#Ars Nouveau mod
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blockedragon · 2 years ago
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Been having tons of fun with some magic themed mods.
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Front view of the house. Ars Nouveau has these funky looking trees with beautiful bark with spiral patterns on it. It’s a decent mod, it’s not as good as Electroblob’s Wizardry was but it’s cool if you wanna have a wizard mod and cast spells, if EBW came back tomorrow I would be using both, it’s still a pretty good mod.
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My own little Stonehenge... Thing. Took longer than expected to get the exact placement right.
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A kitchen made with lots of farmer’s delight stuff.
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I keep my brewing cauldron on a porch out the back door of the kitchen.
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it overlooks my koi pond.
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A study where I place the oddities I've collected.
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The library
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On the other side of the house is a hill I cleared out to be my dragon’s den.
The major mods you’re seeing are: Twilight Forest, Ars Nouveau, Hexerei, Ice And Fire, Farmers Delight, Better End, Quark, Whisperwoods, and, Environmental.
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thaumium-block · 9 months ago
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Respriting some of the trinkets in Ars Nouveau,,,,
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loafy-loaf · 2 years ago
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Nava, a wandering Nexian wizard hoping to one day provide a more accessible means of learning magic to the masses than current arcane and academic institutions.
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arachnerd-8-legs · 1 month ago
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im going to be so fr amethyst is the most useless shit ever unless you mod the game in a way that just so happens to give it a reason to exist
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redstoneflux · 2 years ago
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new ars nouveau update: :D
they added their own golems, complete with the nose: :|
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apollos-boyfriend · 1 year ago
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i love playing modded minecraft with my roommate because he's super into the tech-heavy mods like create and immersive engineering and stuff while i'm more into the magic-heavy ones like ars nouveau so any interaction between us has turned into him losing his mind as to why his nasa-level machine isn't working (it is missing a cog) while i'm in the background screaming "LOOK WHAT SPELL I LEARNED" and self-destructing myself like 30 times in a row
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shipshapeshapeshiftingship · 2 months ago
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Pictures of my in progress Minecraft base! These are from this morning, I built a lot of stuff today, just didn't take new screenshots.
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More below the cut, including mods I'm using.
The water channel going from inland to the river on the other side of the island.
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My mining machine that I'm emotionally attached to! I change the drillhead shape depending on what I need it to dig. This shape was for digging out the water channel.
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My farmland and back view of the castle.
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Main mods: Alex's Caves/Mobs, Ars Nouveau, automotability, Biomes o plenty, Create, farmer's delight, immersive aircrafts, macaws, pams, small ships, yung's improved structures, and more including some performance mods.
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neirxiiiofficial · 1 month ago
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My bf Kris summoning a polar bear with the Ars Nouveau mod pack. It's so cute ^.^
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remembercomic · 2 years ago
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Making Magic Feel “Magic”
In many video games, players are gifted with a set of abilities to use as and when they choose. In many cases these are representative of their character’s distinct and often-superhuman capabilities, and in the case of fantasy settings in particular they are frequently magic spells.
However, there’s something to be said for the lack of immersion involved in knowing your character has studied and researched for years, gathered vital reagents in the wilderness, and has uncovered the ancient sigils necessary to produce an arcane fire bolt... and pushing keybind 1 to actually use it.
Immersion is the property of a game that makes the player “feel” like they’re in the game environment doing the things that their character is purported to be doing, rather than simply interacting with game objects and menu screens. It can be a hindrance to necessitate that players go to such lengths, but it is an important facet of player enjoyment, particularly when dealing with things outside of normal life like magic.
Over the course of the last decade, Minecraft in particular has seen an entire genre of mods themed after magical effects.
One of the earliest was Thaumcraft, which notably featured a research system that required players to examine blocks, items, and creatures in their environment to glean points to invest intelligently into a research UI at a research table in order to unlock new tools and devices. Whilst the presentation could be described as immersive and certainly it and the rewards were themed as magical, the ultimate payoff is decidedly less so. Sure you have an item that releases a gout of flame, but that’s really just a texture pack away from being a regular flamethrower, and what’s more it’s identical to what someone you’ve had no interaction at all with has made thirty servers over. This ultimately makes Thaumcraft fall short in the sensation that you’re a mage in seclusion studying the arcane and putting it to use, it’s really more of a coat of paint over a tech tree.
