Hey there, cool mod. Im having a problem with this mod though, I'm using your 1.10.2 version with forge 1.10.2 and im not getting an in game starting book/guide you mention in your post, so I'm pretty confused what this mod has to offer as there is no in game guide when i spawn into a new world. It also doesn't help that NEI hasn't been updated in like a year.
Basically, I have no idea what I'm doing, and the guide that is supposed to be in game that you mentioned isn't spawning or I don't now the recipe for it. I'd really like to see you guys make a wiki or list all the crafting recipes somewhere to prevent this from happening to others.
TL;DR no guide in game telling me what I'm even supposed to do with the mod or any recipes about what you've added. how to fix?
TL;DR no guide in game telling me what I'm even supposed to do with the mod or any recipes about what you've added. how to fix?
Skye and I are making a recipe list for 1.10 right now and should be able to post it later, bare in mind this version is slimmer then 1.7.10! (which already was just a mod about adding variety to the early game so was fairly slim to begin with)
If I understand the situation correctly 1.10 version is still very much a WIP.
You are totally correct about everything you said! Thanks for your post, I don't get to check the forum very often and I appreciate your helping like that.
Updating the 1.9.4 to 1.10.2 build today! I haven't been able to do much work on it lately but Skye's campfire json looks great in action, I'm fairly happy with the campfire/furnace we were able to add. I'm working on making it so you can interact with it without using the interface, maybe just dropping wood on top of it to give it fuel for example. For now though, use the interface! You can decide if you want a slow burning little fire by putting branches and stuff in just one fuel slot, or if you want brighter more powerful flame by filling up all the slots. It's a fun alternative to furnaces. It currently works with ores but I'm probably making it food only in the future, I don't know.
Druidry has been getting a lot of downloads and I'm hearing comments about needing more guidance/recipes listed. I tossed the introduction book back into the 1.10 mod, but to be fair I only spent a few minutes throwing that together so I don't know how much help it'll really be! We put together a image album for recipes in 1.0 that's far from perfect, I'm still working with Skye to improve it. But that's right here for anyone interested in that!
Druidry for MC 1.9.4+ updated today! So I don't have much of the new recipes or mechanics/lore explained anywhere yet, I'll try to update this post with some links. But.. I've got faeries and stuff in the 1.9.4+ version now! They aren't complete or anything but I love them. This is more what 1.7.10 was aiming for when I wound up just making a crafting recipe for radiant dust in that version. Now faeries leave behind dust you can craft with. Still seems to be some misconception about portals in 1.9.4+ (they don't exist) so I might get that online this week. I keep getting messages asking how to build them, otherwise I'd wait off on that until the mid game was more cemented in.
I also added spider feeding back in, making a bed from spider silk had grown into a fairly regular way I played the game single player and I needed it back, lol.
Downloads slowed down a ton, last week's version is like my least downloaded version ever. Probably because summer's over, but still! (oh no!) That download count was really encouraging and kept me going.
Yeaaaah, the book isn't amazing >.< We keep adding more and more things that sort of need explained in game and I don't think just writing a book using Minecraft's book system is going to work out. I'd sort of like right clicking the book on something from our mod to load a special chapter or something. I don't have it all figured out yet. But I got asked about why the book didn't spawn in several times! I'm about to makeI just made a reddit post about how to get faerie dust, I really wish the book explained that stuff :|
(I didn't even check over the book for grammar or spelling yet, it's frankly embarrassing lol. I nearly removed it in the latest build.)
Yeaaaah, the book isn't amazing >.< We keep adding more and more things that sort of need explained in game and I don't think just writing a book using Minecraft's book system is going to work out. I'd sort of like right clicking the book on something from our mod to load a special chapter or something. I don't have it figured out. But I got asked about why the book didn't spawn in several times! I'm about to make a reddit post about how to get faerie dust, I really wish the book explained that stuff :|
(I didn't even check over the book for grammar or spelling yet, it's frankly embarrassing lol. I nearly removed it in the latest build.)
