vintagestory\Vintagestory.exe
Pfad des fehlerhaften Moduls: D:\Vintagestory\Lib\openal32.dll
Berichtskennung: 4c2f8bf5-b601-48a1-b44b-2ff051009d01
Vollständiger Name des fehlerhaften Pakets:
Anwendungs-ID, die relativ zum fehlerhaften Paket ist: }
I might be missing a step, but I seem to be stuck on how to upgrade items to tier 2. My character is at tier 2, and it tells me to have a greater sigil of forging in my offhand to upgrade a block, e.g. my transmutation altar. So far so good.
The problem is that a greater sigil of forging requires 4x greater manastones. Greater manastones require an upgraded transmutation altar. Is there an alternate way to get those manastones, or is this an unintentional catch-22?
That did indeed fix it, thanks Vies!
Trug Thanks for finding that! the new 1.2.5 update hopefully fixes most of what you see. Still need to look at the highlight bug when you have not spells selected in the guis. This is only a visual issue so it is on the back burner.
@Thauma Thank you for bring this up. The next update will have a lot more indicators for the oculus. Should give all the info. And yes, you needed more resources in the slots. :) Also thank you for the catch there with my config descriptions! That will be in the next update.
One minor bug, when you're eligible to increase a magic tier, the message is broadcast to all in chat, not just the player that is eligible.
Edit - Possibly not minor, and more in-depth than I thought. When I was alone on the server, the message for upgrading tier would come up whenever I meditated for a short time. Once someone else joined, they also saw the message, once. This player did not have magic unlocked. After that, I no longer get the message, and when I hold the lesser sigil of awakening in my offhand while meditating, nothing happens. Tried a server restart to see if that would reset whatever went wonky, and no dice. Still no message when meditating without a sigil, and holding the sigil when meditating doesn't trigger a tier upgrade.
Kirona I think you are running immersive mouse mode in the settings. My block guis do not currently support that. Coming soon maybe?
One thing I'm having difficulty with is assigning spells to more than just the first slot in a spellbook. The 2nd-4th slots are there, but they don't seem to be selectable by mousing over them and clicking.
Thank you for the tip Odinlu!
I have also discovered that it says "seconds" instead of "minutes" in the config, something that should be looked at.
@Thauma it need more of the resources.
I have put the ingredients in the Oculus as such

But the Oculus does nothing no matter what I do, is there something I am missing? Do I need more of the resources?
Clicking the first button does nothing, making the resources equal does nothing, casting transmutation on the thing does nothing.
Looking in to the configs its only supposed to take a minute to prepare a Rank 1 Scroll, and yet it feels like it will take centuries if it is operational and I am just dumb.
I would like the operation of the Oculus clarified for I do not know if this is working as intended.
How are you supposed to actually interact with the transmutation altar? I've managed to get it to become a Lesser Transmutation Altar but now I'm stuck. I can't find any way to place items onto/into it, and casting Transmutation on it repeatedly doesn't seem to actually do anything.
As a side note, there seems to be no sound when hitting/breaking the altar, though the Oculus has sounds like normal. ...Also when looking at the top of the alter I can't use my mouse scroll wheel.
Trug Thank you for that find! I have this fixed in the new v1.2.0.
Phuta I added hover tool tips over the oculus item slots to help people in the new version. Thanks!
Nand Good suggestion! Those configs have been added in the new version as well!
ATree That config option is in the new version!
Fairly serious bug just now. If wearing the full set of apprentice armor, your character is unhittable, and it causes a slew of errors in the server log whenever you should take damage from a melee or ranged hit. Damage from temporal instability still works, not sure about other effects. Take off any piece of the set and it you're hittable again. Example:
5.8.2023 20:47:12 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.ModSystemWearableStats.handleDamaged(IPlayer player, Single damage, DamageSource dmgSource) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WearableStats.cs:line 109
at Vintagestory.GameContent.EntityBehaviorHealth.OnEntityReceiveDamage(DamageSource damageSource, Single& damage) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Entity\Behavior\BehaviorHealth.cs:line 168
at Vintagestory.API.Common.Entities.Entity.ReceiveDamage(DamageSource damageSource, Single damage) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Entity\Entity.cs:line 791
at Vintagestory.API.Common.EntityAgent.ReceiveDamage_Patch1(EntityAgent this, DamageSource damageSource, Single damage)
at Vintagestory.GameContent.AiTaskMeleeAttack.attackTarget() in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Entity\AI\Task\TasksImpl\AiTaskMeleeAttack.cs:line 178
at Vintagestory.GameContent.AiTaskMeleeAttack.ContinueExecute(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Entity\AI\Task\TasksImpl\AiTaskMeleeAttack.cs:line 151
at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Entity\AI\Task\AiTaskManager.cs:line 174
at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Entity\AI\Task\BehaviorTaskAI.cs:line 116
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Entity\Entity.cs:line 852
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Entity\EntityAgent.cs:line 528
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 326
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 165
at Vintagestory.Server.ServerMain.Process() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 849
Bug found, but it's probably base game:
Start casting a spell (tested with transmutation so far) then pause the game, with ESC or handbook. When you unpause, no time will have passed in the game, but the spell's time will have advanced.