After Thaumcraft came the Witchery mod, though it was sadly short-lived despite numerous innovative gameplay features. Witchery focused on simple devices that could be interconnected, with no research required but with some incentive to play around and experiment to get a better understanding of how different parts worked. Included was the Mystic Branch, a wand-like item that allowed players in the field to draw out directional patterns to produce various magical effects. Ultimately however, the wand was difficult to use and the spells were predefined, so few players invested time into it and those that did mainly resorted to a handful of the available effects in particular.
Then came mods like Psi, Ars Nouveau, and Hexcasting. These mods made a severe shift to the existing framework by focusing on one specific concept: Custom spells. Instead of the hard-coded spell effects of earlier mods, these mods allowed players to create their own through different systems. Ars Nouveau used a single-line linear system of distinct glyphs to create effects, Psi had a visual programming-esque interface to perform logic and calculations for effects, and Hexcasting required the user to draw pre-coded glyphs on the screen to perform mathematical operations on derived variables.
Whilst the addition of personal spell-crafting was a major step forward, the actual execution in these mods was... lacking somewhat. Ars Nouveau was so simple that it was very easy to understand even for novice users, but this meant that many spells ended up looking much alike and more-over this deprived the spells of a lot of their “mystique” as magic. Psi and Hexcasting conversely were very unfriendly to players without some background in programming, with Hexcasting even necessitating that its glyphs (arbitrarily made and hard-coded) be memorised, as its creation screen deprived the user of all outside knowledge in-game. This ultimately made them both too tedious for players to invest in and similarly lacking in mystique.
In summary, whilst strides have been made in better enabling players to “feel” like powerful mages studying and creating new spells on their own, there remain some obstacles to the “sensation” of doing so. I think the addition of manual spell crafting is an important effort, and doing so in a programmatic manner so as to allow spells to be more diverse helps to sell the narrative that you are studying and creating them in your own personal way, but it needs to be conveyed to the player in a less overt fashion whilst paradoxically being as comprehensible for players without programming experience.
To attempt to describe a potential approach that meets these requirements, a common almost-quintessential feature of many magic systems in fiction is that of the magic circle.
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The magic circle is, as its name suggests, a circular arrangement of glyphs and imagery connected by drawn lines or additional circles, resulting in a magical effect. The actual logic of such arrangements is usually quite minimal, as it is rarely necessary for the audience to properly comprehend the fine detail of magic in the setting beyond simply that one magic circle arrangement does one thing and another does another different thing.
However, if a system could be described that leads the player to develop their own magic circle arrangements with sufficient programmatic logic to enable them to readily design them to specific ends, I think this would produce the missing immersive property of the previously-described approaches. The benefit of magic circles is that they provide meaningful structure in an unorthodox fashion, preserving some volume of magic mystique, without necessitating memorisation of arbitrary shapes (as any UI to create such arrangements would necessarily need to provide them for placement) or high levels of real-world programming ability.
Moreover, such an arrangement with programming logic embedded could easily be stored as an external object to be shared between players, like wizards sharing research notes, and letting the players actually feel personally involved with the development of magical knowledge in their gameplay.
Of course, this approach is by no means simplistic in implementation. The allure of hard-coded effects in the earliest mods was that you always knew what it would do and it was very easy to implement new effects during development. A programming approach necessitates some form of compiler to convert the user input into an executable program. This was simple enough for Hexcasting and Ars Nouveau with their sequential operation strategy (each provided operation happens one after the other until end), but quickly grows more complicated for Psi or this hypothetical magic circle approach.
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feybeasts · 1 year ago
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What are some of your favorite minecraft modpacks? Are there any you'd highly recommend?
Yeah! My go-to pack- and the one I'm currently playing- is Valhelsia 5. Unlike a lot of the forge kitchen sink modpacks, it's got a really solid list of what I would consider my must-have mods, Create, IE, Ars Nouveau, etc, but it's also just really well put together, with nothing stylistically or visually feeling out of place!