Ever thought of looking at Vazkii's code for her book? It's open source and I'm sure you could make it work better than Minecraft's vanilla book system. Just curious if that had ever been an option.
Ever thought of looking at Vazkii's code for her book? It's open source and I'm sure you could make it work better than Minecraft's vanilla book system. Just curious if that had ever been an option.
Yes and no? I've actually intentionally not played that mod much because I don't want to accidentally copy it in some way. I've broken down and followed a few tutorials for sure while learning but I try to look at every new feature as something brand new I'm doing my own way. That book is almost *TOO* magical for Druidry, but witchery's books aren't magical enough, lol. I've been debating if chapters should unlock as you experience portions of the game, among other things.
Also, I don't know what Druidry players *want* from such a book. Like, as an example: Here's some Druidry lore
Before I add anything to Druidry I go through this entire process of researching faerie/gaelic/pagan/druid topics on wiki and stuff. I then construct little narratives in my head to see if it fits my concept for the mod. If it works in my mind I put it on my todo list and it sometimes winds up being a feature. I sort of think all the lore is overkill, and don't know if I need to paraphrase it inside the game or remove it entirely.
Yes and no? I've actually intentionally not played that mod much because I don't want to accidentally copy it in some way. I've broken down and followed a few tutorials for sure while learning but I try to look at every new feature as something brand new I'm doing my own way. That book is almost *TOO* magical for Druidry, but witchery's books aren't magical enough, lol. I've been debating if chapters should unlock as you experience portions of the game, among other things.
Also, I don't know what Druidry players *want* from such a book. Like, as an example: Here's some Druidry lore
Before I add anything to Druidry I go through this entire process of researching faerie/gaelic/pagan/druid topics on wiki and stuff. I then construct little narratives in my head to see if it fits my concept for the mod. If it works in my mind I put it on my todo list and it sometimes winds up being a feature. I sort of think all the lore is overkill, and don't know if I need to paraphrase it inside the game or remove it entirely.
Reaaonable. But trust me when I say after messing around as much as I could with both Druidry and Botania, there's nothing in common other than a bit of nature fiddling. But it is your mod, and I respect whatever you do with it. I'll sadly be unable to play Minecraft for a while due to heading out to Utah for training to be a truck driver, but I'll definitely do what I can to play with the mod when I get home again.
In the meantime I was looking at your reddit thing (well okay I was refreshing it over and over waiting for the instructional faerie post to pop up). I got to reading the "blog" thing while I waited and it made me think about a lot of stuff. I don't have a reddit account so I'll have to post here.
So I suddenly have a ton to do today, I thought I had the day cleared off for talking about druidry and working on getting new screenshots and stuff for it. I had wanted to give this a quick reply though, before leaving. It's so funny to me how much of this is literally in my notes already, lol. Some of it was even already present in 1.7.10 to a limited degree. Tea is entirely intended to be the earlier game form of potions, for example. Currently I'm working on making it so you can toss herbs on to the campfire and breathe in the vapors to get small herbal effects. Then from there probably tea is next, and so on.
Last time I played with any Pam's mods was ages ago but at that time all cooking was fiddling in the crafting table which I'm not that into. Druidry's focus with food was to be more in-world crafting. Such as right clicking a butter churn to move the churn up and down to create butter. If pam's mod is already like that then, oops! Probably wasting my time lol. But yeah I'm creating a mixing bowl item that's a special crafting table for cakes that let you add herbs to the recipe to give them magical effects and the like.
Anyway, I have to go! Thanks everyone for your replies.
Druidry has a "cake and wine" approach to magic right now, I want its magic to feel related to nature and simple living choices that are closely tied to nature. At least for the time being. I'm trying to see magic how ancient people might of. Let you live like this little creature probably did. Like magic ceremony is half party, half spellcraft. They used to walk between 2 bonfires during Beltane and *that* was magic enough to them. I'd like some kind of ritual where you walk in between 2 campfires, which is a pretty basic thing to set up!
