Mods / Rustbound Magic

Category: #Crafting #Magic #Utility #Weapons
Author: Vies
Side: Both
Created: May 30th 2023 at 12:16 PM
Last modified: Jun 11th at 3:46 AM
Downloads: 26375
Follow Unfollow 457

Latest file for v1.19.8:
rustboundmagic_1.9.74.zip 1-click install


Mod Status update!

The mod rewrite is pretty much done and has entered beta. It isn't the same mod anymore in almost in every way. There are familiar things, but it really is a new better experience. So far the feedback from the supporters section in my Discord has been very good, and in that section we have been making polls and talking about the direction of the mod. Every once in a while I post a few things in the general discord chat too to show something new.

This mod will be available on the mod DB site after we have the full release of 1.20.3 or 1.20.4 (so I don't have to repeat the work I had to do last time). Now the burning question I get a lot, "why the rewrite isn't on the site now?" To be blunt, most people do not read the info I put on this site page, or changelogs. If you use the v2.0 rewrite in a world that had magic in it, you will loose most of your items, since they do not exist anymore. Even player attributes do different things. It is best to use the new mod in a new world. I just don't want all of the messages with people who are upset that they lost magic progress in their old worlds because they slapped this mod into their current world thinking they could ignore my warnings.

Let's hope that Santa brings us 1.20!


Current mod info:
For more info on the mod, refer to the in-game guidebook / handbook. <3


[Twitch]
[KoFi][Discord]

Rustbound Magic is a mod that aims to add magic to Vintage Story. The concept of magic is tied to a force know as "rust", originating from the mysterious realm know as the "rust world". Once a player peers beyond the veil into this otherworldly void, the unknown becomes know. Through careful balance of one's temporal stability, this new power can be harnessed and imagination becomes reality.

This mod is best played with temporal stability and rifts enabled! This mod is also designed with multiplayer servers in mind and it encourages roleplaying. If you play on a multiplayer server and don't care for magic, you don't have to use it! Magic should be a choice, not a requirement. Non-magic users can still make use of utility blocks, spell scrolls, and other services mages can provide.

- With no world gen blocks/items, it can be added to any world at any point and removed just as easily.
- This mod has been built against and tested on .NET 7.

Important Notes:

  • Anything is subject to change with feedback! <3
  • This mod is ever evolving - please be careful and make a backup of your world!

 


Mod roadmap: Updated 6/11/2024

Roadmap info in half-baked ideas and some sentence fragments!

The focus of the next update:

New mod flow and core redesign:

Tier 1
    1.) Unlock magic like normal.
    2.) Make a new type of "makeshift staff" that only casts transmutation and can be imbued with a sigil to change the spell to a primative type. Gets magic into the hands of players faster.
    3.) Create nexus and learn about essence / manatorches like normal.
    4.) Start performing world magic to get arcanus / runestones / other things. Add a world magic creation array that can make makeshift sigil items for the following weak / low mana spells; rust orb, plunder, hydrate farmland, kindle (ignite)?
    5.) Oculus / Synthesis like normal. The apprentice staff would go away and real magic staffs start at tier 2.

Tier 2
    1.) Spell research with runic scrolls open up.
    2.) Spellforge system opens up.
    3.) Sanctum opens up.
    4.) Essence lacrimas like normal.

Tier 3
    1.) Elemental attunement (optional? linked to ritual system?)
    2.) Spell duplication opens up.
    3.) Mana distillery opens up.
    4.) Essence vault like normal

Tier 4
    1.) Familiar?
    2.) New System?
    3.) Multiblock structure: Gateways?
    4.) Enchanted equipment (necklace, wrists, etc)?
























Old ideas I want to keep track of:
   
- Bastion *WIP* will require essence.
- Gateway *WIP* will require essence.
- Add a synthesis recipe for manabread! Still uses eggs and flour, but can give magic like effects?

Tier 3 will focus on elemental attunement.

Not much is planned yet except for the following highlights:
- The passive skill Clarivyance unlocks. This allows you to see elemental strengths, weaknesses, and resistances of creatures.

- Attune to an element. This will be like a sub class that gives positive and negative traits. Casting attack spells of your attuned element does bonus damage and no focus is needed as the default element will be your attuned element.

- To attune to an element, create the multiblock structure gateway, put your elemental crystals in, then activate it during a temporal storm. Then walk through the portal.

- Temporal storms and rifts will be used heavily. Maybe have elemental themed rifts?

- When attuned to an element, using crystals of your attuned element in things like rituals and the bastion can enhance the effects. Likewise, using crystals of an element not attuned to you will result in weaker effects.

- Mana tool system. Tools that takes mana on use instead of durability and could enhance effects of the tools. May also make these rechargable via elemental crystals so that non magic users can use them. Would like to incorporate all elements in this. 
So for example;
Manamace of fire: 4 fire damage on hit, with a chance to catch the opponent on fire.
Manamace of frost: 4 frost damage on hit, with a chance to slow the enemy down.
Manamace of electricity: 4 gravity damage on hit, with a chance to paralyze the enemy.
Manamace of gravity: 4 gravity damage on hit, with a chance to knock the enemy back.
Manamace of healing: 4 healing damage on hit, with a chance to heal the caster for a portion of damage done.
Manamace of poison: 4 gravity damage on hit, with a chance to poison the enemy.

Manapickaxe of fire: has a chance to cause ore to drop nuggets or smelt ore directly into ingots? maybe a 3 x 3 range?

Tier 4 will focus on spell enhancement.

- Scribe station: Thinking this block will be how grimoires will be enhanced / modified.

- Oculus gateways (link and teleport between keyed gateways using essence). This will be elemental themed so will appear in this tier.

- Arm, necklace, and other equipment becomes craftable to buff spells or actions, for example, a necklace that increase the duration of alteration spells by 2x.

Other ideas:

Planned rituals:
 - Ritual of Augmentation: Taming I-IV (Replaces the spell "Befriend Animal")
 - Ritual of Summoning: Upheaval (Creates a floating island)
 - Ritual of Summoning: Abyss (Creates a cavern underground)


Things I want to do:

New rituals ideas?:

- Ritual of Summoning: summon an elemental, will be used for boss summoning. Could be used as a replacement for conjuration girmoire spells
- Ritual of Stormsong: makes it rain baby. dark mana torches in ritual?
- Ritual of Cloudbreaker: stops rain. light mana torches in ritual?
- Ritual of Gateway: maybe teleports player?

 

Extra Utility magic block stations:

- Eternal forge, uses essence to heat metal like a forge.

- Magic rotor, convert magic/essence into mechanical power.

- Portcullis, makes port keys that cna be used like 1 time hearthstones back to the portcullis that made them.


Create first type of elemental creature: drift variants. Drifter mana infused?

Fire-infused drifter: does fire type damage, weak to frost damage.

Certain elementals spawn at certain times of the year:

Electricity: Spring
Fire: Summer
Healing: Summer
Poison: Fall
Frost: Winter
Gravity: Winter

  • Create the spell upgrade system.
  • Create a grimoire destruction system.
  • Create a new spell, Rust Cone
  • Create a new spell, Rust Nova
  • Create a lot of spells...
  • Tier 4 spell "Familiar" have a pet follow you? 
  • Elemental attunement! Become a fire mage, ice mage, or anything! Each element will have its pros and cons.
  • Elemental creatures! Share the world with elementals and harness their power. Will not aggro those who have not unlocked magic.

 

 

Getting Started

Follow the steps below to get started:

Unstable riftbloom

1.) Look for rifts in the world to collect unstable riftbloom! When flowers are with range of a rift, they will transform temporarily into "unstable riftbloom" and 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. Loose stones are also effected by nearby rifts. Make sure to make the hangbook and guidebook to help answer questions!

2.) Unlock magic! 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. Doing so will give you a mana bar and level you up to a Tier 1 mage. Player max mana starts at 10mp. Increase max mana by gaining magic exp from casting spells, world magic, or synthesis.

