A breif bit of unfortunate news.
My computer is on the fritz and unfortunately, most of my mod code is on it. Until I can get it to turn on again, expect mod updates to be coming out slowly, if at all.
Sorry for the delay, everyone.
Edit: I've got my laptop working again, huzzah! But it comes with more unfortunate news: I've lost a number of changes I made to the Herbology Mod in the process, so it will take a bit to recreate those. I've also found another issue, this time with the herbal medicine (seems this release is buggier than I originally thought). Crafting a new herbal medicinewill change all other previously crafted medicines in your inventory to the effects of that medicine. My apologies for this severe oversight, that will also be fixed in the next update, as soon as I can get it out. Keep checking in, I'll get it fixed as fast as possible!
As a clarification, most mod reviews have been crafting herbal medicines using the lone recipe shown in the main post. You DO NOT need to have juniper and ginseng to make medicines, and you CAN have 2 ginseng berries or 2 juniper berries mixed into the same herbal medicine, if you want. You can also consume multiple medicines and get the effects at the same time, provided they last that long. Just a short heads up!
Hey there. Looking good with the mod! I'm just dropping by to let you know that I'm adding it to the mod list. It'll be on the next list update. Also, you seem to have forgotten to change up the installation instructions. They still say alchemine!
Good day!
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I used to maintain the Minecraft Forums Mod List. However, life has stepped in the way of that. Perhaps later...
I'm back, and I was right! My friend absolutely loved this mod to bits and we had a great time playing with it last night. Pretty much everything we noticed that was 'wrong' with it has already been addressed. But considering that right now we're focusing mainly on our creative world where we're building a city and these are being used more for decor and to fill up a shop and a greenhouse it's not too bad for us. Still, I look forward to using it in survival mode when all the little bugs are fixed, and I look forward to the next update whenever it comes out
I'm looking for a config file but can't seem to see one, has this not been implemented yet? Only reason I ask is that I have another mod which takes up those blocks :S
I have yet to implement one right now, but that's now at the top of my to-do list. Sorry about that. I'll work on making a more dynamic id assignment set-up as well, so players won't have to mess with that.
Hey there. Looking good with the mod! I'm just dropping by to let you know that I'm adding it to the mod list. It'll be on the next list update. Also, you seem to have forgotten to change up the installation instructions. They still say alchemine!
Good day!
Son of a sage bush, you're right! I'll get on that. Thanks for throwing this mod into the Mods List (and the editing)!
I'm back, and I was right! My friend absolutely loved this mod to bits and we had a great time playing with it last night. Pretty much everything we noticed that was 'wrong' with it has already been addressed. But considering that right now we're focusing mainly on our creative world where we're building a city and these are being used more for decor and to fill up a shop and a greenhouse it's not too bad for us. Still, I look forward to using it in survival mode when all the little bugs are fixed, and I look forward to the next update whenever it comes out
Wait no more! Herbology 1.0.1 is out in all it's updated glory! Herbal medicines should have all the bugs ironed out and be adjusted to suit the durations and potency of the original potion system (because of the ease with making herbal medicine as opposed to potions, they last a little shorter, but make up for it by being capable of more potent effects).
I'm also glad to here real herbalogists enjoy this mod! (It's probably more accurate to say Herbalist or Herbalism, but Herbology and Herbologist just sound so much cooler, don't they?)
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There seems to be a glitch when I play with the mod: All herbal medicine I craft do to things they shouldn't. One, they use up the mortar & pestle while crafting (it has 20 uses, right) and two, the only potion effect it gives me is Strength 2. Is this my mods conflicting, because I have several others installed, namely: Twilight Forest, NEI and Code Chicken Core, Rotten Flesh to Leather, Animal Bikes, More Explosives, and Damage Indicators. Or is it just a goof on my part? Please help the mod looks amazing!
There seems to be a glitch when I play with the mod: All herbal medicine I craft do to things they shouldn't. One, they use up the mortar & pestle while crafting (it has 20 uses, right) and two, the only potion effect it gives me is Strength 2. Is this my mods conflicting, because I have several others installed, namely: Twilight Forest, NEI and Code Chicken Core, Rotten Flesh to Leather, Animal Bikes, More Explosives, and Damage Indicators. Or is it just a goof on my part? Please help the mod looks amazing!