Also this is funny because Druidry has hemp in it, I just cut it out for release. Was worried people would come to the wrong idea thinking it's some kind of pot mod, when hemp in reality has an extensive history as a textile material and is a great substitute for wool for crafting clothes or making beds with. We have a cute little green hemp bed and I like that it gives me an alternative to the red one. When Druidry is bigger I might add it to the release copy, but I really don't want people letting it overshadow the rest of the mod so it's not in for now.
Also, I had a request to make campfires not smelt ores (which I didn't want them to do anyway) so I'll be uploading that in a few hours probably. That's the only change in the 1.9 8/27 version if anyone grabs that.
Also uh, excuse all the links. I spend far too long researching articles and stuff for Druidry I have a habit of plastering them everywhere when talking about it.
Druidry's focus with food was to be more in-world crafting. Such as right clicking a butter churn to move the churn up and down to create butter.
I'm LOVING the sound of this! I remember playing Growthcraft a long time ago, and in it you had to do something kind of similar to this in order to get apple cider or something. And I just remember thinking "THIS is what I want more of! Actual interaction! Not just place something in a crafting table and *poof* it's made."
Anyway, I wanted to say that I've been reading up on this mod this afternoon and I am so glad that I finally clicked on it in the Curseforge mod list. I have been waiting for alternative light sources from a 1.10 mod. And more flowers? Yes please! In fact, I just love the whole theme of this mod. Especially the peaceful ways to obtain things. I used The Vegan Option in 1.7.10, but that mod seems pretty much abandoned. So this is a great replacement for that aspect. I just wanted to say thank you for making this mod.
So I caught a non-english language video of Druidry last week that showed off a few bugs and how under done silver was currently. They were using a very out dated version of the mod and I don't think they understood what the mod was actually all about. They at no point foraged through leaves, for example. But anyway, I've corrected all the issues from that video. Silver now makes storage blocks and stuff like that, white dye no longer makes bone blocks.
Reaaonable. But trust me when I say after messing around as much as I could with both Druidry and Botania, there's nothing in common other than a bit of nature fiddling. But it is your mod, and I respect whatever you do with it. I'll sadly be unable to play Minecraft for a while due to heading out to Utah for training to be a truck driver, but I'll definitely do what I can to play with the mod when I get home again.
That's cool, good luck with that. A family member just retired from doing that for several decades and it treated him very well. He had a lot of problems with Gout though which he claimed to be related to the life style, so watch out for that if you end up eating on the road a lot.
Druidry has barely shown any hint of its mid game concepts in the mod yet where as Botania is a completed mod that anyone can check out everything it has to offer. Hopefully that feeling that they are entirely different holds up as I move forward. Before I started working on this mod "Druidry" was a modpack Skye made for me that included Botania, Witchery, Ars Magica, and Magical Crops. I often worry that my mod will wind up being a little too much like any of those.
Here's what wattle is, btw. Just a quick picture from my test world. You can see the fairly mundane silver armor and stuff there too. Also, lol, I forgot I added the witch hat back in this version. I should update the change log with that.
more like someone needs to make a review video for this mod , i usually search reviews before downloading a mod.
I agree with that actually. The days of youtubers just pushing out mod reviews all the time for every silly little mod seems to be long gone. I still find some ancient "druid" mod on youtube when I search for Druidry. Some silly thing where you make over-powered tools with logs or something. Druidry is at least better then that, lol, even if far from perfect. We just took it for granted that people would make videos of Druidry if we were ready for them or not and even planned to link some on the front post. It just never happened. We got one offer from someone who point plank told me they didn't think the 1.10 version was ready to be reviewed yet. I add things to the mod so frequently I'm worried that once a good showcase video gets made it'll be wildly out of date before the month is up.
Today's Druidry update: So the models are a bit rough and some bounding boxes are wrong in places but I'll be busy over the next few days and wanted to continue my habit of updating on fridays.
