Mods / Ars Primordia
Author: Welkre
Side: Both
Created: Oct 15th at 5:06 AM
Last modified: 4 days ago
Downloads: 2091
Follow Unfollow 225
Recommended download (for Vintage Story 1.21.0 - 1.21.6-rc.1):
arsprimordia_2.1.4.zip
1-click install
Important: Progress from all pre-V2 versions of the mod will not carry over. Your world should migrate safely, but progression will reset. From V2 onward, all saves and data will remain backwards-compatible.
What is Ars Primordia?
Short answer: A magic mod.
Long answer: Ars Primordia is my experimental sandbox for developing the core ideas, systems, and magical concepts planned for my in-development block-game project, Ars Magika. While inspired by Minecraft, Vintage Story, and the creativity of the Wynncraft and Hypixel communities, it has evolved into its own blend of fantasy, survival, and arcane study.
In Ars Primordia, you explore the primal arts—your first steps on a long journey toward deeper knowledge, power, and ultimately a more purpose-built magic system. The mod strives to stay balanced with the base game while offering a range of customization options, including mana regeneration, spell cost multipliers, cooldown tuning, and other settings to tailor your experience.
Current Features (High-Level Overview)
As of now, the mod includes:
- 25+ spells, with many more planned
- 6 wand tiers, each with unique stat bonuses
- 15 primal aspects to which most items and blocks can be reduced
- A custom starter class with a beginner mage loadout
- A transmutation and research system forming the core of progression
- A soft specialization system (Aspect Attunement) granting bonuses based on chosen aspects
- 3 aspects available at Mastery Tier 2
- 2 additional aspects unlocked at Tier 4
- Planned hard specializations with unique spells and playstyles (e.g., Geomancer, Metallurgist Mage, etc.)
- World-generation mana zones (implemented but not yet active—coming soon)
All spells include in-game descriptions, and most systems have accompanying handbook entries. Updates and bug fixes will be ongoing.
Screenshots and feedback are always welcome. Check out the discord in the issue tracker link above for issues, questions or just to hang out!
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 2.1.4 | arsprimordia | 223 | 4 days ago | arsprimordia_2.1.4.zip | 1-click install | ||
[2.2.4]Fixed
| |||||||
| 2.1.3 | arsprimordia | 136 | 6 days ago | arsprimordia_2.1.3.zip | 1-click install | ||
[2.1.3]Fixed
| |||||||
| 2.1.2 | arsprimordia | 23 | Nov 27th at 9:31 PM | arsprimordia_2.1.2.zip | 1-click install | ||
2.1.2 Hotfix for client side transmutation registry
fixed
| |||||||
| 2.1.1 | arsprimordia | 145 | Nov 26th at 1:17 AM | arsprimordia_2.1.1.zip | 1-click install | ||
[2.1.1]Fixed
Changed
| |||||||
| 2.1.0 | arsprimordia | 158 | Nov 23rd at 10:21 AM | arsprimordia_2.1.0.zip | 1-click install | ||
|
I have been very sick so this is what I was able to manage, please continue to leave feedback. [2.1.0]Added
Removed
Fixed
Known Issues
| |||||||
| 2.0.4 | arsprimordia | 151 | Nov 20th at 7:25 AM | arsprimordia_2.0.4.zip | 1-click install | ||
[2.0.4]Added
Fixed
| |||||||
| 2.0.3 | arsprimordia | 151 | Nov 18th at 7:03 AM | arsprimordia_2.0.3.zip | 1-click install | ||
| |||||||
| 2.0.2 | arsprimordia | 146 | Nov 16th at 5:48 AM | arsprimordia_2.0.2.zip | 1-click install | ||
Hotfix 2.0.2
| |||||||
| 2.0.1 | arsprimordia | 32 | Nov 16th at 3:20 AM | arsprimordia_2.0.1.zip | 1-click install | ||
Hotfix 2.0.1And I didn't commit the recipe changes, they should be fixed now. | |||||||
| 2.0.0 | arsprimordia | 10 | Nov 16th at 2:38 AM | arsprimordia_2.0.0.zip | 1-click install | ||
Magicians, Sorcerers and Wizards Rejoice!
Today marks the 1 month anniversary of not only Ars Primordia, but my Vintage Story Modding/Game Dev career (hopefully 😁)
| |||||||
| 1.5.0 | arsprimordia | 328 | Oct 30th at 10:08 PM | ArsPrimordia-V1.5.0.zip | 1-click install | ||
|
So much:
| |||||||
| 1.4.0 | arsprimordia | 310 | Oct 20th at 12:27 AM | ArsPrimordia-V1.4.0.zip | 1-click install | ||
LOTS OF CHANGES TO THE CONFIG, PLEASE DELETE OLD CONFIGURATION FILES.