Loving the mod so far, its a great addition. Looking forward to seeing it evolve!
Yes, the context clues for the crafting stations would be cool, if you couldnt shift click any item into any spot in the interface. So so far i have not been able to craft even a single scroll or magical item other than the basic wand.
Even just a basic tool tip in the interface on what space what items go into would be awesome. Or maybe having an outline of the item in the slot.
For the impatient like me and my friend who are on a server with just us two, could you please add a config option or something you can change for server owners to define how long it should take to create a spell scroll in the oculus. I might just be doing something wrong but I think it's saying it should take 2 irl hours for a single scroll, we don't really get too many hours within the day to play and I hate re-checking the oculus every 5 minutes like its a microwave 😔
The people have spoken! I will add this config option to the next update.
I think a config option that enables or disables the class-locked magic would be great! :) The more config options the better.
Blury If enough people want this, I can make a config option that does that. With all of the feedback, it seems like no one wanted that! lol
Ryuu I really like this spell idea! I think in my next livestream, after I get the summon light spell going, I will start working on it! Thanks! /bow
Phuta I was considering attempting to have more of a presence in Discord and may add a section for my mod in it. I don't see it as an immediate need since people are reaching out to me directly now through direct messages and here, but it is still an option for sure. As for the mod not having the icon, I tested out the whole "Cake" build last night, it looks like it did a good job, but I have to manually make changes for the next one. I have another update coming out tonight hopefully that helps to optimize a few more checks with things like meditation logic.
can we have a config for serverside where we could enable old way of having magic locked behind the class after tier1 please?
JunidO I appreciate your opinion on what the mod needs but as I stated quite a few times, this is an alpha release. Things are rapidly changing. I can tell you this right now, you are not going to get more "accurate guides" than what I currently have, because again, everything is changing. As for the oculus, there are numerous context clues that it is working. Mainly in the info box at the bottom that not only has words, but is color coded, and the image overlay in the center gui that changes the gray bits to colorful ones. I will be working on the gui more after I complete more spells, but again, this is alpha. You may want to wait a while to play with this mod.
Also as a side note, you will get this kind of crash using Pet AI. My mod was build against 1.18.8 and NET 7. Pet AI is at 1.18.6 and I assume NET 4.6.1. Both developers were told this last night when I found this issue. I have every confidence they will get it updated. For those who care, I had to redesign my mounting system in my ViesCraft Machines mod around Tyrons newer rafts, since there have been changes to EntityControls(). This magic mod does control check to see if people are floorsitting or trying to move. My machines mod loads fine with the magic mod.