There's some new stuff to do with our "wattle" plank (the wood you can collect completely without cutting down trees). Palisade fences can be made that hurt to fall on. The opposite of hay bales. You can make normal slabs with wattle, like regular wood slabs. There's a pressure plate type of wattle slab that snaps when you walk over it. Mobs see it a normal block so it can be fun to watch and listen to them accidentally break the slab.
The greener grass on the left of this picture is a lot like the 1.7.10 radiant grass but a little different. It can now grow into nearby dirt blocks so you can sort of farm up more radiant grass if you want. There are configuration options if anyone feels it's too good or anything like that.
Hey, just FYI: Druidry and More Bees (an extension for the Forestry mod) don't get along and cause the game to crash.
---- Minecraft Crash Report ----
// I just don't know what went wrong
Time: 9/15/16 2:43 PM
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderException: java.lang.ExceptionInInitializerError
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:186)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:790)
at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:322)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:520)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:351)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ExceptionInInitializerError
at lach_01298.moreBees.MoreBees.init(MoreBees.java:83)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:595)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:239)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:217)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:142)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:788)
... 10 more
Caused by: java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(ArrayList.java:653)
at java.util.ArrayList.get(ArrayList.java:429)
at java.util.Collections$UnmodifiableList.get(Collections.java:1309)
at lach_01298.moreBees.util.OreDicPreferences.get(OreDicPreferences.java:23)
at lach_01298.moreBees.Genetics.BeeSpecies$19.setSpeciesProperties(BeeSpecies.java:566)
at lach_01298.moreBees.Genetics.BeeSpecies.<init>(BeeSpecies.java:1042)
at lach_01298.moreBees.Genetics.BeeSpecies.<init>(BeeSpecies.java:52)
at lach_01298.moreBees.Genetics.BeeSpecies$19.<init>(BeeSpecies.java:559)
at lach_01298.moreBees.Genetics.BeeSpecies.<clinit>(BeeSpecies.java:559)
... 37 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
I've just started playing with your mod, have it and forestry together in a small custom pack I think they'll work out well together. I'm using the 1.10.2 version and just getting started with it but I do like the campfire. Goes well with the SleepingBag mod.
One thing I've read in your posts is you like the idea of not having to kill animals to survive but your alternative to making a bed is to collect strings from spiders. Since you have the concept of wood bowls that can replace iron pails early on, why not provide an alternative set of shears made with something easy to acquire like branches and flint? Then early players can shear the wool from sheep and not need to kill them or spiders to get the bed materials?
Another thought, to avoid having to kill cows for leather there are a number simple mods that give the ability to add smelting of zombie flesh into leather but I always thought that just made it far to easy to get the leather. How about adding a little more expensive approach to turning zombie flesh into leather, say a cleansing tanning bath then a drying rack or something?
Another thought, to avoid having to kill cows for leather there are a number simple mods that give the ability to add smelting of zombie flesh into leather but I always thought that just made it far to easy to get the leather.
Working on quite a lot of this actually! There's a "cleansing totem" in 1.7.10 that the current 1.10 Druidry doesn't have yet. Rotten flesh put down by the cleansing totem is supposed to turn into leather. I keep getting distracted with side projects and haven't gotten that going yet. I've also been debating making it so you can burn some mixed herb recipes in the campfire then cook the "bad" out of zombie flesh like that. I really want more herbalism in Druidry.
Hey there, cool mod. Im having a problem with this mod though, I'm using your 1.10.2 version with forge 1.10.2 and im not getting an in game starting book/guide you mention in your post, so I'm pretty confused what this mod has to offer as there is no in game guide when i spawn into a new world. It also doesn't help that NEI hasn't been updated in like a year.
Basically, I have no idea what I'm doing, and the guide that is supposed to be in game that you mentioned isn't spawning or I don't now the recipe for it. I'd really like to see you guys make a wiki or list all the crafting recipes somewhere to prevent this from happening to others.