| |||||||
| 1.3.1 | arsprimordia | 78 | Oct 18th at 10:38 PM | ArsPrimordia-V1.3.1.zip | 1-click install | ||
| |||||||
| 1.3.0 | arsprimordia | 48 | Oct 18th at 5:21 PM | ArsPrimordia-V1.3.0.zip | 1-click install | ||
| |||||||
| 1.2.0 | arsprimordia | 64 | Oct 17th at 1:32 AM | ArsPrimordia-V1.2.0.zip | 1-click install | ||
| |||||||
| 1.1.1 | arsprimordia | 45 | Oct 16th at 5:33 AM | ArsPrimordia-V1.1.1.zip | 1-click install | ||
| |||||||
| 1.1.0 | arsprimordia | 43 | Oct 15th at 5:10 AM | ArsPrimordia-V1.1.0.zip | 1-click install | ||
|
Initial release | |||||||
BocoClacko Elemental essentia is created by converting any of the base four essentia (ignis, aer, aqua, or terra) into elemental essentia via the research tab in the transmutation menu.
Do you need to unlock the Elemental attribute before crafting the codex? I'm trying to get started but I cannot find elemental essense anywhere!
Sorry for the late response to my previous comment, i host my server through bisect hosting and we started on an older version of the mod, when i saw the update i went into my server files and removed the old file and old config file and then placed the new versions folder in. The mana bar is still non functional, everytime i load in its at a different number but it doesnt move regardless of how many spells I use. If you need anything from my end to possibly help figure it out let me know. On the topic of unlocking elemental I just hadnt gotten far enough along yet.
schizoCatboy and ConaRikan The new update should resolve these issues, it lead me down a rabbit hole that I would rather stay out of but things should be syncing properly between the client and server now. If you notice any rubberbanding or weirdness let me know.
Derogarogan Yes the progression should be
Basic => Aether (Magic), Elemental, Ignis (Fire), Aer (Air), Terra (Earth), and Aqua (Water)
Advanced => Vitae (Life), Glacies (Ice), Mortis (decay), Tempus (Time), Spatium (Space), Tenebrae (Shadow/Void), Fulmen (Energy), Lux (Light), Calor (Heat)
There is also pleanty more planned, roadmap is a mile long 😁
I can confirm the same problem that schizoCatboy noticed on a paid server. Seeing as the server was set up last night, and the first players joined within 5 minutes of the server going live, I feel quite confidant that both players and the server are using the same version of the mod. Something else I've noticed is that while the research and breakdown screen aren't updating any changes in essence gathered, essence is still being gained. It's also possible to convert essence to research, but the dropdown menu is only showing the same essence and values as what the player had when they joined. If a player gained more essence types, it's possible the player selects (for example) convert Aer, but the text log states that Elemental was converted.
Loving this so far, makes me nostalgic of old Thaumcraft. I am having an issue (or maybe a misunderstanding) unlocking aspects. Transmuting aspects into Elemental and researching that does nothing, but casting Stone Shaping does give a single point of research.
Is the progression like this?
Thanks, great mod!
schizoCatboy Can you confirm that both the server and the clients are running the latest version? This issue should have been resolved with the last patch, so if this is still causing problems I will need to dig a bit deeper with the server owner.
Ozyzzyl the small hide should work from the start, medium and large are gated behind attunement tier 2 which is calculated in this formula:
Welkre Duly noted, good to know I'm not just going nuts. If that's the case can you tell me what tier it unlocks just so I can make sure it's working when I reach it?
Hey, so I've came to a problem that has been happening since pretty much when I installed the mod, where players who aren't hosting the server cannot access any recipies from the research tab. With paid servers, it makes it that no one is able to access these recipies. I thought it was due to some kind of unlock that has been implimented and ignored it, but could I have a confimation on whether or not this is a bug, and some clear instructions on how to obtain the recipies to convert essence into research? I'm pretty sure this is a bug, as when the player who is not hosting the server looks at their Codex Primordia, every single aspect is at maximum 100 points, instead of the normal ammount. For instance, Vitae normally is at the maximum 2500 before you obtain the spell, but the player who isn't hosting has the maximum at 100, and when passing that threshold, it just gets stuck and doesn't give the aspect.
There IS a error at the basic breakdown section where it speaks of Essentia mappings not loaded, and to restart the game/check mod installation, but both me and my partner have the exact same release of the mod.

Ozyzzyl Thank you for pointing that out, I am guessing you haven't made it into a high enough attunement tier. The recipe shouldn't be available until unlocked so that is a bug. I will have it fixed in the next update, coming soon...
Definitely easier to get into over Rustbound. Really enjoying the fireball spell. The only issue I'm having so far is that the Tanning transmutation doesn't seem to actually work. I have the raw hides and the required elements, but trying to actually use the recipe doesn't work. Is there something I'm missing?
@Zero Alpha Even starting with the Novice Wand, with Stone Shaping you can mine Copper, Tin, Iron, Quartz, Lead, Zinc and Coal. (There's probably other metal ores I haven't come across yet, but I am presuming that they might need an upgrade to higher tier wand?) What advantage would your proposed upgrade system have over the current one?