 

3.) Create a makeshift staff (refer to the guidebook for more info)! All players start off with an innate spell called "Transmutation". This is a core spell that shoots a projectile which can modify things in the world. Transmutation can effect other blocks in the world outside of world magic and synthesis.

These blocks are: Burned out torches, basic fire pit (just putting dry grass down), tree leaves, etc.

Look for the "Transmutable" label in the block info HUD to see what is transmutable!

 

4.) Clayform and craft magic stations using the crafting grid / synthesis! Look in the "Magical Stations" of the guidebook or look in the handbook to get more info on what each station does!

 

Features

Multiple Spell Tiers

Players have 4 magic levels to achieve in the mod, known as 'magic tiers'. Each tier unlocks new spells, new rituals, and adds a slot to the sanctum, among other things. Below is a list of the tiers:

Tier 1
    - Unlocked: Innate spell: 'Transmutation'. 
    - Max player mana: 75
    - Minimum max mana for next tier level up = 50

Tier 2:
    - Unlocked: Innate spell: 'Lifetap'. 
    - Max player mana: 150
    - Minimum max mana for next tier level up = 125

Tier 3:
    - Passive ability: Clairvoyance. This ability allows the mage to view a creature's elemental strengths, resistances, and weaknesses.
    - Max player mana: 225
    - Minimum max mana for next tier level up = 200

Tier 4:
    - WIP. 
    - Unlocked: Unlocked expansions to previous systems.
    - Max player mana: 300

New class, the "Rust Mage"

The Rust Mage is a class option for this mod that focuses on the new magic system. This class can craft an exclusive item, the 'advanced focus', and have a reduction in the temporal stability drained while meditating. The focus, when held in the off hand, can change the elemental propertied of some spells. Elemental fragments have a higher chance of dropping as well. Though only Rust Mages can craft an advanced focus, everyone can use it.

For a different experience, there is a config option that makes it so only rust mages can learn magic.
New ability, Meditation
All players who have unlocked magic can use meditation. While meditating you can slowly recover lost mana at the cost of temporal stability. To begin meditation, sit on the ground with either no item in hand, or a casting tool. After 10 seconds, you will receive a message stating you are meditating and will see particles around you. Having most items/blocks in hand will stop meditation.
Mage Armor
If you are serious about using magic, making mage armor is a must have. The higher the tier of the armor is, the more benefits you get. Stats from armor can increase max mana, reduce spell cast time, reduce spell mana cost, and increase meditation mana regen rate.
Grimoires

image

These are spells in physical form. Grimoires are tied to primary and secondary attibutes.

Primary attributes:
- Magic tier (tier 1-4)
- Durability (0 durability destroys the grimoire, lowers if player dies with the book active in the sanctum or on enhancement failures.)
- Spell school (Invocation, Alteration, Conjuration, Enchantment)
- Spell effect (what the spell does)

Secondary attributes: (randomized on spell completion)
- Mana cost
- Cast time
- Duration
- Damage
- Stats
- Effect
- Range

Grimoires can be stored on bookshelves.
Grimoires in a Sanctum will take durability damage if the player dies. When they reach 0, they disappear.
Grimoires will be able to be enhanced in a future update.

 

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.

How to use

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 Patch:

{
    "op": "add",
    "path": "/client/behaviors/-",
    "value": {
      "code": "EntityBehaviorElementalDamageModifiersRM"
    },
    "file": "game:entities/land/bear.json"
},

 

{
    "op": "add",
    "path": "/attributes/weaknessElementRM",
    "value": "gravity",
    "file": "game:entities/land/bear.json"
},
{
    "op": "add",
    "path": "/attributes/weaknessAmountRM",
    "value": 1.5,
    "file": "game:entities/land/bear.json"
},

{
    "op": "add",
    "path": "/attributes/resistanceElementRM",
    "value": "frost",
    "file": "game:entities/land/bear.json"
},
{
    "op": "add",
    "path": "/attributes/resistanceAmountRM",
    "value": 0.5,
    "file": "game:entities/land/bear.json"
},

{
    "op": "add",
    "path": "/attributes/strengthElementRM",
    "value": "none",
    "file": "game:entities/land/bear.json"
},
{
    "op": "add",
    "path": "/attributes/strengthAmountRM",
    "value": 0,
    "file": "game:entities/land/bear.json"
}

This patch would give the bear weakness to gravity dmg, resistance to frost dmg, and no strengths.

- Added the new passive spell "Clarvoiance" to magic tier 3 unlock! This allows you to see elemental damage modifiers on entites that have them.



Known Mod Incompatibilities

Item Clumps
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.

If this mod adds a deny list for items you DON'T want to clump, I can add a patch in my mod to make this mod work. I hope this happens because it is a really neat mod.

 

Special Thanks

- Some systems were inspired by MC mods Ars Magica 2, Witchery, and maybe Thaumcraft? Just magic stuff.
- Thank you Verlia for some awesome models / textures!

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.9.74 8340 Jun 11th at 3:46 AM Show rustboundmagic_1.9.74.zip Install now
v1.9.70 192 Jun 10th at 3:44 PM Show rustboundmagic_1.9.70.zip Install now
v1.9.33 1163 May 28th at 6:22 PM Show rustboundmagic_1.9.33.zip Install now
v1.9.30 249 May 27th at 12:52 AM Show rustboundmagic_1.9.30.zip Install now
v1.9.27 165 May 26th at 4:14 PM Show rustboundmagic_1.9.27.zip Install now
v1.9.18 215 May 25th at 5:38 PM Show rustboundmagic_1.9.18.zip Install now
v1.9.17 249 May 24th at 6:13 PM Show rustboundmagic_1.9.17.zip Install now
v1.9.14 271 May 24th at 3:11 AM Show rustboundmagic_1.9.14.zip Install now
v1.9.0 217 May 23rd at 2:25 AM Show rustboundmagic_1.9.0.zip Install now
v1.8.7 169 May 22nd at 12:57 AM Show rustboundmagic_1.8.7.zip Install now
v1.8.6 142 May 21st at 8:46 PM Show rustboundmagic_1.8.6.zip Install now
v1.8.2 154 May 21st at 1:23 AM Show rustboundmagic_1.8.2.zip Install now
v1.8.0 168 May 20th at 8:05 PM Show rustboundmagic_1.8.0.zip Install now
v1.7.4 2074 Apr 6th at 9:23 PM Show rustboundmagic_1.7.4.zip Install now
v1.7.3 116 Apr 6th at 8:44 PM Show rustboundmagic_1.7.3.zip Install now
v1.7.0 266 Apr 5th at 8:39 PM Show rustboundmagic_1.7.0.zip Install now
v1.6.0 1338 Mar 14th at 1:45 AM Show rustboundmagic_1.6.0.zip Install now
v1.5.10 1122 Feb 22nd at 7:57 PM Show rustboundmagic_1.5.10.zip Install now
v1.5.7 702 Feb 12th at 2:58 AM Show rustboundmagic_1.5.7.zip Install now
v1.5.0 294 Feb 11th at 2:24 AM Show rustboundmagic_1.5.0.zip Install now
v1.2.1 572 Jan 17th at 10:09 PM Show rustboundmagic_1.2.1.zip Install now
v1.2.0 234 Jan 16th at 7:38 PM Show rustboundmagic_1.2.0.zip Install now
v1.1.1 414 Jan 10th at 1:00 AM Show rustboundmagic_1.1.1.zip Install now
v1.1.0 243 Jan 9th at 3:12 AM Show rustboundmagic_1.1.0.zip Install now
v1.0.12 288 Jan 6th at 9:40 PM Show rustboundmagic_1.0.12.zip Install now
v1.0.9 246 Jan 6th at 4:00 AM Show rustboundmagic_1.0.9.zip Install now
v1.0.0 388 Dec 31st 2023 at 4:37 AM Show rustboundmagic_1.0.0.zip Install now
v0.5.5 976 Dec 3rd 2023 at 7:35 PM Show rustboundmagic_0.5.5.zip Install now
v0.5.1 239 Dec 2nd 2023 at 5:03 PM Show rustboundmagic_0.5.1.zip Install now
v0.5.0 180 Dec 2nd 2023 at 4:20 AM Show rustboundmagic_0.5.0.zip Install now
v0.4.8 430 Nov 25th 2023 at 2:21 AM Show rustboundmagic_0.4.8.zip Install now
v0.4.0 303 Nov 23rd 2023 at 2:55 AM Show rustboundmagic_0.4.0.zip Install now
v0.3.2 621 Nov 11th 2023 at 7:00 PM Show rustboundmagic_0.3.2.zip Install now
v0.3.0 304 Nov 9th 2023 at 2:01 AM Show rustboundmagic_0.3.0.zip Install now
v0.2.5 695 Oct 24th 2023 at 8:32 AM Show rustboundmagic_0.2.5.zip Install now
v0.2.2 190 Oct 23rd 2023 at 4:50 PM Show rustboundmagic_0.2.2.zip Install now
v0.2.0 281 Oct 23rd 2023 at 12:00 AM Show rustboundmagic_0.2.0.zip Install now

470 Comments (oldest first | newest first)

💬 DollBabyCP, Dec 5th at 11:04 PM

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

💬 ViesAuthor, Dec 5th at 6:09 PM

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.