TL;DR no guide in game telling me what I'm even supposed to do with the mod or any recipes about what you've added. how to fix?
[SSSS] are for flamers
[Diamond] are for helpers
Skye and I are making a recipe list for 1.10 right now and should be able to post it later, bare in mind this version is slimmer then 1.7.10! (which already was just a mod about adding variety to the early game so was fairly slim to begin with)
You are totally correct about everything you said! Thanks for your post, I don't get to check the forum very often and I appreciate your helping like that.
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(Hey, listen! Go check out Druidry!)
- Teeheehee
Updating the 1.9.4 to 1.10.2 build today! I haven't been able to do much work on it lately but Skye's campfire json looks great in action, I'm fairly happy with the campfire/furnace we were able to add. I'm working on making it so you can interact with it without using the interface, maybe just dropping wood on top of it to give it fuel for example. For now though, use the interface! You can decide if you want a slow burning little fire by putting branches and stuff in just one fuel slot, or if you want brighter more powerful flame by filling up all the slots. It's a fun alternative to furnaces. It currently works with ores but I'm probably making it food only in the future, I don't know.
Druidry has been getting a lot of downloads and I'm hearing comments about needing more guidance/recipes listed. I tossed the introduction book back into the 1.10 mod, but to be fair I only spent a few minutes throwing that together so I don't know how much help it'll really be! We put together a image album for recipes in 1.0 that's far from perfect, I'm still working with Skye to improve it. But that's right here for anyone interested in that!
Obligatory tacky self advertisement: Shovel your hard earned rupees at my Patreon, pretty please?)
(Hey, listen! Go check out Druidry!)
- Teeheehee
Druidry for MC 1.9.4+ updated today! So I don't have much of the new recipes or mechanics/lore explained anywhere yet, I'll try to update this post with some links. But.. I've got faeries and stuff in the 1.9.4+ version now! They aren't complete or anything but I love them. This is more what 1.7.10 was aiming for when I wound up just making a crafting recipe for radiant dust in that version. Now faeries leave behind dust you can craft with. Still seems to be some misconception about portals in 1.9.4+ (they don't exist) so I might get that online this week. I keep getting messages asking how to build them, otherwise I'd wait off on that until the mid game was more cemented in.
I also added spider feeding back in, making a bed from spider silk had grown into a fairly regular way I played the game single player and I needed it back, lol.
Downloads slowed down a ton, last week's version is like my least downloaded version ever. Probably because summer's over, but still! (oh no!) That download count was really encouraging and kept me going.
Obligatory tacky self advertisement: Shovel your hard earned rupees at my Patreon, pretty please?)
(Hey, listen! Go check out Druidry!)
- Teeheehee
Yeaaaah, the book isn't amazing >.< We keep adding more and more things that sort of need explained in game and I don't think just writing a book using Minecraft's book system is going to work out. I'd sort of like right clicking the book on something from our mod to load a special chapter or something. I don't have it all figured out yet. But I got asked about why the book didn't spawn in several times!
I'm about to makeI just made a reddit post about how to get faerie dust, I really wish the book explained that stuff :|(I didn't even check over the book for grammar or spelling yet, it's frankly embarrassing lol. I nearly removed it in the latest build.)
Obligatory tacky self advertisement: Shovel your hard earned rupees at my Patreon, pretty please?)
(Hey, listen! Go check out Druidry!)
- Teeheehee
Ever thought of looking at Vazkii's code for her book? It's open source and I'm sure you could make it work better than Minecraft's vanilla book system. Just curious if that had ever been an option.
Yes and no? I've actually intentionally not played that mod much because I don't want to accidentally copy it in some way. I've broken down and followed a few tutorials for sure while learning but I try to look at every new feature as something brand new I'm doing my own way. That book is almost *TOO* magical for Druidry, but witchery's books aren't magical enough, lol. I've been debating if chapters should unlock as you experience portions of the game, among other things.