It's hard to say, since I haven't encountered that error myself and nobody else has mentioned an error like that. I recently did some recoding to take care of a previous issue that sounds similar to this one (crafting new herbal medicines would give that effect to all other medicines made before it). But I've never heard of an issue where a medicine uses up the entire mortar & pestle.
I'm afraid the best guess I can offer you is to try the mod solo without any other mods and see what that does. I can't imagine any of those listed mods should cause any drastic changes to Herbology (although Damage Indicators sounds like it would affect items with durability bars, which very well might be screwing with the Mortar & Pestle's durability, so that might explain the single use Mortar & Pestle...)
Unfortunately, that's the best advice I can give for now. If anybody else has been encountering this issue, let me know; it very well might be a screw up on my end that needs to be fixed right away.
Quick question, does this mod have a config file? I haven't seen one lying around in my config folder. If not, can we ever look forward to having one? I'd like to be able to adjust IDs and the spawnrates to my own personal taste.
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[quote=Kasudain]Well, all major religions have a 'Hell' with flying jellyfish that throw fireballs. Duh.
It's hard to say, since I haven't encountered that error myself and nobody else has mentioned an error like that. I recently did some recoding to take care of a previous issue that sounds similar to this one (crafting new herbal medicines would give that effect to all other medicines made before it). But I've never heard of an issue where a medicine uses up the entire mortar & pestle.
I'm afraid the best guess I can offer you is to try the mod solo without any other mods and see what that does. I can't imagine any of those listed mods should cause any drastic changes to Herbology (although Damage Indicators sounds like it would affect items with durability bars, which very well might be screwing with the Mortar & Pestle's durability, so that might explain the single use Mortar & Pestle...)
Unfortunately, that's the best advice I can give for now. If anybody else has been encountering this issue, let me know; it very well might be a screw up on my end that needs to be fixed right away.
I tried Playing with only Herbology (and of course FML) BUt the problem stayed. Could it be a result of me using a mac? If not, I am out of my branch of expertise.
Pretty good mod dude. Once you develop it more, I'll actually use it.
What specifically are you wanting to see in development? To me, the mod as it is now, conceptually, if fairly wrapped up and self-contained: new herbs, ingredients for brewing, and herbal medicine. I always welcome you guys to suggest new things, and if it's within my abilities, I'll happily implement it.
Maybe you should tweak vanilla ingredients so they still have purpose
I suggest More potent effects because of their magical nature.
A task easier said than done, I'm afraid. In the time I've spent looking at the code for brewing and trying to find examples on how to change things in regards to it, the best I've managed to accomplish is having most herbal ingredients mimic their Vanilla counterparts. Believe me, it's not what I wanted originally, but Forge lacks any sort of hook for it, and brewing itself is fairly complicated (there is no real X + Y = Z formula for it). I intend to continue delving into the code for brewing and see about altering that in the future, but unless anyone is willing to come forward and tackle that in the meantime... sorry.
Quick question, does this mod have a config file? I haven't seen one lying around in my config folder. If not, can we ever look forward to having one? I'd like to be able to adjust IDs and the spawnrates to my own personal taste.
Now THAT is something I can deliver on. Yes, I fully intend to add in a config file, hopefully by the next update (whenever that is, probably within the next few days), which will let you guys edit IDs for herbs as well as spawn rates for them. Some folks also mentioned a while back that the Field Guide should have a GUI of some kind. As GUIs are my next coding project to tackle, that will be a follow-up.
I appreciate your support, and always welcome new suggestions for the mod, as always. To me, this mod, as a concept, is fairly self-contained and wrapped up, but that's just what I see on my end; you all might think there is a boatload of room for expansion and are going 'ADD THIS, DO IT NOW!!!'. You guys have told me you're so happy to finally see a mod like this, and as I like to see niche interests filled when I develop things, I'd like to hear what you guys would still like to see in this mod. So leave a comment, tell me what more should be in here (Throwable bags of herbal powders? Mix herbs with food to improve it? Grow your own plants? Cooking? Magic? Research? You name it, I'll see what I can do.) Thanks for stopping by and sharing your thoughts and checking things out. You have no idea how much of a help it is!
Gardening - After thinking on the idea and giving it a good night's rest, the concept of being able to grow your own herbs seems like a no-brainer, in retrospect. So, the next big update will be adding in the ability to harvest wild herbs and grow them elsewhere. As it currently stands, I'm leaning towards the idea of players using pots to house them, and in those pots, they'll start as sprouts and eventually grow into full plants. This leads nicely into...