@Welkre Glad I was a little help. Coding and modding takes time. As one who works with oil paints, I understand Patience can be a harsh friend. Do what you can, as you can, and don't forget to walk away to eat pizza and cheesecake once in a while. Occasionally take a night to binge watch a favorite, or long awaited series. Burn-out sucks. Especially for creative creatures.
Something I would like to suggest is an Upgrade System for magic at an Altar that uses materials, say for Stone Shaping which can be used to mine High-Tier metals and ores at an early stage last time I used this mod, you would need to upgrade it like so; Stone> Copper > Bronze > Iron. With different material and gear requirements in order to preserve a Balance.
@ProphetOfMercy It's called FairyWren. The zip itself is called FairyWren_Glittering_Ores, but the ores don't actually glitter, so no idea why. Some great textures in the mod, particularly for wood.
DauntlessFury That is an interesting issue to have indeed. Is this a new save or are you migrating a save from an older version of the mod? It sounds like your character doesn't have elemental unlocked (should be researched from the start) which makes me think that you are using a save that has some stale data and it's not hitting the migration methods for some reason. I will see if I can find the specific issue.
How do i get elemental research done, its stuck at 1.5/200 and idk if im just not far enough yet or what, also the mana bar doesnt seem to be working properly, its stuck at 11.5 and isnt changing tho i can still use materia dissolution
Kultan
What texture mod do you use?
I'll give this a whirl since Rustbound is incredibly slow to get into. If this is good I will give you a big kiss on the forehead.
@Asil Ah, just a youngster, eh? Anyway, there are a lot of practical magics - crop growth, crop harvesting, water magic, earth magic, fire magic, lightning magic, and so on. Ore can be excavated using magic, too, of course. Spells unlock by using existing spells and gathering essences from creatures and blocks using your wand. There are servers that can host a few players, but whether there's PvP on those or not, I have no idea and never will - I'm happy in single-player using the mods that I like. If you join a server some of the mods are frowned on, even something as simple as a texture pack that I really like. It's a very engrossing game, and this is an excellent mod, so I'd say give it a try.
Fearis The latest update should fix this.
Asil thank you for the idea of putting up a spoiler block for some of the spells. I hadn't considered it but will work on getting something like that in soon. No worries on if I am going to tell you to do it yourself lol, I know that moding is just not for some people and that is perfectly fine. I am unsure if this mod will give you everything you are looking for, but from what you have described I can tell you that there is:
Currently there isn't a ton of item additions, and enchanted items/tools/weapons are not something that has even started in development to be honest. I will say that the functionality to support such things has been considered in the framework I have built, making adding these later relatively quick and painless. Their implementation and balance would be a considerable amount of time that I don't forsee me having with the coming holiday season and some life events that will be occuring over the next couple of months. That said I do have these things on the roadmap so be sure to keep an eye out 😊
I just found this mod! I've always played the farmer/explorer/forest ranger, and haven't played Minecraft since Microsoft bought it and buried it under a lot of subscriptions I will never use and consoles I'll never buy, so I have no idea how this mod works. From the comments section I get the idea it's more for PVP and monster killing. I'm wondering if there are farming or exploration magics, like Fast Growing, Dowsing, Animal Charming, etc. Growing ores or farming crystals would be awesome for blacksmiths. An example would be forging an axe that drops saplings instead of sticks, and seeds instead of leaves. Monsters struck with a flaming sword could drop cooked meat. Fast grow could grow trees planted close enough to limit, or even block entire villages from attack. Having a literal TREE house would be awesome for Forest Elves. Oh, and I'm 64, so no, I don't know coding and can't create one like this. I like the idea of practical magic and plan to keep an eye on this mod. Maybe spoiler list some of the magics so we know what we're signing up for?
hello, the research & reconstitution page are empty, any ideas on how i could fix this for my players?
Welkre commenting to confirm that my issue has been fixed. Thanks!
SpicyHott and Stygian_Ikazuchi I am sorry about taking so long to figure this out. Thank you for the logs and screenshot as that made things much easier to narrow down. The new version should fix this issue but please reach out if there is anything else that causes issues.
Kultan The purpose of that is to make is so you can't just tank in combat. healing should not be something that can be done easily in combat, it is something that you would have to have a dedicated role in a party for, and is planned to be built out further with this principle in mind (support/buff/healing magic) Solo you have to either be really efficient with your time and casts to do them in combat, or find ways to give yourself time.
There is a feature in the works that will make this kind of spell restriction a little better feeling for solo mages soon.
Welkre I looked into the logs and it says
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Initializing Essentia Mapping Registry...