Running on 64 bit Windows with 16250 MB RAM
Game Version: v1.18.8 (Stable)
25.08.2023 17:19:20: Critical error occurred in the following mod: rustboundmagic@1.1.5
Loaded Mods: aculinaryartillery@1.0.12-pre.2, ancienttools@1.5.8, betterbricks@1.1.0, bettercrates@1.6.0, buildersblocks@1.0.0, Ceramos@0.4.1, chiseltools@1.8.4, effectshud@0.2.5, extendedcrafts@1.1.0, extrachests@1.7.0, fancysky@1.0.6, materialaging@1.1.0, morenails@1.1.0, MoreTorchHolders@1.0.0, primitivesurvival@3.2.7, qptech@1.13.02, sfaws@1.0.0, riflemod@1.1.0, sortablestorage@1.9.0, translocatorengineeringredux@1.4.5, game@1.18.8, weaponpackalphaunoff@1.4.0, wildcraft@1.6.6, abcsreborn@0.1.2, alloycalculator@1.0.0, animalcages@2.1.5, canjewelry@0.1.13, canmarket@0.3.10, coinage@1.7.0, commonlib@2.2.0, divisionoflabor@1.0.6, expandedfoods@1.6.7, hudclock@3.3.0, sailboat@1.1.0, lavoisier@1.3.0, mapautocenter@1.1.0, medievalexpansion@3.10.0, nemi@1.1.0, petai@1.7.10, rustboundmagic@1.1.5, scarecrow@1.3.0, th3dungeon@0.1.3, tstools@1.3.6, creative@1.18.8, survival@1.18.8, xlib@0.7.4, accessibilitytweaks@3.3.3, chemistrylib@1.1.5, extraoverlays@1.3.1, feverstonewilds@1.3.0, helvehammerext@1.5.1, koboldplayermodel@1.1.0, shinglerecipe@1.0.2, simplewinddirection@1.0.2, stonequarry@3.1.5, xskills@0.7.5, simplealchemy@2.2.2, wildcraftxskillspatch@0.2.0
System.NullReferenceException: Object reference not set to an instance of an object.
at rustboundmagic.src.common.entitybehavior.EntityBehaviorMagicKnowledgeRM.IsPlayerWearingArmorEquipment(Int32 armorslot, String armorname) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\entitybehavior\EntityBehaviorMagicKnowledgeRM.cs:line 1964
at rustboundmagic.src.common.entitybehavior.EntityBehaviorMagicKnowledgeRM.IsElegibleForMagicTierLevelUp() in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\entitybehavior\EntityBehaviorMagicKnowledgeRM.cs:line 781
at rustboundmagic.src.common.entitybehavior.EntityBehaviorMagicKnowledgeRM.RustMageSendEligibleMessageForTierUpgrade() in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\entitybehavior\EntityBehaviorMagicKnowledgeRM.cs:line 819
at rustboundmagic.src.common.entitybehavior.EntityBehaviorMagicKnowledgeRM.OnGameTick(Single deltaTime) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\entitybehavior\EntityBehaviorMagicKnowledgeRM.cs:line 483
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 852
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 528
at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 583
at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 100
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 59
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 796
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 712
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 668
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 75
at OpenTK.Windowing.Desktop.GameWindow.DispatchRenderFrame()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 312
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 23.08.2023 20:27:08, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
CoreCLR Version: 7.0.1023.36312
.NET Version: 7.0.10
Description: The process was terminated due to an unhandled exception.
Exception Info: System.ObjectDisposedException: Cannot access a disposed object.
Object name: 'The ThreadLocal object has been disposed.'.
at System.Threading.ThreadLocal`1.GetValueSlow()
at ACulinaryArtillery.ItemExpandedRawFood.UpdateAndGetTransitionStates(IWorldAccessor world, ItemSlot inslot)
at Vintagestory.API.Common.CollectibleObject.AppendPerishableInfoText(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Collectible\Collectible.cs:line 1664
at ACulinaryArtillery.ItemExpandedRawFood.GetHeldItemInfo(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo)
at ACulinaryArtillery.ItemExpandedFood.GetHeldItemInfo(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo)
at Vintagestory.API.Common.ItemStack.GetDescription(IWorldAccessor world, ItemSlot inSlot, Boolean debug) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Collectible\ItemStack.cs:line 402
at Vintagestory.GameContent.GuiHandbookItemStackPage..ctor(ICoreClientAPI capi, ItemStack stack) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 42
at Vintagestory.GameContent.ModSystemHandbook.onCreatePagesAsync() in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\Handbook\Handbook.cs:line 80
at Vintagestory.GameContent.GuiDialogHandbook.LoadPages_Async() in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 489
at Vintagestory.GameContent.GuiDialogHandbook.<loadEntries>b__20_0() in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 117
at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass12_0.<QueueTask>b__0(Object a) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\TyronThreadPool.cs:line 108
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
}
--------------