💬 Kelachim, Dec 5th at 12:35 PM

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?

💬 ViesAuthor, Nov 26th at 1:43 PM

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.

💬 FaRayne, Nov 22nd at 3:54 AM

Vies Wooooo!

💬 ViesAuthor, Nov 21st at 3:31 PM

Update on Riftblooms! I think I found the issue and it could be fixed. Just need to test it.

💬 ViesAuthor, Nov 21st at 2:08 AM

FaRayne I let SpearAndFang know about the issue, he is going to look at a few things on his end.

💬 ViesAuthor, Nov 20th at 5:19 PM

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.

💬 FaRayne, Nov 19th at 7:02 PM

Vies Is there a workaround for public servers that can't remove wild farming?

💬 ViesAuthor, Nov 18th at 5:13 PM

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.

💬 FaRayne, Nov 18th at 4:36 PM

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.

💬 Origin_Alpha_43, Nov 18th at 6:52 AM

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

💬 ViesAuthor, Nov 17th at 4:20 PM

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 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.

💬 Saeps, Nov 16th at 5:24 PM

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.

💬 FuriMoon, Nov 16th at 8:42 AM

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

💬 Origin_Alpha_43, Nov 16th at 1:37 AM

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

💬 Afroman726, Nov 14th at 2:31 AM

This mod is awesome!! Thank you so much! :D

💬 DeeCee, Nov 11th at 12:37 PM

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.

💬 BulletJustice, Nov 8th at 10:41 PM

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?

💬 ViesAuthor, Nov 7th at 7:59 PM

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

💬 ViesAuthor, Nov 7th at 7:54 PM

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.

💬 BulletJustice, Nov 7th at 4:40 PM

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.

💬 ViesAuthor, Oct 29th at 10:44 AM

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

💬 AcidNight, Oct 26th at 8:35 PM

ok is 67 mana on armor 

💬 AcidNight, Oct 23rd at 8:26 PM

hello, how do you use the "sigil of awakening"??? I'm at 0% but nothing happens

💬 PeachyPotato, Oct 18th at 2:57 AM

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.

💬 Capybaracade, Oct 17th at 7:00 PM

How do I regen my mana? I did the thing to get started but my mana is stuck at 0 and wont go up

💬 ViesAuthor, Oct 14th at 11:56 AM

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.

💬 Sevie, Oct 13th at 11:45 PM

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!

💬 ViesAuthor, Oct 9th at 5:26 PM

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.

💬 Frites, Oct 9th at 5:06 PM

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

💬 DarkWalf88, Oct 9th at 2:53 PM

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?

💬 ViesAuthor, Oct 9th at 12:24 PM

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.

💬 Frites, Oct 9th at 4:51 AM

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

💬 Plumeria, Sep 15th at 4:24 PM

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

💬 Burgersim, Sep 7th at 1:25 PM

Would there be a possibility to make the Mana Torch a thing that could ignite stuff?

💬 Trug, Sep 4th at 4:25 PM

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!

💬 ViesAuthor, Sep 2nd at 8:43 PM

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.

💬 Trug, Sep 2nd at 7:19 PM

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.

💬 LadyBlakeHammer, Sep 2nd at 11:31 AM

Are you a Warframe player, apparently one of my players are on about the grind. Lol

<Disclaimer, its a joke>

💬 ViesAuthor, Aug 23rd at 12:49 PM

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.

💬 EuropanHookmouth, Aug 22nd at 6:29 PM

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..

💬 ViesAuthor, Aug 21st at 11:31 AM

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.

💬 Raybro28, Aug 21st at 5:36 AM

 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.

💬 ViesAuthor, Aug 15th at 2:44 PM

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.

💬 Toroic, Aug 15th at 3:32 AM

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.

💬 EquivalentBad, Aug 13th at 2:29 PM

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.

💬 SyilumiLunari, Aug 8th at 10:44 PM

how do i use the admin tools?

..i think im dumb but iv no idea how

💬 Zapdude, Aug 6th at 3:48 PM

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!

💬 Siiz, Aug 5th at 11:02 PM

Can you add a spell to change the direction of the wind or make the wind stronger? 

💬 LycanWolves, Aug 3rd at 7:06 AM

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?

💬 jamescook, Jul 27th at 5:03 AM

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.

💬 Hazel344, Jul 27th at 4:39 AM

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.

💬 Falco, Jul 26th at 8:44 PM

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

💬 Luvkills, Jul 26th at 4:38 PM

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!

💬 Valenwar, Jul 20th at 6:17 PM

@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 :)

 

💬 Viclamin, Jul 19th at 10:57 PM

@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

💬 ArgoMarrus, Jul 13th at 1:57 AM

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.

💬 Elias_Ainsworth, Jul 11th at 3:08 PM

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

💬 Voidren, Jul 10th at 5:30 PM

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.

💬 LowFatMilk, Jul 9th at 10:47 PM

Does anyone know where the option to have only the rust mage be able to learn magic is?

💬 SoulReaperz, Jul 7th at 7:31 PM

@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%

💬 ViesAuthor, Jun 26th at 5:28 PM

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.

💬 Beon, Jun 25th at 4:06 PM

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. 

💬 UnknownFox, Jun 24th at 10:24 PM

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.

💬 InertFurry, Jun 24th at 3:01 PM

@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'.

💬 Brambllstar, Jun 24th at 11:16 AM

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

💬 ViesAuthor, Jun 21st at 12:44 PM

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.

💬 InertFurry, Jun 19th at 6:37 AM

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...

💬 c1charge, Jun 18th at 11:18 PM

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!

💬 ViesAuthor, Jun 18th at 6:52 PM

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 

💬 ManaWei, Jun 18th at 8:24 AM

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

💬 Trevorscow, Jun 18th at 1:32 AM

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.

💬 Brambllstar, Jun 17th at 9:36 PM

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!

💬 ViesAuthor, Jun 17th at 11:38 AM

@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.

💬 Brambllstar, Jun 17th at 8:01 AM

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

💬 CIGRyneaver, Jun 17th at 7:01 AM

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.

 

Arcane CHalk

 

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.

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

💬 Brambllstar, Jun 17th at 3:30 AM

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

💬 c1charge, Jun 16th at 4:14 PM

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!

💬 CIGRyneaver, Jun 13th at 6:20 AM

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.

💬 ViesAuthor, Jun 12th at 7:03 PM

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.

💬 CIGRyneaver, Jun 12th at 2:44 PM

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.

 

💬 ViesAuthor, Jun 11th at 3:43 PM

@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.

💬 ManaWei, Jun 11th at 2:58 PM

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.. "

💬 ViesAuthor, Jun 10th at 5:04 PM

@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!

💬 Dobrogost, Jun 10th at 4:14 PM

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 =]

💬 ViesAuthor, Jun 10th at 3:46 PM

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.

💬 Dobrogost, Jun 10th at 3:22 PM

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?

💬 ViesAuthor, Jun 10th at 2:40 PM

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.