Also, I don't know what Druidry players *want* from such a book. Like, as an example: Here's some Druidry lore
Before I add anything to Druidry I go through this entire process of researching faerie/gaelic/pagan/druid topics on wiki and stuff. I then construct little narratives in my head to see if it fits my concept for the mod. If it works in my mind I put it on my todo list and it sometimes winds up being a feature. I sort of think all the lore is overkill, and don't know if I need to paraphrase it inside the game or remove it entirely.
Obligatory tacky self advertisement: Shovel your hard earned rupees at my Patreon, pretty please?)
(Hey, listen! Go check out Druidry!)
- Teeheehee
Reaaonable. But trust me when I say after messing around as much as I could with both Druidry and Botania, there's nothing in common other than a bit of nature fiddling. But it is your mod, and I respect whatever you do with it. I'll sadly be unable to play Minecraft for a while due to heading out to Utah for training to be a truck driver, but I'll definitely do what I can to play with the mod when I get home again.
So I suddenly have a ton to do today, I thought I had the day cleared off for talking about druidry and working on getting new screenshots and stuff for it. I had wanted to give this a quick reply though, before leaving. It's so funny to me how much of this is literally in my notes already, lol. Some of it was even already present in 1.7.10 to a limited degree. Tea is entirely intended to be the earlier game form of potions, for example. Currently I'm working on making it so you can toss herbs on to the campfire and breathe in the vapors to get small herbal effects. Then from there probably tea is next, and so on.
Last time I played with any Pam's mods was ages ago but at that time all cooking was fiddling in the crafting table which I'm not that into. Druidry's focus with food was to be more in-world crafting. Such as right clicking a butter churn to move the churn up and down to create butter. If pam's mod is already like that then, oops! Probably wasting my time lol. But yeah I'm creating a mixing bowl item that's a special crafting table for cakes that let you add herbs to the recipe to give them magical effects and the like.
Anyway, I have to go! Thanks everyone for your replies.
Obligatory tacky self advertisement: Shovel your hard earned rupees at my Patreon, pretty please?)
(Hey, listen! Go check out Druidry!)
- Teeheehee
Druidry has a "cake and wine" approach to magic right now, I want its magic to feel related to nature and simple living choices that are closely tied to nature. At least for the time being. I'm trying to see magic how ancient people might of. Let you live like this little creature probably did. Like magic ceremony is half party, half spellcraft. They used to walk between 2 bonfires during Beltane and *that* was magic enough to them. I'd like some kind of ritual where you walk in between 2 campfires, which is a pretty basic thing to set up!
Also this is funny because Druidry has hemp in it, I just cut it out for release. Was worried people would come to the wrong idea thinking it's some kind of pot mod, when hemp in reality has an extensive history as a textile material and is a great substitute for wool for crafting clothes or making beds with. We have a cute little green hemp bed and I like that it gives me an alternative to the red one. When Druidry is bigger I might add it to the release copy, but I really don't want people letting it overshadow the rest of the mod so it's not in for now.
Also, I had a request to make campfires not smelt ores (which I didn't want them to do anyway) so I'll be uploading that in a few hours probably. That's the only change in the 1.9 8/27 version if anyone grabs that.
Also uh, excuse all the links. I spend far too long researching articles and stuff for Druidry I have a habit of plastering them everywhere when talking about it.
Obligatory tacky self advertisement: Shovel your hard earned rupees at my Patreon, pretty please?)
(Hey, listen! Go check out Druidry!)
- Teeheehee
I'm LOVING the sound of this! I remember playing Growthcraft a long time ago, and in it you had to do something kind of similar to this in order to get apple cider or something. And I just remember thinking "THIS is what I want more of! Actual interaction! Not just place something in a crafting table and *poof* it's made."