New Tool - I'm thinking of adding in another tool to use in harvesting herbs: tweezers. The same durability as shears (which I'm still wondering if I should just use those or not...) but the idea is they will let players pluck ingredients from herbs for use, turning the plant back into a sprout.
Herbal Medicine - As it currently stands, herbal medicines do not last as long as regular potions (to give some incentive to still using the brewing system as opposed to relying solely on herbal powders), but I'm thinking of reducing their duration just a bit more, at least for the more potent effects. Right now, most herbal medicines last about one and a half minutes without juniper berries to modify them, but there is no change if mixing in ginseng. I'll likely change that to prevent them being so over-powered, so ginseng increases the potency, but reduces the duration considerably. I'm also looking at making herbal medicines throwable, like splash potions. The general idea is they will be made just like herbal medicine, but using leather pouches instead of paper in the crafting recipe (Mortar & Pestle will still be needed).
So much for short update, huh? That's what knocking around in my head, and I'll do my best to implement them as soon as time permits. Until then, hope the mod as it currently stands is still fun for you guys! Thanks for the support and I'm looking forward to seeing what you all think of the new changes in store!
Maybe you can make this mod work with the More Potions Mod where you can mix potions together.
I'll throw Clashsoft a message and see what he thinks. If he likes the idea and gives it the go ahead, I'll try to get the code for More Potions and see what I can add on to. A collab project would always be fun to do.
Something I forgot to mention in the previous post about the next big update is the Herbologist's Field Guide. As someone recommended earlier, I intend to implement a new GUI for the Guide to let players get some in-game information about the herbs they find, plus their effects as an herbal powder and as a brewing ingredient. GUIs are something I've been meaning to dive into anyways, so this will be a good way to test those waters.
Unfortunately, that's the best advice I can give for now. If anybody else has been encountering this issue, let me know; it very well might be a screw up on my end that needs to be fixed right away.
Yeah I've been getting that error as well, I have a lot of mods though so I will see if it works with a fresh install.
My computer is on the fritz and unfortunately, most of my mod code is on it. Until I can get it to turn on again, expect mod updates to be coming out slowly, if at all.
Sorry for the delay, everyone.
Edit: I've got my laptop working again, huzzah! But it comes with more unfortunate news: I've lost a number of changes I made to the Herbology Mod in the process, so it will take a bit to recreate those. I've also found another issue, this time with the herbal medicine (seems this release is buggier than I originally thought). Crafting a new herbal medicine will change all other previously crafted medicines in your inventory to the effects of that medicine. My apologies for this severe oversight, that will also be fixed in the next update, as soon as I can get it out. Keep checking in, I'll get it fixed as fast as possible!
As a clarification, most mod reviews have been crafting herbal medicines using the lone recipe shown in the main post. You DO NOT need to have juniper and ginseng to make medicines, and you CAN have 2 ginseng berries or 2 juniper berries mixed into the same herbal medicine, if you want. You can also consume multiple medicines and get the effects at the same time, provided they last that long. Just a short heads up!
Good day!
I have yet to implement one right now, but that's now at the top of my to-do list. Sorry about that. I'll work on making a more dynamic id assignment set-up as well, so players won't have to mess with that.
Son of a sage bush, you're right! I'll get on that. Thanks for throwing this mod into the Mods List (and the editing)!
Wait no more! Herbology 1.0.1 is out in all it's updated glory! Herbal medicines should have all the bugs ironed out and be adjusted to suit the durations and potency of the original potion system (because of the ease with making herbal medicine as opposed to potions, they last a little shorter, but make up for it by being capable of more potent effects).
I'm also glad to here real herbalogists enjoy this mod! (It's probably more accurate to say Herbalist or Herbalism, but Herbology and Herbologist just sound so much cooler, don't they?)
Keep crafting, everyone!
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It's hard to say, since I haven't encountered that error myself and nobody else has mentioned an error like that. I recently did some recoding to take care of a previous issue that sounds similar to this one (crafting new herbal medicines would give that effect to all other medicines made before it). But I've never heard of an issue where a medicine uses up the entire mortar & pestle.
I'm afraid the best guess I can offer you is to try the mod solo without any other mods and see what that does. I can't imagine any of those listed mods should cause any drastic changes to Herbology (although Damage Indicators sounds like it would affect items with durability bars, which very well might be screwing with the Mortar & Pestle's durability, so that might explain the single use Mortar & Pestle...)