💬 Sofcrew, Jun 9th at 8:32 PM

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

💬 GingerTail, Jun 9th at 5:40 AM

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.

💬 Sofcrew, Jun 9th at 4:01 AM

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)

💬 Mykeal, Jun 8th at 2:57 AM

Yeah, that was the fix. That sucks cause the idea behind it is cool.

💬 ViesAuthor, Jun 8th at 1:07 AM

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.

💬 Sir_GentleMini, Jun 7th at 7:50 PM

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.

 

💬 Mykeal, Jun 7th at 4:31 PM

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

💬 ViesAuthor, Jun 7th at 12:22 PM

@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.

💬 Mykeal, Jun 7th at 7:15 AM

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

💬 AstralDragon, Jun 3rd at 4:15 AM

Oh can you not get infinite mana anymore? Rust Mage starting class doesn't seem to show up either in my game, odd.

💬 Kinross07, Jun 2nd at 4:28 PM

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

💬 ViesAuthor, Jun 2nd at 3:45 PM

@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.

💬 Kinross07, Jun 2nd at 1:44 PM

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

💬 ViesAuthor, Jun 2nd at 12:23 AM

@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.

💬 ManaWei, Jun 1st at 4:16 AM

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 

💬 Tyrosien, May 31st at 7:12 PM

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.

💬 Pryde, May 31st at 3:43 AM

@Vies im having trouble reading the image on Synthesis Imgur: The magic of the Internet

💬 ViesAuthor, May 30th at 6:06 PM

@Pryde Most of the info is in the guidebook and handbook. Does the font size come up weird? Can you show what is happening?

💬 Pryde, May 30th at 7:30 AM

Hello im having some issues reading the beginner's guide is there better images somewhere online

 

💬 ViesAuthor, May 29th at 6:22 PM

@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.

💬 OliverRook, May 29th at 4:28 PM

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.

💬 ViesAuthor, May 26th at 4:14 PM

@Beon Good catch, the new update has the correct info.

💬 Beon, May 26th at 11:23 AM

It seems crystal creation is bugged. Can't make any from fragments...

💬 Mizaar, May 25th at 1:59 PM

 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

💬 ViesAuthor, May 25th at 12:59 PM

@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. 

💬 Mizaar, May 25th at 10:27 AM

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

💬 ViesAuthor, May 24th at 12:17 PM

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.

💬 ViesAuthor, May 24th at 3:17 AM

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.

💬 Jenpai, May 24th at 1:27 AM

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

 

💬 ViesAuthor, May 23rd at 2:29 AM

@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.

💬 Neferashnix, May 23rd at 2:06 AM

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.

💬 KnightessOruna, May 23rd at 12:05 AM

Can I safely add this to a ongoing playthrough and do I have to play rust mage to use the magic?

💬 ViesAuthor, May 20th at 8:09 PM

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 

💬 Yorki, May 13th at 7:36 PM

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

💬 SgtFrancis, May 12th at 8:13 AM

Not sure if this a intended or a bug.
Riftblooms have 3 stages 

  1. Riftbloom sprout 
  2. Riftbloom 
  3. Rusty riftbloom

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 < 2and >  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.

image

💬 EquivalentBad, May 10th at 6:09 AM

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

💬 SgtFrancis, May 4th at 4:07 AM

*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.

💬 Azraile, May 2nd at 4:50 PM

I got no problem using fertalize at level 1

💬 SgtFrancis, May 2nd at 11:41 AM

@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.

💬 Noleadge, Apr 28th at 6:59 AM
💬 Azraile, Apr 27th at 12:44 AM

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?

💬 MadMephit, Apr 23rd at 10:57 AM

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.)

💬 Carolusclen, Apr 17th at 10:44 AM

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.

💬 King_Doggo, Apr 13th at 8:40 AM

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?

💬 morlanius, Apr 12th at 9:49 PM

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. 

💬 Foxie, Apr 12th at 9:38 PM

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.

💬 ViesAuthor, Apr 12th at 5:06 PM

@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!

💬 MadMephit, Apr 11th at 12:34 AM

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.

💬 ViesAuthor, Apr 10th at 9:17 PM

@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.

💬 NarrowPuppet0, Apr 10th at 11:23 AM

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.

  • 1 Destruction Talisman = 1 fragment
  • 1 Greater Arcanus = 4 fragments
  • The greater elemental crystal requires you to preform the tier one creation ritual 5 times to make the lesser elemental crystals for both the catalyst and stablizers 
  • 6 Creation Talismans = 6 fragments
    • 5 Creation Talismans for making the lesser elemental crystals and 1 for making the greater elemental crystal
  • 5 Lesser Arcanus = 10 fragments
    • All lesser arcanus used for making lesser element crystals

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.

💬 Odur27, Apr 9th at 1:12 AM

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?

💬 ViesAuthor, Apr 8th at 5:28 PM

@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.

💬 Odur27, Apr 8th at 2:07 PM

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.

💬 morlanius, Apr 7th at 10:43 PM

Asket

 

I beleive when you reach the right amount of mana a green arrow appears next to the mana meter and you click that.

💬 Asket, Apr 7th at 4:21 PM

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.

💬 morlanius, Apr 7th at 2:24 AM

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.

💬 ViesAuthor, Apr 7th at 1:43 AM

@morlanius Nope, but having a rift open near riftblooms accelerates growth by 4x. :)

💬 ViesAuthor, Apr 6th at 9:19 PM

@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!

💬 morlanius, Apr 6th at 8:58 PM

Does soil quality affect rift blooms?

💬 Asket, Apr 6th at 8:10 AM

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 :<

💬 Azarael, Apr 6th at 4:18 AM

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?

💬 ViesAuthor, Apr 5th at 11:59 PM

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.

💬 Elijahgrimm, Apr 3rd at 9:31 PM

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.

💬 Raukx, Mar 29th at 9:04 PM

I have max mana of 100, but have yet to see the green lvl up arrows... how the heck do I level up?

💬 Betface, Mar 28th at 1:32 PM

@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

💬 RubberDuckyDJ, Mar 22nd at 9:55 PM

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.

💬 Entity, Mar 22nd at 8:07 AM

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!

💬 DiZek, Mar 22nd at 7:26 AM

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!

imgur.com/Tuqzbcn

💬 King_Doggo, Mar 21st at 9:34 PM

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.

💬 ViesAuthor, Mar 21st at 10:47 AM

@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.

💬 Entity, Mar 20th at 11:54 AM

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.

💬 Dagurmawth, Mar 17th at 4:08 PM

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.

💬 ViesAuthor, Mar 12th at 7:06 PM

@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.

💬 CyberVic, Mar 7th at 10:40 PM

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.

💬 Suisei, Feb 28th at 6:56 PM

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

💬 ViesAuthor, Feb 26th at 3:10 PM

@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.

💬 Suisei, Feb 24th at 3:47 PM

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?

💬 CrusadingPriest, Feb 23rd at 11:34 PM

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?

💬 Dr_Cummies, Feb 23rd at 11:00 PM

love it! will you be updating eldrich monsters? or perhaps combining mods?

💬 ViesAuthor, Feb 22nd at 8:26 PM

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!

💬 Frites, Feb 20th at 9:06 PM

@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

💬 bringitonwimps, Feb 17th at 9:20 PM

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?

💬 Kinnik, Feb 16th at 3:29 AM

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.

💬 Zartain, Feb 16th at 1:52 AM

Hey, question, is there actually a website? I cant even figure out how to open the spells. I dont see any guides

💬 Dannabis, Feb 15th at 8:22 PM

I'm excited for the new update!  But did you intentionally nerf bracets? :( Is there a replacement?

💬 SuaveSlob, Feb 15th at 5:25 AM

Stahl, Vies

Thanks for the help!

💬 ViesAuthor, Feb 14th at 9:43 PM

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.

💬 Stahl, Feb 14th at 9:22 PM

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.

💬 SuaveSlob, Feb 14th at 8:06 PM

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 --- https://files.catbox.moe/qrqjz8.png --- any suggestions are welcomed 😁

💬 ThreeHeadedDingo, Feb 13th at 11:41 PM

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.