Anyway, I wanted to say that I've been reading up on this mod this afternoon and I am so glad that I finally clicked on it in the Curseforge mod list. I have been waiting for alternative light sources from a 1.10 mod. And more flowers? Yes please! In fact, I just love the whole theme of this mod. Especially the peaceful ways to obtain things. I used The Vegan Option in 1.7.10, but that mod seems pretty much abandoned. So this is a great replacement for that aspect. I just wanted to say thank you for making this mod.
So many mods, so little time.
more like someone needs to make a review video for this mod , i usually search reviews before downloading a mod.
Today's Druidry update:
So I caught a non-english language video of Druidry last week that showed off a few bugs and how under done silver was currently. They were using a very out dated version of the mod and I don't think they understood what the mod was actually all about. They at no point foraged through leaves, for example. But anyway, I've corrected all the issues from that video. Silver now makes storage blocks and stuff like that, white dye no longer makes bone blocks.
That's cool, good luck with that. A family member just retired from doing that for several decades and it treated him very well. He had a lot of problems with Gout though which he claimed to be related to the life style, so watch out for that if you end up eating on the road a lot.
Druidry has barely shown any hint of its mid game concepts in the mod yet where as Botania is a completed mod that anyone can check out everything it has to offer. Hopefully that feeling that they are entirely different holds up as I move forward. Before I started working on this mod "Druidry" was a modpack Skye made for me that included Botania, Witchery, Ars Magica, and Magical Crops. I often worry that my mod will wind up being a little too much like any of those.
Obligatory tacky self advertisement: Shovel your hard earned rupees at my Patreon, pretty please?)
(Hey, listen! Go check out Druidry!)
- Teeheehee
Here's what wattle is, btw. Just a quick picture from my test world. You can see the fairly mundane silver armor and stuff there too. Also, lol, I forgot I added the witch hat back in this version. I should update the change log with that.
I agree with that actually. The days of youtubers just pushing out mod reviews all the time for every silly little mod seems to be long gone. I still find some ancient "druid" mod on youtube when I search for Druidry. Some silly thing where you make over-powered tools with logs or something. Druidry is at least better then that, lol, even if far from perfect. We just took it for granted that people would make videos of Druidry if we were ready for them or not and even planned to link some on the front post. It just never happened. We got one offer from someone who point plank told me they didn't think the 1.10 version was ready to be reviewed yet. I add things to the mod so frequently I'm worried that once a good showcase video gets made it'll be wildly out of date before the month is up.
Obligatory tacky self advertisement: Shovel your hard earned rupees at my Patreon, pretty please?)
(Hey, listen! Go check out Druidry!)
- Teeheehee
Today's Druidry update: So the models are a bit rough and some bounding boxes are wrong in places but I'll be busy over the next few days and wanted to continue my habit of updating on fridays.
There's some new stuff to do with our "wattle" plank (the wood you can collect completely without cutting down trees). Palisade fences can be made that hurt to fall on. The opposite of hay bales. You can make normal slabs with wattle, like regular wood slabs. There's a pressure plate type of wattle slab that snaps when you walk over it. Mobs see it a normal block so it can be fun to watch and listen to them accidentally break the slab.
The greener grass on the left of this picture is a lot like the 1.7.10 radiant grass but a little different. It can now grow into nearby dirt blocks so you can sort of farm up more radiant grass if you want. There are configuration options if anyone feels it's too good or anything like that.
Obligatory tacky self advertisement: Shovel your hard earned rupees at my Patreon, pretty please?)
(Hey, listen! Go check out Druidry!)
- Teeheehee
Do you plan on implementing new mobs for your dimension?
Hey, just FYI: Druidry and More Bees (an extension for the Forestry mod) don't get along and cause the game to crash.
