Also a instant damage effect and a inverse exdus Will be cool, also the time effect to other entity.
Another implementation that Will be cool transmutation like ed do with the floor in fma. Make walls with near floor for example
Without knowing quite what you are trying to do, I can't help you, but the answer is yes you can. Try looking up vectors and vector math.Ps. is there a way to construct a vector that uses a players perceptive instead of the world's or is that simply entity look?
If you use a Loopcast (or Circle?) spell bullet, the psi regen thing starts to kick in the usual amount of time after the first casting of the spell. So, if your spell is cheap enough that you can spam it for a few seconds without running out of psi, you'll start regenerating some psi while the spell is still loopcasting itself. If the spell is very cheap, you will regenerate psi faster than the spell uses it.This is a magical concept for a mod. (pun intended)
It keep programming aspects but with a nice user interface, so I see it as an upgrade from computer craft.
The only suggestiong I can think right now it would be to add a system/symbol where you could reserve part of your psy energy to have a spell working continously. For example, you could have passive torch placing, or make a stone bridge as you walk and destroying what it is left behind you. I also like the idea of "passive" spells so you could create auras for buffs or debuffs around you or a certain position.
Reserving energy would be neat as well for passive "trigger" spells that activate every time some condition is met. e.g.: casting a small heal or regen when you get damaged. Kinda like contingency spells worked in Ars Magicka, but having them up 100% time as long as you keep reserving a part of your energy.
Considering all the work put into this mod and the idea of fusing tech and magic through coding and math, I think it is a very unique mod with lots of potential.
As a last question, I would like to know if there is/will be any way to regen psy energy even if you are casting spells. I noticed you only regen psy energy if you stop casting for some seconds.
Hmmm, not sure where you got the "Break 8 Blocks" from... You always only have to use the specified trick or other block that's marked red. So you have to use "Break Sequence" but there's no other condition. I think you COULD even specify 0 Blocks and it would do as long as the spell is valid and castable and the required element is used by it.So I've been going through leveling process and am stuck on Level 6: Blockworks. The tutorial for it says to make a spell that will break 8 blocks, however when I make the max break sequence can break to be 8, it shows 160/150 potency(using the gold CAD which, as far as I can tell, has the highest potency of 150 you can get pre psimetal). Am I doing something completely wrong/is there a way I haven't considered to get it to work with the golden CAD? If you can, just give me a nudge in the right direction, not the full answer.
Thanks for any help.
Your spell doesn't actually have to break eight blocks- as long as you use the Place Block Sequence trick, you'll level up. Change that to 6 or 7 and you should be good to go.So I've been going through leveling process and am stuck on Level 6: Blockworks. The tutorial for it says to make a spell that will break 8 blocks, however when I make the max break sequence can break to be 8, it shows 160/150 potency(using the gold CAD which, as far as I can tell, has the highest potency of 150 you can get pre psimetal). Am I doing something completely wrong/is there a way I haven't considered to get it to work with the golden CAD? If you can, just give me a nudge in the right direction, not the full answer.
Here is what the spell I'm using looks like:
Thanks for any help.
Its a little annoying that you have to use constants for almost all of the tricks... (I am developing a small addon (maybe you remember me from twitter) and i tried to make it myself, it worked fine by itself, but when i added it to FTBUnstable18 (yes, i know it is unstable) it crashed) I thought that you could maybe try. (sorry about the twitter thing btw... i didnt know what magnitude meant)
So Vazkii, can I ask a favor? For us modpack creators, would it be possible to include either a togglable option in the config for us to enable/disable specific tricks (by default) and be able to use commandline to enable certain tricks for specific players? Obviously if this feature is enabled, this would not allow Psi's default tutorial to run through (as it's hard to complete a tutorial if the required trick to progress is locked off), but if it's also in our hands, we can teach the player as well through HQM (or similar when it eventually releases for 1.8) and unlock spells for the player by player basis, that way? The config would allow server owners to disable tricks they preferred not to have present on their servers (explosion, cough cough, given it ignores MobGriefing=false) Especially in the beginning of modpacks, I really want them to play with Psi and have fun with it, but I'm not sure i"m comfortable with them having full access to all tricks right-off given how it'd imbalance most structured packs.https://github.com/Vazkii/Psi/issues
If you have a crash, post it here with the error log and all the proper stuff.
My reasoning is because you can effectively make a CAD with some redstone and iron, I don't feel like it's time to allow infinite mining without durability cost, especially since it can mine at an iron-level. Additionally, Add Motion itself effectively becomes a dirt-cheap Blood Magic Air Sigil (on TOP of infinite torches). I guess making Psi progress with the player as they go through a pack isn't happening and it'll be more of a novelty toy they'll unlock later in to play with and throw away since by that point, they'll have replacements of with other mods (Blood Magic, Tinkerers, Thaum, etc.)? Unless we could modify certain specs on each CAD so I could make the starter-CAD a lot more limited in what it can accomplish with Psi so they can play with basic functionality, but not go overboard with itNo, you're not getting that. I want Psi spells to be able to be shared without restrictions, and removing features like that would prevent it.