💬 Mendall, Feb 13th at 4:16 PM

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.

💬 bringitonwimps, Feb 13th at 12:29 AM

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

💬 Oweyan, Feb 12th at 9:35 PM

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.

💬 Mohl, Feb 12th at 3:11 AM

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.

💬 ViesAuthor, Feb 11th at 10:00 PM

@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.

💬 Snowfall94, Feb 11th at 6:35 PM

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

💬 ViesAuthor, Feb 11th at 2:19 PM

@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

💬 Snowfall94, Feb 11th at 11:55 AM

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

💬 Deth, Feb 11th at 2:43 AM

IS READY NOW-NOW, YES-YES

💬 Deth, Feb 10th at 5:26 PM

is ready now-now, yes?

💬 EquivalentBad, Feb 9th at 4:54 AM

PepsiRed it hasnt been updated to 1.19.x yet boss

💬 PepsiRed, Feb 8th at 6:30 PM

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.

💬 Deth, Feb 7th at 10:03 PM

magic magic magic magic when update

💬 Deth, Feb 7th at 3:46 AM

RRRAAA MAGIC

💬 Dannabis, Feb 6th at 9:56 PM

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?

💬 Mendall, Feb 6th at 6:27 AM

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.

💬 Mushrum, Feb 6th at 12:37 AM

awesome, thanks for taking the time to respond

💬 ViesAuthor, Feb 5th at 1:50 PM

I am starting the 1.19.X migration today. Not sure when it will be done yet. Hopefully it is quick.

💬 Mushrum, Feb 3rd at 5:34 AM

will this be getting ported to 1.19.x?

 

💬 BlackjackBarret, Feb 1st at 11:43 PM

Excited to play this on 1.19

💬 ViesAuthor, Jan 25th at 6:18 PM

@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. :)

💬 yerghaiz20, Jan 25th at 5:37 AM

@Corvix The mod hasn't been updated for 1.19 yet.  That is likely the cause of your issues there.

 

💬 Corvix, Jan 23rd at 9:01 PM

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

💬 yerghaiz20, Jan 21st at 2:08 AM

@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.

💬 ViesAuthor, Jan 20th at 8:12 PM

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

💬 ViesAuthor, Jan 20th at 8:12 PM

@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.

💬 yerghaiz20, Jan 19th at 7:05 AM

(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.

💬 yerghaiz20, Jan 19th at 5:18 AM

(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.

💬 yerghaiz20, Jan 19th at 4:12 AM

(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.

💬 yerghaiz20, Jan 18th at 6:49 AM

@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.

💬 Trug, Jan 18th at 3:14 AM

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. 

💬 ViesAuthor, Jan 18th at 1:16 AM

@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?

💬 Trug, Jan 17th at 11:35 PM

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?

💬 ViesAuthor, Jan 17th at 10:23 PM

@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.

💬 yerghaiz20, Jan 17th at 10:22 AM

@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.

💬 Trug, Jan 17th at 3:27 AM

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?

💬 ViesAuthor, Jan 17th at 1:10 AM

@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

 

💬 bringitonwimps, Jan 16th at 11:21 PM

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

💬 Trug, Jan 16th at 9:55 PM

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?

💬 ViesAuthor, Jan 16th at 8:40 PM

@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

💬 yerghaiz20, Jan 15th at 4:49 AM

@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

💬 Darkstrumn, Jan 14th at 4:03 PM

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... .

Simple Ritual Alter setup to create runestone (not working as expected)

 

💬 Marus, Jan 14th at 3:48 AM

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?

💬 yerghaiz20, Jan 14th at 1:43 AM

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.  

 

💬 Darkstrumn, Jan 13th at 5:18 AM

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... .

💬 Mystry, Jan 13th at 2:26 AM

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.

💬 Darkstrumn, Jan 12th at 5:20 AM

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... .

💬 ViesAuthor, Jan 8th at 8:20 PM

@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.

💬 yerghaiz20, Jan 7th at 7:56 PM

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

💬 Blaineth, Jan 7th at 5:28 PM

@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

💬 ViesAuthor, Jan 7th at 4:40 PM

@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.

💬 Blaineth, Jan 7th at 11:21 AM

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?

💬 yerghaiz20, Jan 7th at 9:32 AM

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

 

💬 ViesAuthor, Jan 6th at 9:42 PM

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.

💬 Awiseman, Jan 6th at 3:16 PM

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.

💬 yerghaiz20, Jan 6th at 5:46 AM

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.

💬 Shroom_Ghost, Jan 6th at 5:14 AM

Ooh what's added in 1.0.9?

💬 ViesAuthor, Jan 6th at 3:35 AM

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

💬 Tychtaeus, Jan 5th at 10:11 AM

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?

💬 Blury, Jan 4th at 4:29 PM

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)

💬 Awiseman, Jan 3rd at 2:02 PM

Question, How do you get the mage armor? If you can make it can you please share the recipes. Thanl you.

💬 Trug, Jan 2nd at 11:42 PM

Grats on getting 1.0 out! Looking forward to testing it on a fresh playthrough.

💬 LastXsile, Dec 21st 2023 at 10:24 PM

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!

💬 ViesAuthor, Dec 19th 2023 at 10:16 PM

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.

💬 Gryfang, Dec 15th 2023 at 8:45 PM

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

💬 Echoecho, Dec 15th 2023 at 6:11 PM

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?

💬 ViesAuthor, Dec 13th 2023 at 11:40 AM

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?

💬 extropup, Dec 13th 2023 at 12:05 AM

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

💬 IvanZS, Dec 12th 2023 at 9:20 AM

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

💬 extropup, Dec 12th 2023 at 3:23 AM

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!

💬 ViesAuthor, Dec 3rd 2023 at 7:36 PM

Nayriin Just pushed out v0.5.5 that fixes this. Thanks!

💬 Nayriin, Dec 3rd 2023 at 7:59 AM

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.

💬 ViesAuthor, Dec 2nd 2023 at 5:10 PM

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. ;(

💬 ASILiara, Dec 1st 2023 at 5:32 AM

I want my purpleheart staff back :(

💬 ViesAuthor, Nov 27th 2023 at 10:46 AM

@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.

💬 IvanZS, Nov 27th 2023 at 6:10 AM

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.

💬 ViesAuthor, Nov 27th 2023 at 1:54 AM

@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?

💬 IvanZS, Nov 26th 2023 at 11:47 AM

Steps to reproduce the runic forge not creating spell ciphers problem:

  • Put a scroll Tier IV in the forge, select a spell (e.g. Fertilize IV) and click the "Start" button;
  • Leave the chunk so it gets unloaded (e.g. travel away through a translocator) Edit: OR just leave the game;
  • get back after 12 in-game hours (Edit: OR login again) and let the forge finish the process - the runes and the tier 4 scroll in the input slot are consumed and there is no cipher created.

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

💬 RayneJx2, Nov 25th 2023 at 11:34 PM

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 :)

💬 Mr_Smiles, Nov 24th 2023 at 8:08 PM

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. 

💬 Zaldaryon, Nov 24th 2023 at 6:58 PM

Summoning ideas: ritual of summoning vanilla creatures: sawblade locusts, bells, double-headed-drifters, summon a rift too, maybe? Even Eidolon, if possible.

💬 ViesAuthor, Nov 24th 2023 at 6:04 PM

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.

💬 IvanZS, Nov 24th 2023 at 12:57 PM

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.

💬 Skyve, Nov 24th 2023 at 11:38 AM

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.

💬 ViesAuthor, Nov 24th 2023 at 10:43 AM

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.

💬 Skyve, Nov 24th 2023 at 10:33 AM

Dark_Darcus do you mean launching the world without the mod? perhaps I should just delete the config files?

💬 Dark_Darcus, Nov 24th 2023 at 6:37 AM

reload the mod by removing it and adding it to the list to register it again. Skyve

💬 Skyve, Nov 23rd 2023 at 10:18 PM

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?

💬 AstralDragon, Nov 22nd 2023 at 6:04 PM

@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.