---- Minecraft Crash Report ----
// I just don't know what went wrong
Time: 9/15/16 2:43 PM
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderException: java.lang.ExceptionInInitializerError
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:186)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:790)
at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:322)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:520)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:351)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ExceptionInInitializerError
at lach_01298.moreBees.MoreBees.init(MoreBees.java:83)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:595)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:239)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:217)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:142)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:788)
... 10 more
Caused by: java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(ArrayList.java:653)
at java.util.ArrayList.get(ArrayList.java:429)
at java.util.Collections$UnmodifiableList.get(Collections.java:1309)
at lach_01298.moreBees.util.OreDicPreferences.get(OreDicPreferences.java:23)
at lach_01298.moreBees.Genetics.BeeSpecies$19.setSpeciesProperties(BeeSpecies.java:566)
at lach_01298.moreBees.Genetics.BeeSpecies.<init>(BeeSpecies.java:1042)
at lach_01298.moreBees.Genetics.BeeSpecies.<init>(BeeSpecies.java:52)
at lach_01298.moreBees.Genetics.BeeSpecies$19.<init>(BeeSpecies.java:559)
at lach_01298.moreBees.Genetics.BeeSpecies.<clinit>(BeeSpecies.java:559)
... 37 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.10.2
Operating System: Mac OS X (x86_64) version 10.11.5
Java Version: 1.8.0_74, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 247880248 bytes (236 MB) / 559890432 bytes (533 MB) up to 4281597952 bytes (4083 MB)
JVM Flags: 5 total; -Xmx4G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.32 Powered by Forge 12.18.1.2086 8 mods loaded, 8 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHI mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHI FML{8.0.99.99} [Forge Mod Loader] (forge-1.10.2-12.18.1.2086.jar)
UCHI Forge{12.18.1.2086} [Minecraft Forge] (forge-1.10.2-12.18.1.2086.jar)
UCHI druidry{2016.9.9-1.9.4} [�2Druidry] (druidry(2016.9.9)(1.9.4).jar)
UCHI JEI{3.9.3.252} [Just Enough Items] (jei_1.10.2-3.9.3.252.jar)
UCHI forestry{5.2.10.248} [Forestry] (forestry_1.10.2-5.2.10.248.jar)
UCHI jeibees{0.9.0.2} [JEI Bees] (jeibees-0.9.0.2-mc1.10.2.jar)
UCHE morebees{1.10.2-1.1.0} [More Bees] (morebees-1.10.2-1.1.0.jar)
Loaded coremods (and transformers):
So many mods, so little time.
Nice mod ! And with cool things ! One question , did you , in the future , add some " forest"/"magical" creature to our minecraft world ?
Support Ice and Fire , This is terribly awesome !:D
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light
Made by Ceetronn
I've just started playing with your mod, have it and forestry together in a small custom pack I think they'll work out well together. I'm using the 1.10.2 version and just getting started with it but I do like the campfire. Goes well with the SleepingBag mod.
One thing I've read in your posts is you like the idea of not having to kill animals to survive but your alternative to making a bed is to collect strings from spiders. Since you have the concept of wood bowls that can replace iron pails early on, why not provide an alternative set of shears made with something easy to acquire like branches and flint? Then early players can shear the wool from sheep and not need to kill them or spiders to get the bed materials?
Another thought, to avoid having to kill cows for leather there are a number simple mods that give the ability to add smelting of zombie flesh into leather but I always thought that just made it far to easy to get the leather. How about adding a little more expensive approach to turning zombie flesh into leather, say a cleansing tanning bath then a drying rack or something?
Oh I had no idea! I'll look into that shortly, thank you for posting the log.
Working on quite a lot of this actually! There's a "cleansing totem" in 1.7.10 that the current 1.10 Druidry doesn't have yet. Rotten flesh put down by the cleansing totem is supposed to turn into leather. I keep getting distracted with side projects and haven't gotten that going yet. I've also been debating making it so you can burn some mixed herb recipes in the campfire then cook the "bad" out of zombie flesh like that. I really want more herbalism in Druidry.
Obligatory tacky self advertisement: Shovel your hard earned rupees at my Patreon, pretty please?)
(Hey, listen! Go check out Druidry!)
- Teeheehee