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Loaded 132 essentia mappings from config/essentia/blocks_functional.
json
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Loaded 5 essentia mappings from config/essentia/blocks_liquids.json
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Loaded 11 essentia mappings from config/essentia/blocks_ores.json
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Loaded 13 essentia mappings from config/essentia/blocks_plants.json
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Loaded 27 essentia mappings from config/essentia/blocks_terrain.json
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Loaded 16 essentia mappings from config/essentia/entities.json
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Loaded 51 essentia mappings from config/essentia/items_food.json
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Loaded 61 essentia mappings from config/essentia/items_materials.jso
n
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Loaded 51 essentia mappings from config/essentia/items_tools.json
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Total essentia mappings loaded: 367
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Loaded 3 built-in pouch upgrade tiers
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Indexed 367 mappings into 4 categories
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Essentia Mapping Registry initialized with 367 mappings and 3 pouch
upgrades
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Gameplay Mode: Multiplayer (auto-detected, IsDedicated=True)
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Warmed essentia cache with 20/20 common block patterns
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Initializing Transmutation Registry...
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Registered research conversion transmutation with custom UI
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Registered Tier 0 starter recipe for new players
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Loaded 2 transmutation(s) from config/transmutations/Metal_Magic.jso
n
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Loaded 13 transmutation(s) from config/transmutations/Reconstitution
-Crafting.json
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Total custom transmutations loaded from JSON: 15
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Transmutation Registry initialized with 36 recipes
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] [AspectMasteryBonus] Initialize method called
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Aspect Mastery Bonus Manager initialized
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Loaded 162 mana zones from world data
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] ManaZoneManager initialized with 162 zones
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Ars Progressio chat commands registered
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Server network channel 'arsprimordia-channel' registered
25.11.2025 20:38:14 [Server Notification] [Ars Primordia] Ars Progressio unified framework initialized
However, when I try and open the Transmutation "Basic Breakdown" menu I get this
How do I fix this?
I have a little query regarding the Heal spell. Is there a way to make Heal Self just a right-click of the mouse? There is 100% no chance whatsoever I'll need to heal anything else, so pressing Shift to heal myself is redundant to me. 🙂
SpicyHott no, it's still not working on my server.
Stygian_Ikazuchi did you find out where to move the assets?
Welkre It's me again blehhh :333
There's no description for calor when selecting it in the codex... is it like, ignis part 2 electric boogaloo? what materials and items would provide calor, other than the lamp that I may or may not accidentally sacrificed? Also, I may be a little bit tupid, but how does one actually attune to an element? I've looked into the tutorial entry for progression, and it says that you must learn Vitae, Calor, Glacies, and Mortis first? (obviously after the main basic elements). But.. from what I can tell, there isnt any menu, button, or way to actually attune myself. Do you attune using the basic sigils from the Reconstitution menu?
In additional note, I LOVE the radial menu. I was confused why I couldn't add spells normally utilizing the U menu, but this radial menu is WAY better.
Welkre I checked the server and there is no arsprimordia folder under Assets. It IS under Cache/unpack/arsprimordia_2.1.0.zip_49b1c2b67363/assets/arsprimordia/config/essentia though. How do I get those to show up? Just copy that to the normal Assets folder?
Stygian_Ikazuchi The essentia mappings are from the asset files and are loaded on server start, No essentia mappings error would occur if the server was unable to get the asset files under assets/arsprimordia/config/essentia during mod start. There should be 9 files mapping valid game codes to aspects for essentia gathering in that path.
schizoCatboy I will clear up the language in game, but the way it works is it will compact 4 loose rock entities (like what you get from compacting the gravel) into a singular stone block. Effectivly giving you a way to, at a loss, break stones and reform them elsewhere.
Getting the same issue as cosmicspooky but I'm also getting an error message
ERROR: Essentia mappings not loaded!
Try restarting the game or check mod installation.
Playing this on a server and not sure how to load essentia mappings.
Welkre SWAGGG!!!!!! thx bro/broette, ur the best
Also I think someone said this prior to me, but the terra spell is either super confusing or straight up doesnt work. transforming dirt into packed dirt works, as well as turning gravel into stone, but I dont know if the spell asks me to stack four stones to make a stone block, or if its saying to place the stones inside a storage and then use the spell, but in both scenarios it just doesnt work, even having an archmage's wand :P
schizoCatboy you most likely need to update to the latest version as it fixes that flax twine to fabic transmute.
First impressions of Ars Primordia is kinda finicky and complicated, but as I started exploring deeper into the mod it became quite clear that this mod is for me. I LOVE how this mod makes early game almost a breeze, without it being too much of a cheat. My particular favourite spell has to be Aer, as it makes exploration much more fun and faster.
For people who are interested in using this mod, Materia Dissolution is your best friend. Try to use it as much as you can, and trade your essentia you obtain into research, or use the essentia to use the reconstitution feature to access items that would normally be extremely tedious to obtain in base game. A great example of this is exchanging raw hide and a few Essentia materials in order to make LEATHER, totally just skipping the entire part of leathermaking and its god awful time taking.