💬 elmodoug, Nov 22nd 2023 at 4:10 AM

Thats right. It looks just like the picture on this page.

Here is a picture:

💬 DudewithPizza, Nov 22nd 2023 at 4:00 AM

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?

💬 elmodoug, Nov 22nd 2023 at 3:40 AM

Yeah I did use the runestones at the top. It still says incomplete 

💬 DudewithPizza, Nov 21st 2023 at 7:37 AM

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.

💬 elmodoug, Nov 21st 2023 at 6:10 AM

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

💬 Dark_Darcus, Nov 20th 2023 at 12:43 PM

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.

💬 Dark_Darcus, Nov 20th 2023 at 11:04 AM

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.

💬 Dark_Darcus, Nov 20th 2023 at 8:26 AM

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

💬 AstralDragon, Nov 20th 2023 at 7:47 AM

IvanZS that'd be it, thanks.

💬 IvanZS, Nov 20th 2023 at 5:57 AM

AstralDragon You need to have 1 arcanus stone on each rune, throwing all of them on one won't do.

💬 AstralDragon, Nov 20th 2023 at 12:21 AM

elmodoug Theres a new tool called a leyline something or other that acts as the mod's wrench you need to use.

💬 elmodoug, Nov 19th 2023 at 9:54 PM

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?

💬 AstralDragon, Nov 19th 2023 at 6:43 PM

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.

💬 IvanZS, Nov 19th 2023 at 2:56 PM

@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...

💬 ViesAuthor, Nov 19th 2023 at 12:01 PM

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.

💬 Frites, Nov 19th 2023 at 6:46 AM

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?

💬 Dark_Darcus, Nov 19th 2023 at 6:23 AM

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

💬 DudewithPizza, Nov 18th 2023 at 9:12 PM

Dark_Darcus So iirc Rust cone isn't a finished spell and that's why it's crashing when you try to use it.

💬 Dark_Darcus, Nov 18th 2023 at 4:14 AM

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: }

💬 Dark_Darcus, Nov 18th 2023 at 4:11 AM

I used a tier 2 grimoire in crafting, but it ended up giving me a tier 1 spell, is that a bug?

💬 IvanZS, Nov 17th 2023 at 6:03 PM

@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...

💬 ViesAuthor, Nov 17th 2023 at 1:06 AM

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.

💬 Dark_Darcus, Nov 16th 2023 at 9:24 AM

About the grimoires, is there any way to make them more specific? I did 2 and they both gave me to summon corpse

💬 Ashela, Nov 15th 2023 at 11:53 AM

Thank you for the reply!

IvanZS

💬 smiless__, Nov 14th 2023 at 9:43 PM

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 :)

💬 ViesAuthor, Nov 14th 2023 at 1:14 PM

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

💬 Dark_Darcus, Nov 14th 2023 at 7:52 AM

I found the solution by disabling slabs in the files DudewithPizza

💬 DudewithPizza, Nov 14th 2023 at 7:38 AM

I'm having the same issue with the manastone into manaslab

💬 Dark_Darcus, Nov 14th 2023 at 7:29 AM

the temporal bracelet is the same apprentice bracelet?

💬 IvanZS, Nov 14th 2023 at 6:02 AM

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

💬 Dark_Darcus, Nov 13th 2023 at 8:04 PM

Were there any conditions? It only shows me the manastone slabs

💬 IvanZS, Nov 13th 2023 at 8:00 PM

It works for me with the latest version Dark_Darcus

💬 RimuruFM, Nov 13th 2023 at 7:30 PM

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

💬 IvanZS, Nov 13th 2023 at 6:03 PM

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

💬 Ashela, Nov 13th 2023 at 10:17 AM

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!

💬 Dark_Darcus, Nov 13th 2023 at 6:13 AM

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?

💬 Asialsky, Nov 11th 2023 at 9:00 PM

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.

💬 IvanZS, Nov 10th 2023 at 11:38 AM

@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.

💬 ViesAuthor, Nov 10th 2023 at 10:32 AM

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. 

💬 IvanZS, Nov 10th 2023 at 7:36 AM

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.

💬 xxpowerofsoundxx, Nov 9th 2023 at 5:18 PM

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()

💬 Skyve, Nov 9th 2023 at 3:57 PM

Great mod idea, but how is the player's magic tier upgraded in the current version?

💬 xxpowerofsoundxx, Nov 9th 2023 at 1:43 PM

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

💬 DarthMuffin, Nov 9th 2023 at 11:53 AM

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. 

💬 ViesAuthor, Nov 9th 2023 at 10:10 AM

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.

💬 DarthMuffin, Nov 9th 2023 at 8:17 AM

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.

💬 ViesAuthor, Nov 8th 2023 at 1:17 PM

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!

💬 smiless__, Nov 7th 2023 at 3:25 PM

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?

💬 ViesAuthor, Nov 5th 2023 at 5:02 PM

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.

💬 IvanZS, Nov 5th 2023 at 8:18 AM

Hi Vies ! Here are some thoughts about the mod:

  • Currently there is no reason why someone will craft a higher tier staff besides the increased durability. If the higher tiers granted mana cost reduction and/or cast time reduction as does the armor, though?....
  • When upgrading the armor it stays at (vanilla) tier 1, which is not usefull at all unless you are attacked by an angry chicken. Upgrading the vanilla tier along with the magic one will be much more usefull. (In order to upgrade the armor I switched to a previous version of the mod, so technically this is not possible with the current version, but nevertheless...)
  • In my opinion the main reason why people would install a magic mod is to cast spells! So this feature shouldn't be negleckted, even if there is a high possibility these spells and the spells system to be refactored in a next version...

Best regards,

Ivan

💬 ViesAuthor, Nov 3rd 2023 at 5:57 PM

Thank you for answering IvanZS. I added a section up top updating the general direction I am taking the mod in.

💬 RuneScholar, Nov 2nd 2023 at 8:05 PM

@IvanZS Thanks for the reply.

💬 IvanZS, Nov 2nd 2023 at 9:03 AM

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...

💬 RuneScholar, Nov 2nd 2023 at 5:59 AM

Are you currently able to advance in spells beyond the starting “Transmutation”?

💬 IvanZS, Oct 31st 2023 at 4:57 AM

This mod adds so much to the game! I am really eager to see where it goes.

💬 ViesAuthor, Oct 30th 2023 at 7:08 PM

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. 

💬 ViesAuthor, Oct 30th 2023 at 5:57 PM

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.

💬 ThePirateBrew, Oct 30th 2023 at 3:40 AM

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

💬 Ruyeex, Oct 29th 2023 at 9:33 PM

The spells are a joke you must stand on a position in order to cast magic specially the ones of damage

💬 Intergalactic, Oct 29th 2023 at 8:53 PM

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.

💬 IvanZS, Oct 29th 2023 at 9:56 AM

@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. 

💬 Thundathighs, Oct 29th 2023 at 4:23 AM

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!

💬 ArtyW, Oct 28th 2023 at 8:06 AM

EDIT: This bug is a multiplayer bug. My friend and me did a small test. It appears that if a user is soulbound to the Nexus, and the soulbound person logs out, looking at the Nexus crashes the game.

