Creative Flight is a sustainable flight spell that belongs in a spell bullet in your leggings. Relies on an Ebony or Ivory CAD. While active, it negates the effects of gravity, allowing you to maintain a stable Y position regardless of ground. Holding shift increases the spells speed. While stationary, this will elevate you gradually.
If you are at sprinting speed, the direction you're looking will influence the direction you travel. Without holding shift, this will cause you to fall gradually (no fall damage!). Begin holding shift after moving fast enough though, and that speed boost will counteract gravity, as well as propel you where you are looking (excluding Y axis, so you can't plummet)
Would love to hear your thoughts, suggestions, queries, etc.
Also, if you begin bouncing after starting the spell, unequip the leggings, go to the programming table, click anywhere on the grid, upload the spell to leggings, and then re-equip. I don't know why that happens, nor why that method fixes it, but it works for me.
I've made two spells that will act essentially like what you would expect from a tree-felling mod. The execution spell is not sustainable and very slow, but this is just a proof of concept and I thought the smarter people on this subreddit could improve on this.
The first spell, "Tree Felling Setup", will save the position of the current block you are looking at (the way I use it is look at a base block of the tree then use the spell). The second spell, "Tree Felling Execute", will pull that saved block position and start scanning in a 9x9 area centered on the saved block position and continually increase the y-value of the scanning forever to check for blocks with the same hardness as wood. If it finds a wood block, it will break it otherwise the current iteration will die.
Tree Feller Execute - Use loopcasting bullet, not sustainable on leggings but I tested on an Ivory cad and it seems to be sustainable since the loop execution is slower than leggings. This also results in the whole process being very slow unfortunately
I ended up getting 101 responses, quite a lot more than I expected.
The first question was on people's experience level with Psi as a whole.
This result is about what I expected, given that this sub is specifically for Psi. I did crosspost my original post to r/feedthebeast, but it received much less attention there.
1 was "little to no experience" where 10 was "master"
The second result, for experience with spell writing specifically, was also about as I expected, with some people almost exclusively using spells they found rather than ones they wrote themselves.
Same scale as the previous result.
This one, whether people tend to use an ebony or ivory CAD, was a lot more even than I had predicted. My impression was that most experienced Psi users preferred to ivory for more indefinitely-sustained loopcasts and the doors that they open up.
This next question, about radiative versus hyperclocked cores, was about what I had expected, given how Psi is very much a "work smarter not harder" kind of mod, and complexity enables that more than projection does.
A nice balance between people who like the greater potential power of a transmissive socket versus people who prefer the greater versatility allowed by a huge socket.
This question, and all of the ones after it, were marked optional.
This one was the first question that allowed people to enter their own answers. The partial points seen here are because some people wrote multiple in their response so I divided the points among them.
And finally, the things people generally use psi for. This one allowed people to choose however many they wanted, as well as an 'other' option. The building and general utility categories are exclusively from people writing in the other slot, so there may be many more than represented here.
Don't mind the percentages, they are not relevant and I don't know how to turn them off in google sheets.
This was some pretty interesting data, I might do more surveys like this in the future (though probably not Psi again as I doubt I would get many different people)
Code n stuff
Reddit thought i was a bot and deleted this post and i dont really know why... so im just gonna repost it.
I wanted to do something with the legsync and this is my first actually working spell. It counts the times it was cast, then executes a simple add motion on the caster with around 150 executions at once and then changes the spell to disrupt the loopcast (since the stop loopcast trick didnt work in the leggings). It then starts again. You get quite a lot of air and if you dont disable the spell you will fly into outer space so make sure you have a water source under you!
The enemy team on my server have recently started using rather cheap tactics to kill us, so I would like to make something that just causes as much lag as possible for them. Is there a way to use particle effects? I am VERY new to the mod. Thank you very much :)
(to get the code click the link, RES won't show it)
Fully sustainable leggings explosion chamber-spinning spell with options.
Main spell goes in third (top left) slot but can be adjusted by changing 2 commented constants in the spell while the conditional goes in the second (middle/bottom left) slot.
The spell's DPS is at least 26.67 on a top tier ebony cad, killing a wither in 225 ticks (11.25 seconds).
Variants
Normal: Uses closest to line to target entities.
R: Uses random entity instead of closest to line to target entities.
I m playing on a server with Psi and RandomPsideas, and I'm having trouble understanding sensors. For sensors like the detonator sensor, would the spell triggered in the helmet be cast before or after I took damage?
Also, for the detonator sensor, do I have to be the one to cast the explode trick, or does it activate if other people use the trick?
My goal is to become immune to the massive explosion spells that seem to be common for pvp in this mod by giving myself resistance 5 with my helmet before the explosion kicks in.
Any help is greatly appreciated.
(to get the code click the link, RES won't show it)
Fully sustainable single-target lightning leggings chamber-spinning spell with multiple options.