One bug I've found though, is the reconstitution from flax twine into linen fabric. For some odd reason, whenever I do the transaction it takes my flax twine, but never gives me my linen fabric, thus practically eating my flax twin like a hungry goblin. Perhaps its due to the fact that I'm also running a few other mods, but none of them should be conflicting with the reconstitution. HELPPPP AHHHHH AHHHHHHHHHHH
Paeonia That is my bad, I left in a progression change (something in the works that wasn't supposed to come out yet)... The items that can be fired by terra depend on the level of wand you have. This keeps you from being able to fire ingot molds until you have a wand that requires an ingot (adept +)
I however didn't have it fully implemented or documented so it is appearing as a bug or unintentional when in fact it is a feature 🤦
I am working on the balance of this and will update documentation as well as give the player some in game indication that the current wand tier is the reason for the spell failure.
Paeonia I tried using Terra on an assortment of unfired clay things, about 8 in total, and while most were fired just as they should be, it didn't work on a raw watering can. I know using Terra on the watering can worked fine a couple of days ago, but not now.
Radial menu has completely solved the prior problem. Feels great too! But it doesn't seem that Terra is working as intended. It worked once, to process bowls from raw to ceramic. But after that, it doesn't affect any other clay item I've tried it with.
The radial menu is very nice, and I like it a lot. 👍
Hey all, sorry I have been MIA for the last couple of days. Got super sick and have been babying myself lol.
Ryis that is my bad, a previous fix to that pattern matching logic I use for the transmutation system ended up causing an invalid item code to be used for the leather output. This is fixed now.
cosmicspooky I am not entirely sure what caused that for you but I might have found something that could have resulted in that state. The recent update 2.1.0 should fix that issue for you if you and should keep that from happening to others. If that is not the case please try to give me any other information you might be able to.
I have worked on replacing the spell hotbar with a radial menu with 8 assignable slots. it needs a bit of work to polish it but for now it feels much better than the hotbar system and using a menu or scrolling with hotkeys. ignore the mouse cursor for now, that will be fixed in the coming patch, the selected slot will be visually larger and distict from the rest. You can use right mouse to reassign slots. It's late so I am going to bed but I will be working on polish for this over the next week so let me know if you have any issues or find anything acting goofy.
When I press B to open the menu, I can't use the breakdown function (no items in your inventory can be broken down) and, there's nothing under the reasearch or transmutation tab.
nice yeah i suppose that's what I really meant was if there would be any incompatibility, there doesn't need to be any interaction. I'll probably try this at some point cause it'd be like having different schools/domains of magic with potential opportunities to mix some aspects between them. Thanks :)
Current bug: I can set up the three spells just fine. But if I move to another item and go back, the spell slots are all empty.
Fixed as of 2.0.4 Mitigated but not solved.
Just barely started into it but already loving the idea of the mod.
I've not gotten too far into the mod yet but so far it's really nice that it's pretty quick to just hop into! Liking how it's turning out so far
I do have a question, might be because of other mods i have installed or I'm just doin it wrong but when i try to transmute hides into leather it takes the hide (no matter the size) and gives me.. nothing? I dont think i have anything that affects hides or the leathermaking process at all that i'd expect to cause this to fail, the other transmutation (Cattails into their roots) gives me the root as expected but this one in particular just doesnt seem to do anything or prompt that anything's happened other than taking the hide. Hopefully it's just me messing up and can be easily resolved because i love the idea of transmuting hide into leather!
Welkre
I am very glad that my previous feedback was helpful, and I have grabbed the latest release of the mod and have begun exploring it.
The very first impression I have is that mana bars are nice, and having a mana bar is a very nice thing.
Having the spell slots is also very useful, and I definitely think there's a lot of potential there. Given the number of spells in the mod, the fact that it's limited to three seems like it's a bit of an issue. Would it be possible to make the bar dynamic, so that as you select spells, they are dynamically added and the bar grows? Another option might be to allow the player to configure how many bar spots they want in the spell selection menu. This way if a player only wants like four spell slots they can have those without a bunch of empty bars next to their filled ones, but maybe if they want to be slotting 10 spells they can go and have, you know, a significant number of them as well. A few other things that I would note about the spell bar would be that currently the shading to indicate which spell is selected is quite subtle, and especially in combat, it can be difficult to know which spell you are currently on. Also, it seems like given the text of the spell's names, it would be better if the bars were rectangular, not square. Because, obviously, the names are extending horizontally much further than their vertical spread. My mind immediately begins potentially toying with the idea of scrolls instead of just the boxes, because a spell scroll, when rolled up, if you look at it from the side, is pretty rectangular. I mean, technically cylindrical in the real world, but looking at it side-on, you could think of it as like a rectangular box. So that might be aesthetically a good fit? Hard to say.
What I can say is that it is a very promising start to spell management, and it is definitely an improvement upon what we had before. So that is very cool to see.