Original: Hi, was wondering if you could help me out, here. VS points to this mod. Thank you for your time

Running on 64 bit Windows with 32694 MB RAM
Game Version: v1.18.15 (Stable)
2023-10-28 4:02:06 AM: Critical error occurred in the following mod: rustboundmagic@0.2.5
Loaded Mods: autopanning@1.0.1, backpackpackplus@1.0.3, betterruins@0.2.4, fantasycreatures@0.6.4, fireclayfrompanning@1.0.0, justmoreruins@0.9.2, millwright@1.1.1, moremolds@1.4.2, plantmat@1.5.1, strspawnchances@0.0.6, usefulscrap@2.0.2, game@1.18.15, alchemy@1.6.16, betterjonasdevices@1.0.1, betterruinslootchanges@0.0.2, commonlib@2.2.0, Crateful@1.2.7, easylightlevels@1.0.3, fromgoldencombs@1.4.21, petai@1.8.1, prospecttogether@1.2.4, qpclienttools@1.0.0, rustboundmagic@0.2.5, stickemup@1.1.0, stillnecessaries@1.0.1, th3dungeon@0.2.0, creative@1.18.15, survival@1.18.15, VsTrashcan@1.0.5, wildfarmingrevival@1.1.6, cavebeacons@1.0.7, magicmushrooms@1.0.1, extraoverlays@1.3.1, feverstonewilds@1.4.3, foxtaming@1.3.0, stonequarry@3.1.5
System.NullReferenceException: Object reference not set to an instance of an object.
at rustboundmagic.src.common.blockentity.station.BlockEntityStationSanctumRM.GetBlockInfo(IPlayer forPlayer, StringBuilder sb) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\RustboundMagic\rustboundmagic\src\common\blockentity\station\BlockEntityStationSanctumRM.cs:line 722
at Vintagestory.API.Common.Block.GetPlacedBlockInfo_Patch1(Block this, IWorldAccessor world, BlockPos pos, IPlayer forPlayer)
at Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.ComposeBlockInfoHud() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockAndEntityInfo.cs:line 57
at Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.BlockInView() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockAndEntityInfo.cs:line 190
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 = 2023-10-28 4:01:30 AM, 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: 0x32a4
Faulting application start time: 0x01da0974c7f95e42
Faulting application path: C:\Users\[Manually Redacted Username]\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\[Manually Redacted Username]\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: cb7711e4-1cd4-48e4-b8a7-7cf76b563fe9
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 2023-10-27 4:52:10 AM, 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: 0x868
Faulting application start time: 0x01da08784091b58d
Faulting application path: C:\Users\[Manually Redacted Username]\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\[Manually Redacted Username]\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 5fd46295-455b-4796-9d93-88eee99f0fad
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 2023-10-26 9:51:00 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: 0x5ff8
Faulting application start time: 0x01da0867014218d9
Faulting application path: C:\Users\[Manually Redacted Username]\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\[Manually Redacted Username]\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 055b99e9-5203-447a-afb4-1498d6d82ad7
Faulting package full name:
Faulting package-relative application ID: }

💬 Virilliquent, Oct 28th 2023 at 3:33 AM

Vies

 

the GUI's break in immerssive Mouse Mode. they don't appear visually unless you turn it off

💬 IvanZS, Oct 26th 2023 at 11:57 AM

@Vies Is there a way to create a copy of a grimoire?

💬 Oxred, Oct 26th 2023 at 9:08 AM

Vies

So I removed the old version and it worked ! Thanks for solving the problem ^^

💬 jamescook, Oct 26th 2023 at 6:20 AM

this is starting to look like ars magicka from minecraft with the nexus

💬 Aeonsteel, Oct 26th 2023 at 5:42 AM

BUG: Featherfall makes you unable to jump

💬 Aeonsteel, Oct 26th 2023 at 2:37 AM

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.

💬 IvanZS, Oct 25th 2023 at 7:44 PM

@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?

💬 ViesAuthor, Oct 25th 2023 at 6:15 PM

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.

💬 IvanZS, Oct 25th 2023 at 5:40 PM

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....

💬 ViesAuthor, Oct 25th 2023 at 2:55 PM

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.

💬 IvanZS, Oct 25th 2023 at 9:18 AM

@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.

💬 Kirona, Oct 25th 2023 at 4:56 AM

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)

💬 ViesAuthor, Oct 24th 2023 at 11:20 PM

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.

💬 Aeonsteel, Oct 24th 2023 at 9:54 PM

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?)

💬 ViesAuthor, Oct 24th 2023 at 4:35 PM

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.

💬 Oxred, Oct 24th 2023 at 3:21 PM

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()

 

💬 Oxred, Oct 24th 2023 at 2:53 PM
💬 ViesAuthor, Oct 24th 2023 at 2:12 PM

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.

💬 ViesAuthor, Oct 24th 2023 at 2:00 PM

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

💬 IvanZS, Oct 24th 2023 at 1:18 PM

@Vies Thanks a bunch! I am really enjoing this mod - much to my wife's annoyance :)

💬 Oxred, Oct 24th 2023 at 12:51 PM

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' ?

💬 ViesAuthor, Oct 24th 2023 at 12:37 PM

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.

💬 IvanZS, Oct 24th 2023 at 11:12 AM

@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...

💬 ViesAuthor, Oct 24th 2023 at 8:33 AM

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.

💬 Aeonsteel, Oct 24th 2023 at 5:55 AM

Does upgrading a Nexus also increase how much Mana/Rust Essence you produce (either amount or speed)?

💬 ThePirateBrew, Oct 23rd 2023 at 8:18 PM

@Vies Update: Game crashes everytime I move my mouse over a soulbound Sanctum.

💬 ThePirateBrew, Oct 23rd 2023 at 7:51 PM

@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

💬 ViesAuthor, Oct 23rd 2023 at 4:54 PM

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.

💬 ThePirateBrew, Oct 23rd 2023 at 4:08 PM

@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!

💬 IvanZS, Oct 23rd 2023 at 3:56 PM

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.

💬 ViesAuthor, Oct 23rd 2023 at 2:39 PM

@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?

💬 ThePirateBrew, Oct 23rd 2023 at 5:43 AM

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?

💬 Kirona, Oct 23rd 2023 at 3:26 AM

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 }

 

 

💬 IvanZS, Oct 22nd 2023 at 5:27 AM

A few ideas for spells:

  • Vein mining similar to the world eater from Flexible tools
  • Item magnet similar to the one from, you guessed it, Flexible tools
  • Large AOE shears/scythe spell similar to the shears/scythe in Flexible tools
  • A rooting spell which makes the rooting chance of a fruit tree cutting = 100% (or advances its growth stage to the first one with leaves)
💬 Esslust, Oct 20th 2023 at 4:31 AM

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: }

💬 ThePirateBrew, Oct 18th 2023 at 6:59 PM

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.

💬 Timingplanet, Oct 15th 2023 at 10:57 PM

Having a crash from shaders apparently
Corrupted code as well 

https://pastebin.com/iWLJaFyd

💬 ViesAuthor, Oct 13th 2023 at 11:42 PM

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

💬 Nessabunneh, Oct 13th 2023 at 9:20 PM

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?

💬 jamescook, Oct 13th 2023 at 1:01 PM

quick question for ya. is there a healing spell eather for your self or for friends? or even a light spell?

💬 ViesAuthor, Oct 13th 2023 at 9:44 AM

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!

💬 Nevet, Oct 6th 2023 at 9:37 PM

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

💬 IKira, Oct 5th 2023 at 10:20 PM

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

💬 RuneScholar, Oct 5th 2023 at 4:23 AM

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.

💬 Frepo, Oct 4th 2023 at 9:59 AM

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!

💬 Ashela, Oct 2nd 2023 at 5:37 PM

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.

💬 RayneJx2, Sep 27th 2023 at 9:34 PM

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?

💬 Eiren, Sep 24th 2023 at 8:39 PM

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...

💬 Kaofan, Sep 20th 2023 at 11:29 PM

Vies

9/20/2023 10:06:43 PM: Critical error occurred in the following mod: rustboundmagic@1.2.8

 

  1. 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 1516 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 471 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
     
     
  2. 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 76 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.<>cDisplayClass9_0.<.ctor>b1() in VintagestoryLib\Client\ClientProgram.cs:line 129 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
     
    Plz fix!
💬 Kaofan, Sep 16th 2023 at 9:13 AM

Vies

 

Polish version


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

💬 Itsbman23000, Sep 10th 2023 at 9:23 AM

How do you upgrade Mana Stone to Greater Mana Stones without having the alter upgradede first?

💬 ViesAuthor, Sep 8th 2023 at 11:46 AM

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.

💬 DanaCraluminum, Sep 7th 2023 at 1:04 PM

There is memory leak related to textures, you forgot to dispose some texture

💬 TaffyStars, Sep 7th 2023 at 1:54 AM

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?