{ TimeGenerated = 22.08.2023 11:44:17, Site = , Source = Application Error, Message = Name der fehlerhaften Anwendung: Vintagestory.exe, Version: 1.18.8.0, Zeitstempel: 0x6492041a
Name des fehlerhaften Moduls: openal32.dll, Version: 1.23.0.0, Zeitstempel: 0x63dd31ad
Ausnahmecode: 0x40000015
Fehleroffset: 0x00000000000df046
ID des fehlerhaften Prozesses: 0x2f40
Startzeit der fehlerhaften Anwendung: 0x01d9d4d83ab41601
Pfad der fehlerhaften Anwendung: D:\Vintagestory\Vintagestory.exe
Pfad des fehlerhaften Moduls: D:\Vintagestory\Lib\openal32.dll
Berichtskennung: 4c2f8bf5-b601-48a1-b44b-2ff051009d01
Vollständiger Name des fehlerhaften Pakets:
Anwendungs-ID, die relativ zum fehlerhaften Paket ist: }
--------------
{ TimeGenerated = 18.08.2023 22:52:36, Site = , Source = Application Error, Message = Name der fehlerhaften Anwendung: Vintagestory.exe, Version: 1.18.8.0, Zeitstempel: 0x6492041a
Name des fehlerhaften Moduls: openal32.dll, Version: 1.23.0.0, Zeitstempel: 0x63dd31ad
Ausnahmecode: 0x40000015
Fehleroffset: 0x00000000000df046
ID des fehlerhaften Prozesses: 0x226c
Startzeit der fehlerhaften Anwendung: 0x01d9d20febe641e7
Pfad der fehlerhaften Anwendung: D:\Vintagestory\Vintagestory.exe
Pfad des fehlerhaften Moduls: D:\Vintagestory\Lib\openal32.dll
Berichtskennung: 7e3039f8-7934-45eb-97a4-ab2eb8bcce24
Vollständiger Name des fehlerhaften Pakets:
Anwendungs-ID, die relativ zum fehlerhaften Paket ist: }
What about an aoe spell that lets you retrieve arrows a certain amount of blocks around you and a certain depth can be customized for that range and depth? Something like Projectile Retrieval and utilizes magic ropes that pulls the projectiles to you or something? An added benefit maybe would be to allow projectiles in flight be pulled to you but while it is in flight, it would cause damage to you thus giving a 'tank' like spell since all classes will have access to all magic. This fixes the projectile retrival when projectile is on ground, and adds a tank skill for melee thus closing the gap for making hunters and such op with the spell. Projectles would be throwing spears/arrows/bullets (firearms mod). I figured if you plan to add a defense spell of some sort, then this would help make tanking possible to a degree.
Also, if you do add a magic shield, maybe make it passively utilize your magic pool or require to actively be pressed and held while it leeches into your magic pool while the barrier is up?
The above grants the following:
1) Hunters and other range classes can retrieve their projectiles easier
2) Hunters and other rnage classes has to be careful when to cast the Projectile Retrieval skill or else they could take damage by redirecting the trajectory of projectiles to them thus causing them to take massive amounts of damage (potentially)
3) Adds a tank-like skill for melee
4) Adds a barrier that helps mages to protect themselves but also tank-like classes (and others) to survive using Projectile Retrieval if the timing is quick enough.
5) Adds a balance of risk-versus-reward and ability to time when to use spells (if the casting timer is quick enough to do so or w/e)
You could go a step further and say that if barrier is used too much in a short period of time or is being sustained for a long time, it then eats into the Food Pool some (stamina) due to constant focus or you could make it drain the pool quicker, or even reduce your stability as if you were standing in a temporal portal.
Just something I thought of without making things too OP.
You should probably make a Thread for your mod in the Vintage Story discord so people can report bugs and talk about it more easily.
Also the new version of the mod doesnt seem to have a modicon.
Actual issues in this mod v1.0.0, v. 1.1.0 and v. 1.1.5 - when magic was unlocked the game studdering and rubberbanding.
What the mod needed:
More accurate guides. How to where exactly what goes in the occulus? - Exactly how long does the Occulus take for a scroll once everything is placed correctly? etc etc etc
More precise indicators that something is working - example of the occulus, here you cannot see at all whether it is working or not.
kokaito If I remember correctly, about 2 hours. Hover over the progress bar on the bottom right to get the exact time left.
JunidO No sure what to say to this? Learn magic, use spells, get better, pew pew, mega mage! Bottom line is a mod like this is going to have a lot of moving parts. I have confidence in people figuring it out. The aspect of making charcoal and copper tools is harder than the few systems my mod adds. I have an in game guidebook and I explain things on this site, plus a bunch of flavor text, tool tips, and direct messages letting players know what is going on as they are playing. You will be fine. :)
Some guides for less intelligent people like me would be nice.
Can someone tell me how much time it takes for oculus to create a magic scroll?