Another thing that I would raise about spell selection is an option to bind individual spell slots to individual keybindings. Currently, we can flip through them, right, page up and page down, but it would be easier for combat if we could bind additional keybindings to individual spells... Actually, now that I think about that, maybe that could replace the favorite system? Maybe you may have a spell bar with just like a couple of handy easy to access spells, but maybe you have a slightly more ornate spell slot that's the first box of the spell bar. Right, so right now we have three boxes. Maybe at the very least there would be a fourth box at the beginning, which is slightly larger, slightly more ornate, and this features whatever the bound spell is. And in the spell selection menu, instead of favoriting a spell, you could click a spell and assign it a specific key binding. There's an interesting balance here, because you obviously can't see those spells, unlike you can see the names of the spells that are in the spell bar. So you'd have to remember the keybindings that you set to flip through those spells, but they would allow you to access and swap out whichever spell was in your focus slot, or whatever you would want to call it, and this would allow somebody to have a larger catalog of spells on specific keybinds...
I don't think either of those ideas are inherently, like, finished, or that one is superior to the other. I think having a more dynamic and configurable spell bar versus adding a focus slot and then allowing people to keybind individual spells in the spell selection menu are just two different approaches to tackle the issue of spell management and so I'm kind of just offering them up as food for thought. The fundamental idea is, based upon the rich library of spells that you are making, and the fact that as the mod continues on, presumably more and more interesting spells are going to be added, a player would very reasonably want to have a solid number of spells at their fingertips. So trying to nail down a reliable and easy way to dynamically access, you know, 8 or more spells is probably a pretty good thing to tackle now.
Those are just some of my first impressions based upon a little bit of testing that I've been doing this morning. I will have more feedback as time goes on, but I can definitely say that it is a significant improvement and I am very happy to know you are going to be continuing to improve the mod!
Hopefully this feedback is useful, and if you have any particular questions, or things you want me to poke at or test, please feel free to let me know.
Great update. 😊 It's very nice to be able to choose 3 spells to go on the 3 spell hotbar slots, but if I use another item on the hotbar, in order to use them, when I go back to the wand the spell hotbar is empty again. My mod progression carried over just fine, so I lost no progress I've already made - for anyone a bit worried, the warning refers to the v1 version of the mod not carrying progress over to v2. Just wondering what the Distillate and Beast Bond spells do?
Looking forward to a day of fun playing this! Thanks very much for your work and creativity, as ever.
Chatterchot You can use the command /ars unattune <player> <aspect> to unattune, that speed % will be fixed today hopefully as well as a bit of polish to the attunement system including unattunment and reattunment systems.
PeachyPotato I don't plan on making anything in particular "add" compatibility between this mod and rustbound magic. They are two different frameworks that handle things in different ways on the fundamental level that makes cross-mod itegrations on a system level difficult. That being said I don't think there is anything particularly breaking to either of them if you want to play with both (I haven't tested but I have tried to keep things built in a vanilla-ish way) and seeing as how a lot of the functionality for crafting is going to be/already is asset files I feel like making item compatibility between the two eventually will be pretty easy.
sevie Thank you for bringing this to my attention. I am learning on sound design, models, well really anything that isn't data-structures, math and design patterns so I always appreciate the feedback. The spell list update on server restart is an interesting issue that I will have to look into, I am guessing I have a race condition between writing data and checking that data, if you have any other insight or notice anything else please let me know and I will see what I can do.
Thank you everyone for all the support, I will have a patch out tonight that should cover most of the bug fixes and some of the cleanup and polish and just a little content.
How do I unattune? I got auto attuned to Aer and it's way too fast. On that note, I'd say bring the speed boost down to 30% from 100%, it's a bit OP rn.
This mod and Rustbound work fine together.
any compatibility with rustbound magic or are these going to be two totally separate frameworks?
some bugs i've been finding on my multiplayer server,
Materia Dissolution (and some other spells) are VERY loud. is it supposed to be that way or was it accidentally added as stereo audio instead of mono?
each player's spell list still only updates on server restart, which made progression a bit confusing.
(love this mod btw)
Yep, I use the Pg Up/Down if I'm not in a fight, but trying to quickly load the Heal Spell in a melee is a bit slow that way - the forthcoming fix will be much appreciated. 😊
Thanks very much for your work! Another quick query... I am trying to make an Attunement Altar, and I'm seeing I'm missing "8 Rock (variant)". I've tried various types of Rocks in my inventory and they don't fit the bill. I'm probably missing something?
Kultan I am working on a fix for the favorites, you should be able to cycle through your selected favorites with the hotkeys (page up and page down by default). When no favorites are selected it should cycle through them all. At the moment there seems to be something breaking/overwritting the favorites context sometimes so that is something I am aware of an should be fixed in the next patch today/tomorrow. Also thank you for the feedback, I will update the page to say that previous progression will not carry over.
MaximumOverkek No that was not my doing, while I will follow copyright law as intended, you will be pretty hard pressed to get me to cause a stink over a name. The only way I would go out for something on a copyright infringment claim is if there is beyond a reasonable doubt in my mind that the other party is acting in bad faith or with the intentions of causing damage to me, my products or my livelyhood. I am a pretty easy going guy otherwise usually😁
I'm so into this mod! Been busy breaking stuff down to extract essence, mining, gathering resources like sticks, wood, seeds... just unlocked the Meteor Strike, Warp and Growth spells, too. Quick question, I have some spells marked as Favourites, so I'm wondering if there's a key I can use to cycle through those?