💬 ViesAuthor, Sep 5th 2023 at 11:33 PM

TaffyStars Got a crash report? DM it to me if you do, thanks

💬 Mizrael07, Sep 5th 2023 at 11:33 PM

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.

💬 TaffyStars, Sep 5th 2023 at 8:15 PM

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.

💬 ViesAuthor, Sep 5th 2023 at 7:05 PM

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

💬 Arlack, Sep 5th 2023 at 5:12 AM

I am unable to create the greater mana stones with the latest version. (1.2.8)

💬 Okayeg, Sep 4th 2023 at 9:41 PM

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)

💬 TigersFangs, Sep 2nd 2023 at 9:01 PM

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. :)

💬 Mizrael07, Sep 1st 2023 at 4:04 PM

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.

💬 Plumeria, Sep 1st 2023 at 1:59 PM
💬 Luckless, Sep 1st 2023 at 10:20 AM

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! 

💬 ViesAuthor, Sep 1st 2023 at 4:30 AM

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.

💬 ViesAuthor, Sep 1st 2023 at 4:26 AM

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!

💬 extropup, Sep 1st 2023 at 2:21 AM

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

💬 Plumeria, Sep 1st 2023 at 12:55 AM

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

💬 Luckless, Aug 31st 2023 at 10:24 AM

@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!

💬 ViesAuthor, Aug 30th 2023 at 2:55 PM

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!

💬 Luckless, Aug 30th 2023 at 8:28 AM

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

💬 Ryuu, Aug 29th 2023 at 6:40 PM

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.

💬 17_, Aug 29th 2023 at 5:58 PM

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.

💬 ViesAuthor, Aug 29th 2023 at 4:10 AM

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! 

💬 Hexedian, Aug 29th 2023 at 3:08 AM

The oculus does not run when the chunk isn't loaded... I'm never going to get scrolls at this rate.

💬 Blury, Aug 28th 2023 at 7:09 PM

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 :) ?  

💬 ViesAuthor, Aug 28th 2023 at 2:17 AM

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.

💬 zambies1, Aug 27th 2023 at 11:21 PM

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.

💬 Mizrael07, Aug 26th 2023 at 11:43 PM

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.

💬 ViesAuthor, Aug 26th 2023 at 11:33 PM

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

💬 JunidO, Aug 26th 2023 at 5:33 PM

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: }

💬 Trug, Aug 26th 2023 at 5:25 PM

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?

💬 Trug, Aug 26th 2023 at 4:32 PM

That did indeed fix it, thanks Vies!

💬 ViesAuthor, Aug 26th 2023 at 4:13 PM

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.

💬 ViesAuthor, Aug 26th 2023 at 2:44 PM

@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.

💬 Trug, Aug 26th 2023 at 2:09 PM

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.

💬 ViesAuthor, Aug 26th 2023 at 2:06 PM

Kirona I think you are running immersive mouse mode in the settings. My block guis do not currently support that. Coming soon maybe?

💬 Trug, Aug 26th 2023 at 1:35 PM

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.

💬 Thauma, Aug 26th 2023 at 12:34 PM

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.

💬 Odinlu, Aug 26th 2023 at 12:21 PM

@Thauma it need more of the resources.

💬 Thauma, Aug 26th 2023 at 10:50 AM

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.

💬 Kirona, Aug 26th 2023 at 4:58 AM

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.

💬 ViesAuthor, Aug 26th 2023 at 2:29 AM

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!

💬 Trug, Aug 26th 2023 at 12:51 AM

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

💬 Hexedian, Aug 25th 2023 at 10:59 PM

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.

💬 Trug, Aug 25th 2023 at 9:11 PM

Loving the mod so far, its a great addition. Looking forward to seeing it evolve!

💬 Phuta, Aug 25th 2023 at 8:54 PM

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.

💬 Nand, Aug 25th 2023 at 8:25 PM

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 😔

💬 ViesAuthor, Aug 25th 2023 at 7:04 PM

The people have spoken! I will add this config option to the next update.

💬 A_Tree, Aug 25th 2023 at 6:36 PM

I think a config option that enables or disables the class-locked magic would be great! :) The more config options the better.

💬 ViesAuthor, Aug 25th 2023 at 6:32 PM

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

💬 ViesAuthor, Aug 25th 2023 at 6:19 PM

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

💬 ViesAuthor, Aug 25th 2023 at 6:15 PM

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.

💬 Blury, Aug 25th 2023 at 6:15 PM

can we have a config for serverside where we could enable old way of having magic locked behind the class after tier1 please?

💬 ViesAuthor, Aug 25th 2023 at 6:11 PM

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.

💬 JunidO, Aug 25th 2023 at 3:20 PM

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
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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)
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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
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💬 Ryuu, Aug 25th 2023 at 7:40 AM

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.



💬 Phuta, Aug 25th 2023 at 7:37 AM

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.

💬 JunidO, Aug 25th 2023 at 5:44 AM

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.

💬 ViesAuthor, Aug 25th 2023 at 1:13 AM

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. :) 

💬 JunidO, Aug 24th 2023 at 7:31 PM

Some guides for less intelligent people like me would be nice.

💬 kokaito, Aug 24th 2023 at 6:29 PM

Can someone tell me how much time it takes for oculus to create a magic scroll?

💬 ViesAuthor, Aug 24th 2023 at 3:18 PM

Kaladin297 Request denied. haha

💬 Kaladin297, Aug 24th 2023 at 2:26 PM

Requesting that you rewrite the game engine to add a reverse unicorn summon that vomits acid diamonds

💬 ViesAuthor, Aug 24th 2023 at 1:35 PM

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.

💬 ViesAuthor, Aug 24th 2023 at 1:08 PM

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. 

💬 Clobus2, Aug 24th 2023 at 10:50 AM

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

💬 Phuta, Aug 24th 2023 at 6:45 AM

I genuinely still dont know where or how i would find any of the crafting recipes for the altar and oculus.

💬 ViesAuthor, Aug 24th 2023 at 3:37 AM

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.

💬 ViesAuthor, Aug 23rd 2023 at 9:16 PM

I have a update I will be releasing later tonight that optimizes some things, should help with the studdering!

💬 JunidO, Aug 23rd 2023 at 6:29 PM

Very nice Mod. Magic, wuhuuuuu 😻

💬 Lucio, Aug 23rd 2023 at 5:45 PM

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?

💬 Thauma, Aug 23rd 2023 at 4:22 PM

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.

💬 Jakccc, Aug 23rd 2023 at 4:16 PM

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.

💬 Hexedian, Aug 23rd 2023 at 2:46 PM

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.

💬 ViesAuthor, Aug 23rd 2023 at 2:28 PM

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. 

💬 Ryuu, Aug 23rd 2023 at 8:53 AM

will this work with xskills in any way?

💬 Wandour, Aug 23rd 2023 at 8:37 AM

yooooooooo niiiceee

💬 RinVindor, Aug 23rd 2023 at 5:35 AM

I'd love to see a spell that you can use to bind to an object (or block) to permanently emit light. 

💬 EkoShingo, Aug 23rd 2023 at 4:47 AM

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.

💬 AussieKali, Aug 23rd 2023 at 12:55 AM

Just added it to my server. Thank you we have been waiting for a little magic. Skyfall

💬 Hexedian, Aug 23rd 2023 at 12:32 AM

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.

💬 Jakccc, Aug 23rd 2023 at 12:30 AM

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.

💬 adres4t, Aug 22nd 2023 at 11:07 PM

I watched the development of your mod, glad I can finaly try it out (and convince our admin to add it to the server).

💬 Phuta, Aug 22nd 2023 at 9:40 PM

Oh hell yeah its finally out!
Welp, now i only need to figure out how any of the crafting works.

💬 ViesAuthor, Aug 22nd 2023 at 9:17 PM

@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

💬 Kara, Aug 22nd 2023 at 8:58 PM

would this mod work, with having temporal stability turned off? o.O

💬 Crazyabe, Aug 22nd 2023 at 8:51 PM

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.

💬 A_Tree, Aug 22nd 2023 at 8:46 PM

Holy cow, magic! :O

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