Unfortunately, that's the best advice I can give for now. If anybody else has been encountering this issue, let me know; it very well might be a screw up on my end that needs to be fixed right away.
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
I suggest More potent effects because of their magical nature.
I tried Playing with only Herbology (and of course FML) BUt the problem stayed. Could it be a result of me using a mac? If not, I am out of my branch of expertise.
What specifically are you wanting to see in development? To me, the mod as it is now, conceptually, if fairly wrapped up and self-contained: new herbs, ingredients for brewing, and herbal medicine. I always welcome you guys to suggest new things, and if it's within my abilities, I'll happily implement it.
A task easier said than done, I'm afraid. In the time I've spent looking at the code for brewing and trying to find examples on how to change things in regards to it, the best I've managed to accomplish is having most herbal ingredients mimic their Vanilla counterparts. Believe me, it's not what I wanted originally, but Forge lacks any sort of hook for it, and brewing itself is fairly complicated (there is no real X + Y = Z formula for it). I intend to continue delving into the code for brewing and see about altering that in the future, but unless anyone is willing to come forward and tackle that in the meantime... sorry.
Now THAT is something I can deliver on. Yes, I fully intend to add in a config file, hopefully by the next update (whenever that is, probably within the next few days), which will let you guys edit IDs for herbs as well as spawn rates for them. Some folks also mentioned a while back that the Field Guide should have a GUI of some kind. As GUIs are my next coding project to tackle, that will be a follow-up.
I appreciate your support, and always welcome new suggestions for the mod, as always. To me, this mod, as a concept, is fairly self-contained and wrapped up, but that's just what I see on my end; you all might think there is a boatload of room for expansion and are going 'ADD THIS, DO IT NOW!!!'. You guys have told me you're so happy to finally see a mod like this, and as I like to see niche interests filled when I develop things, I'd like to hear what you guys would still like to see in this mod. So leave a comment, tell me what more should be in here (Throwable bags of herbal powders? Mix herbs with food to improve it? Grow your own plants? Cooking? Magic? Research? You name it, I'll see what I can do.) Thanks for stopping by and sharing your thoughts and checking things out. You have no idea how much of a help it is!
Gardening - After thinking on the idea and giving it a good night's rest, the concept of being able to grow your own herbs seems like a no-brainer, in retrospect. So, the next big update will be adding in the ability to harvest wild herbs and grow them elsewhere. As it currently stands, I'm leaning towards the idea of players using pots to house them, and in those pots, they'll start as sprouts and eventually grow into full plants. This leads nicely into...
New Tool - I'm thinking of adding in another tool to use in harvesting herbs: tweezers. The same durability as shears (which I'm still wondering if I should just use those or not...) but the idea is they will let players pluck ingredients from herbs for use, turning the plant back into a sprout.
Herbal Medicine - As it currently stands, herbal medicines do not last as long as regular potions (to give some incentive to still using the brewing system as opposed to relying solely on herbal powders), but I'm thinking of reducing their duration just a bit more, at least for the more potent effects. Right now, most herbal medicines last about one and a half minutes without juniper berries to modify them, but there is no change if mixing in ginseng. I'll likely change that to prevent them being so over-powered, so ginseng increases the potency, but reduces the duration considerably. I'm also looking at making herbal medicines throwable, like splash potions. The general idea is they will be made just like herbal medicine, but using leather pouches instead of paper in the crafting recipe (Mortar & Pestle will still be needed).
So much for short update, huh? That's what knocking around in my head, and I'll do my best to implement them as soon as time permits. Until then, hope the mod as it currently stands is still fun for you guys! Thanks for the support and I'm looking forward to seeing what you all think of the new changes in store!
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
I'll throw Clashsoft a message and see what he thinks. If he likes the idea and gives it the go ahead, I'll try to get the code for More Potions and see what I can add on to. A collab project would always be fun to do.
Something I forgot to mention in the previous post about the next big update is the Herbologist's Field Guide. As someone recommended earlier, I intend to implement a new GUI for the Guide to let players get some in-game information about the herbs they find, plus their effects as an herbal powder and as a brewing ingredient. GUIs are something I've been meaning to dive into anyways, so this will be a good way to test those waters.
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
Yeah I've been getting that error as well, I have a lot of mods though so I will see if it works with a fresh install.