Wait a minute. Are YOU the reason Mithion had to change the name of his mods Ars Magica 1 and 2 to Mana and Artifice? He mentioned copyright issues as someone took the name.
Oh, thanks so much for this! I look forward to trying this new version asap. 😊 The "previous saves not working" sounded a tad worrying, but my game save loaded just fine, and it's just the progress made in the previous version of the mod which is lost. I'm fine with that. 👍
Thank you for all your work, have you considering collabing with the walking stick mod and making a walking wizard stick? would be very neat!
Kellendir I hope you might take a look at the new update and give your feedback, your insight was truly helpful. I will say that at the moment my only real limits are my lack of intimate knowledge with the core API (I am working on this one) and my limited time to allot to learning and producing this content. With that said, I totally agree there needs to be a better way to handle the spells, at the moment I have given us a couple of options with the hotkeys and new spell menu but to make much better I need to spend some time really learning the GUI system. Right now I keep crashing the game when I try to get fancy 😅 Oh and yeah... manabar is a must 👍
DauntlessFury I hope you might give the new version a try as well, I am glad to hear that it is semi-functional as I am trying to do my best to test it by myself. That issue should be fixed as the system is now much more robust and there are many redundancies to keep from things breaking (too much...)
Kultan All spells should now have valid and useful descriptions and the handbook guides should contain all the information you need. I need to clean them up some and spread out the information. I more or less copied and pasted different design doc and workshoping points and had an AI put it all together into something semi-coherent. I will be going through it and updating the information over the next couple of days along with any reported bugs that come out.
The inscription stones were broken, now they have been simplified (for the time being) and will be reintegrated with some crafting, transmutation and ritual (hopefully) uses. Now as long as you have them in your inventory, they will be consumed as a charge of 5 mana for any spell. Making them a sort of a preparation that can be necessary for trips away from home or dangerous encounters.
Does anyone have a link to a guide about this mod? The handbook really doesn't give much detail at all. I have no idea what what most spells do, as there's no description on them. I have no idea what the difference is regarding wands, either, as they have no descriptions either. I make Inscription Stones, but have no idea how to 'consume' them... Any help would really be appreciated.
Added it to my server, it kind of works, when we unlocked the elemental section we had to restart the server to get new spells to show up
This is an incredibly cool mod for Vintage Story, and a plethora of magic mods is something that we just don't have yet here. As such, this is a really, really wonderful addition to the game.
It is also heartening to hear that you will be continuing to work on this mod and continuing to improve it.
If I had to offer some constructive criticism, I would say that there is some clunkiness to the core mechanics that could be polished up some more. Selecting spells, for one thing, can feel a tad bit awkward. I definitely think that to handle the plethora of spells that a are already in the mod and b presumably shall be added to it, I think there should be either a radial menu or a separate hot bar or some other smooth mechanism that a player can use to swap between their spells swiftly. And maybe as the number of spells continue to grow it may get to the point where it's reasonable to have a player slot like their 12 favorite spells or their 16 favorite spells or whatever into their wand or grimoire or whatnot and just to otherwise like limit that so there's only so many choices and then they need to like meditate and re-slot spells or relearn them or something along those lines.
Apart from that, having to reference a book to see your mana bar is... a tad bit unfortunate.
That being said, I don't say any of these things to detract from how cool the mod is. It is absolutely amazing, and for one of the younger mods here in Vintage Story, it really is great.
I am really looking forward to seeing how you continue to progress your mod development, and I definitely look forward to adding this mod to servers I make in the future.
Sorry about the lack of updates/bugfixs. I have been on call all weekend and have put in over 17 hours over the last two days 😭 Things will be calming down now hopefully and I can focus in on what I really want to do.
I have been working on getting things fixed but found some logical flaws that were going to cause a headache later with what I have planned. Instead of releasing a patch to fix the current issues, I am going to spend the next week or so working on a proper architecture and design for this mod. I initially planned on this being something fun and random to learn the modding API but have fallen in love with the way the games code and APIs are setup and now I care to much about the work I have done to want to keep up with this spaghetti 😅
TL;DR => I want to make something really good for you and for me now, so you are going to have to be a little patient. Next release will be a major API breaking release, V2.0.0 will come with documentation on the extensibility and API systems for adding custom progression, spells, and interactions. I'll work on getting a discord server setup soon and probably a wiki page once I have more of the documentation written out.
Id also love to make models for the wands/runes if you want
Besides the lack description of main/secondary effect of spells and the presence of the mana gauge on the main UI i love your work.
Keep at it at your own pace!
would love to commission some stuff for this if you have time
After installing the mod and selecting the skill, fps began to drop
Started playing this mod (1.5.0) on VS 1.21.4, while I'm only at the start of the game rn I DID learn that (in singleplayer) if you exit the game with the light wisp thing from Alt-Cast Ignis floating around you, then when you rejoin, it will have stopped tracking you or despawning and become a fixed permanent light source.