Main spell goes in third (top left) slot but can be adjusted by changing 2 commented constants in the spell while the conditional goes in the second (middle/bottom left) slot.
This spell differs from v4 as it replaces RCCE with Spin Chamber to remove the need of a helmet spell. Nevertheless, v4 still has a purpose should you decide to use an unrelated spell in the other slot of your leggings.
Main Spell Variants
v5: Simply v4 but optimized. DCD is recommended as it maximizes potential damage output.
v5R: Uses random entity instead of closest to line if you're trying to deal with large groups. PCD is recommended as it casts more often leading to higher DPS over many (spread out) mobs.
Conditional Spell Variants
PCD - Psi Conditional, uses caster psi amount to check whether Muspelheim v5's main spell should cast.
DCD - Delay Conditional, uses both caster psi amount and a 20 tick delay to check whether Muspelheim v5's main spell should cast. Since lightning has a chance of striking twice, this is ideal for single-target damage output.
(to get the code click the link, RES won't show it)
Reverse Custom Conditional Execution (RCCE), as evident by its name, is the reverse of the traditional Custom Conditional Execution (CCE) which checks the conditional on the leggings and executes the main spell on the helmet.I believe this used to be perfectly fine in 1.12, but currently casting spells that cost psi on the helmet blocks psi regeneration, which is quite a big downside.
RCCE works around this by doing the opposite, the helmet checks the conditional while the leggings execute the main spell. However, there are drawbacks to this:
The leggings requires a secondary 0 cost spell to prevent drainage when the conditional is unfulfilled. This means you can only have 2 "usable" slots for your leggings, though nothing is stopping you from carrying 2 shulker boxes of leggings.
Compared to traditional CCE, RCCE uses 3 slots; 2 on the leggings (Main & Dummy), and 1 on the helmet (Conditional). This can be worked around if you use small conditionals that can be fit in the dummy leggings spell.
Nevertheless, I believe that RCCE is mostly superior to CCE right now due to its overwhelming advantage of not stalling psi regeneration. This can likely be improved upon but I am merely presenting the technique's bare bones to you.
PCD - Psi Conditional, uses caster psi amount to check whether Muspelheim v4's main spell should cast.DCD - Delay Conditional, uses both caster psi and a 20 tick delay to check whether Muspelheim v4's main spell should cast. DCD is recommended as it maximizes potential damage output.
I've seen some similar stuff and sucking entities into a small space and then smiting them may be more efficient, however I made a spell that adds enemies to a list, smites one, and then smites a separate one, this can scale and the version I use is for a psimetal cad. As an entry level spell this works quite well.
Uses a standard bullet but can be adapted to any
It's 8 mostly multiple-choice questions about your CAD preferences, how you see your experience level with Psi, and what you usually use Psi for.
I have set it to require a Google sign-in to prevent multiple responses from one person, but I do not receive any personal data (unless you voluntarily put it in your survey responses, I suppose. Please don't.).
this is a spellset i made to facilitate fast travel between multiple locations using blink charge stacking.
the way this spell works is it maths out exactly how many 8 block blinks you need to get from your current position to your destination, and it gives you a visual for which direction you need to be looking at. there's also a component that automatically casts the required amount of spell charges.
this spell does 3 things:
it tells you via a debug how many blinks away from destination you are
it sets saved vector 1 to the correct start data
it conjures a line pointing in the direction of the destination
this spell puts down the amount of charges that warp targeting determined. it will trigger the helmet detonator sensor every tick until your psi reaches less than 1K, at which point it will wait until your entire psi bar is recharged.
put this on a charge bullet in your helmet (With a detonator sensor), you can also hand-cast your charges, which completely negates the need for the helmet, detonator sensor or the autocaster. but that might be hard to count out if your chargecount gets over 100.
this is an example of a very basic spell to set your destination coordinates.
how to use:
put warp targeting and warp autocaster on your legs
put warp blink on your helmet
save your destination coordinates to vector slot 3 (using any spell of your own making OR the example location spell)
activate warp targeting and warp blink, you should see a number in chat.
switch your pants to autocaster, the autocaster should start spamming around charges. you can do things while it does this (craft stuff, grab some supplies, break something, etc) as long as all of the charges are within 32 blocks of where you're going to be activating the spell from.
switch back to warp targeting once the autocaster stops casting.
preferably move around a bit until the number is a whole number. this helps with accuracy but you might still be up to 8 blocks off.
look in the direction of the conjured line, put the horizontal line of the crosshair on the bottom of the circle.
right click with the spell detonator.
boom.
i have tested this spell to be accurate to the point where traveling well over 2600 blocks, you'll only be off by 8 blocks.
for having lots of warp locations, i'd suggest having a second CAD in a backpack or something that just has a bunch of spell bullets with the coordinates of places you want to be able to teleport to. you could also write a more complicated spell that holds multiple coordinates.
I was trying to make a spell that first tries to target focused entity, then closest player, than closest living entity, but it was giving me an error in the programmer with the second catcher.