Kaladin297 Request denied. haha
Requesting that you rewrite the game engine to add a reverse unicorn summon that vomits acid diamonds
I just updated the mod description information with all of the changes from the mod update last night. The updated guidebook will be in the next release.
Phuta I have the instructions in the fired versions of the oculus and transmutation altar. Cast the spell 'Transmutation' on the placed blocks to convert them. As time goes on, transmutation will be a spell you use a lot in the world for things.
had in the 1.0.0 version someone the same problem ?
I added the mod to the server and by removing because a couple issuse the magic bar from a player was still there and the micro lags too. :S
I genuinely still dont know where or how i would find any of the crafting recipes for the altar and oculus.
The 1.1.0 update is out. It should fix the rubberbanding issue.
@Lucio Not sure what it is closest to. It is more like the Everquest kind of magic system. Now that the mod is out, and if things are stable, I want to bring in multiblock structures and more magic that you do in the world, like the magic circle.
I have a update I will be releasing later tonight that optimizes some things, should help with the studdering!
Very nice Mod. Magic, wuhuuuuu 😻
Is this mod gonna be like Ars Magicka or Witchery? or something more like Electrobob Wizardry? i know its doing its own thing and is lore friendly, which i like, i just want to compare it to some things im used to so i know where this project is going. Is there gonna be multiblock rituals/crafting? Totems? Custom Spells? Fantastical beasts? New Crops with their own system? Tell me more about it! Also is there a way to make so that all classes can have access to all things in this mod, not just the mages?
I can confirm this occurs as well. Once the magic bar is unlocked, the character begins to sort of lag around, and sometimes when jumping the player gets propelled farther than usual.
EDIT: I can also confirm it's probably not xskills as I do not use it.
Vies I tested it once in my singleplayer world and ran around without having mana unlocked and experience no issues, but after I got my stability to 0 and unlocked it I started having random moments while running or walking where I would lag a bit and get teleported backwards a little, and then I tested the same thing in a multiplayer server with my friends and they had no problems but the same laggy teleporting thing started happening to them too. I could try it again soon without any other mods to see if its just a compatability issue or not.
It happens consistently once you have unlocked your magic bar.
Single player, confirmed in multiple worlds, including worlds made before using RBM, lots of mods that may interfere, but I suppose xskills might be the culprit, if any. I'm guessing passive magic regeneration counts as healing and triggers the damage effect. You can test it by simply running and jumping when not in creative, with time not set to 0.
I updated my short term roadmap in the description.
Jakccc Hexedian Could you send me more info on how you got it to do that? Some questions would be was this single or multiplayer, what other mods are used, how many players were in the potential server? Did a restart fix the issue?
As for the xskills stuff, not sure if anything will work. There are temporal stability enhancements, but I take off a static amount so not sure how it will react?
RinVindor The summon light spell is going to be the closest thing to the spell you are talking about. You will shoot out a projectile that spawns a temporary ball of light.
will this work with xskills in any way?
yooooooooo niiiceee
I'd love to see a spell that you can use to bind to an object (or block) to permanently emit light.
I not sure much work this would be but perhaps you could use xlib/xskills for some of the class stuff. It might be worth taking a look at.
Just added it to my server. Thank you we have been waiting for a little magic. Skyfall
I can confirm Jakccc's problem - it looks like the same effect as taking damage or healing, with your character's position and velocity getting randomized. This happens even when mana and temporal stability are full.
Yo just found a potential bug with the mod. After unlocking mana my character starts rubberbanding back and forth whenever I move, I tested in a single-player world and with friends and the ones without it unlocked didn't have that happen to them but it started after they unlocked it as well.
I watched the development of your mod, glad I can finaly try it out (and convince our admin to add it to the server).
Oh hell yeah its finally out!
Welp, now i only need to figure out how any of the crafting works.
@Crazyabe Yeah I am going to be redesigning what the Rust Mage does, I am thinking about more like spell maximum potential, not severe restrictions, but it is the alpha version. and I have more spells to make.
@Kara You just learn magic if temporal stability is off. Nothing changes :D
would this mod work, with having temporal stability turned off? o.O
sounds interesting, though the fact that 3/4ths of the mod seems to be locked behind the Rust Mage class will keep me from grabbing it, mostly beacuse I'm already several weeks (IRL) into my current world and can't be arsed to see if there's a command to send myself back to character creation.
Holy cow, magic! :O