There are a lot of kitchen sinks that throw everything together they can, and some of them- like any of the All The Mods packs- I have dabbled with, but I think Valhelsia is a bit better about not bombarding you with quests and free items out the gate, instead drip-feeding you information or leaving you open to experiment yourself, so it's less a race to tear your world apart to make gigantic factories and more "what do I want to experiment with and use to explore?", which has always been more my style.
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ultimateplaylistmaker · 8 months ago
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Biomancy and Ars Nouveau might be my favorite modern magitech mods.
I like ars nouveau
but i had never heard of biomancy before and im traumatized now
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berryblu-soda · 10 months ago
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Hello berry! Howru? Haven't talked to you since last year [dad joke laugh]
dhgfdghedsn HIHI!!!!! *uno reverse cards you* how are youuuu :O?? the urge to not reply to this ask until 2025 was strong, but also that wouldve been hella rude, so not doing that-
im doing great :D!! been quite a bit offline mostly working on the illustration job thing, and hopping onto another of my family´s usual month long minecraft servers :D! we´re playing with a chaotically concocted 50+ mod combo this time hehe (Ars Nouveau is rlly fun btw, silly magic mod, deffo reccommend :3)
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itsmeesss · 6 months ago
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Also the types of guys to say this tend to hold up modders as saints among men, and their examples are "adds mobs from the mob vote back in", "physics mod", "shaders" and "more shaders" and never mods like quark, supplementaries or ice and fire which feel as substantial as real updates, or mods that add entirely new systems like botania, ars nouveau or create. These mods have kept me entertained and I honestly don't think there's anything wrong with the game. I can already tune it as much as I want to. I have no notes.
i keep getting recommended videos about how minecraft isn't fun anymore and it's mojangs fault. i think its such a fascinating phenomenon because i think at least 70% of that comes down to anything getting a little stale when it's all you do for years and years. of course you're going to not feel like something is as fun as it used to be, you started playing minecraft when you were 11 and you are 23 now with a job. things change and you are experiencing it.
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maximuswolf · 2 months ago
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To be a mage
To be a mage I am in DESPERATE need to be a mage. Iv had a thing for magic and magic based power sets my entire life. Idec if its not actually 'magic'. Im looking for a DCUO but solo. A skyrim but... more. Iv played games like dishonered, black desert online, DCUO, phantasy star online(2), and plenty more yet they just dont stratch the itch. The closest iv gotten has been playing modded minecraft with the mod Ars Nouveau. With the mod you makw glyphs, and use the glyphs in your grimour to make the spell. Say you want to shoot a fireball you would do - projectile, ignite - so it shoots a projectile that ignites the target. But that doant do enough damage so add ignite which does explosive damagw to ignited mobs. But thats still not enough so you can add AOE and amplify. Now you have a spell capable of nuking a room... and 9 more slots to make more spells. Like a flying spell or healing or a freezing spell. I NEEEEEEEEED to be a mage. Plz help and give me your recomendations so i can fulfill my destiny. Submitted September 24, 2024 at 12:28PM by mad12gaming https://ift.tt/k8tSRWq via /r/gaming
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apollos-boyfriend · 1 year ago
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wait icarus what's the magic mod you are playing with? the same one used on the witchcraft smp or a different one?
i'm not sure! i never actually watched witchcraft orz we're using the enigmatica 9 modpack, which has a Few magic mods. i'm currently focusing on ars nouveau, but there's a few others like apotheosis, hexerei, and probably more i haven't even found yet.
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empyreaneve · 2 months ago
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hi, i'm interested in learning more about & potentially joining this server-- do you have any application process? & what is the modpack like? :3 ty!
Hi! There is no application process outside of the requirements of being 18+ and some flavour of queer! Everything else is optional, and you can get into the server by DMing in or sending an ask to which I'd reply with an invite to privately ^_^ As for our modpack, it runs on 1.20.1 Forge, and has lore-oriented fantasy mods like Ars Nouveau, Biomancy and Transmog for our magic system, Alex's Mobs, Exotic Birds, Tameable Beasts and Ice and Fire (among others) for mobs and wildlife to find out there, Farmer's Delight and Let's Do mods (Meadow, Beachparty, Farm & Charm etc) for expanded farming and food, and finally Terralith (adapted for a floating island world) and Nullscape for worldgen and biomes :) That's not an exhaustive list of mods at all but definitely the most important parts of it!
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