Using Terra(?) to cook pottery without a kiln pit it also a little wonky, I've only gotten it to work on Crocks thus far, and when i tried it with them in the 4 corners of the same block then it cooked one and banished the other three to the ghost block dimension until I restarted the world. So don't stack them like that I guess. I also couldn't get it to cook crucibles, an urn, or a mold despite trying. Even a full game restart didn't change that.
Besides all that, I do wish there were better documentation on what the spells do, since I can't see anything in the handbook or spell descriptions saying what several of the spells I have unlocked do and experimenting with them seems to do nothing (what does Glacias do, the only feedback I get is 30 mana evaporating. It sure isn't freezing water). At the very least I recommend telling the player what a spell targets (blocks, items, entities, self, etc). So they can narrow their focus and actually figure out what something does.
Really fun mod beyond that, so far! I'm looking forward to a more complete state
Codex Primordia does not have a crafting recipe in the handbook as of the new update.
"fairy companion" -- starts to reach for fly swatter as thoughts of Navi appearing.
"Hey!"
"Look!"
"Over here!"
.... WHACK
XD
I am sorry to hear that TheGuiltyPillow, That should be addressed shortly along with a whole bunch of progression, blancing and quality of life improvments. I have had a really hectic week at work so my time to work on this has been very limited.
Is there a cooldown I'm unaware of for casting? I light a firepit with the Advanced Wand without issue, then I can't light another for IRL hours. Seems like I can only get one spell off per server restart.
A spell to temporarily charm a single animal might be a nice way to herd them into pens. Maybe an advanced version of the spell could charm a larger group of animals to roleplay as young Ged from Earthsea :D
ChaosAndBunnies It is funny you should mention the log transmutation cycling, I just implemented that for the new advanced wand 😁. I will probably expand upon that system later as well but it feels alright right now, good mana training for the new level system lol.
I like keeping the stones as their varients, mostly for balance reasons but also with this concept of trying to blend natual sciences into the mix I think I might go insane thinking about the implications of igneous rock turning into metamorphic or sedimentary just due to the vast differences in their material construction. I guess you could sorta say the same for woods but it just feels nicer 🤷. I might add the Cobblestone transmute later, I will play with it and see how it makes me feel.
It'd be nice to have a spell that transmute wood from one type to another. If you did do it, it might be easier to implement by have them cycle through the wood types rather than some 'F' key menu that lets you choose the specific kind you want. Like, birch always turns into pine, pine always turns into maple, etc. until it loops back around to birch. idk that's all up to you if you decide to try it.
An option to do the same with different types of stone might also be nice, but most of those actually have different uses in gameplay, so it could be a balance issue. Transmuting cobblestone back into solid rock, however, would be another QoL option with minimal consequences.
DigiDragoon I was thinking of adding an interaction that could produce clear quartz, maybe along with some other spells for "purification" and "restoration" of blocks/items etc.
KeiroFyre I also had some of these ideas, trying to implement a proof of concept for most of these and I will play around with the way it feels. The one thing I am going to try really hard to do is keep the base interactions and spells from breaking the games challanges. With that in mind, I will most likely build anything that is deemed "to broken" but fun into a extention mod.
Do you think you might add a way of turning little bits of quartz clear?
Yoooo I'd love to see a lot of small QoL spells come form this!!! So many ideas that could come from this, such as small rituals for looping spells, for things to have a mundane effect such as a way to rot food faster, or to preserve food by carving runes into vessels upon creation that improves the shelf life of produce! Or a simple orb of light that you can summon that drains a small bit of mana constantly but it's a really nice light source for deep caving!! Or perhaps a small idol of warding that you can put around yor garden to keep the smaller critters away, but the bigger ones it doesn't affect.
Very excited to follow along with this.
I like the idea of just small magic without it being all crazy.
Maybe a spell/wand for filling things with water (10L per cast maybe?), or like a small magic light orb you can place like a torch (maybe it only lasts like half a day?)
Best of Luck ! 😄
I am glad to see the interest 😁
Vargur that is an interesting idea, I will have to think on that one a bit and see if I can incorporate anything from it into the my system here. I will say that the intent of this mod is to add a magic system that is completely mundane in this world. no grand wizardry, no divine gifts, just another field of natural science. The drama doesn’t come from discovering magic, but from how people use, misuse, or depend on it.
I hope y'all come around and give me any feedback you might have if you feel like giving it a test.
I am excited to see where this goes!
Will definitely be following this. I think magic having a range of simple QOL or crafting spells that any character can learn, that can scale up to really powerful endgame spells for a highly specialized character could be a good fit for the game. I'd love something Vancian-inspired where you have to find and 'study' magic texts to learn and memorize spells that have limited # of casts before having to be re-memorized again via the text.
Honestly sounds super interesting. Gonna be keeping an eye on this one. Best of luck!