Nollywel's Skrewt Up Witchcraft
Skrewt Up Witchcraft is a magic-focused mod including features like magic rituals, skill-based brewing, a fireplace transport network, and more. At the heart of it sits a fantastic beast called the Skrewt with a breeding genetics system and different abilities, based on mutations.
Dependencies
I highly recommend using JEI with this mod. It is not a hard dependency, but the mod adds alot of complicated recipes, and it can be very difficult to gather your bearings without it.
Features
Here is a very short summary of the main features added by this mod. For a more in-depth explanation check out the mod's wiki (Currently WIP. Feel free to contribute)
Chapters
- Herbs
- Rituals
- Brewing
- Skrewts
- Guisel
- Broom
- Floo
Herbs
Several kinds of magical herbs generate in the world. Blossoms of these herbs are the first and most important resoruce you will need on your magical journey. You can only harvest the blossoms of these herbs when they bloom. Each herb blooms under different conditions.
Rituals
Rituals are the main way craft unique items offered by this mod, and create some magical effects. To perform a ritual, you have to craft a ritual altar, make a ring of candles around it. Then, by lighting all the candles, and placing your offering on the altar, you can activate the magic ritual.
Brewing
The second crafting mechanic added by the mod comes in the form of brewing. To brew, you must first use a ritual to create a brewing cauldron. To brew in this cauldron you then need to steep the correct ingredients for the right amount of time in the correct order. The brewing system is not just straight-forward ingredient processing, but a skill-based minigame, where your skill determines the amount of ingredients consumed. There are several upgrades in the form of ladles you can use to make things easier or more efficient for yourself.
Skrewts
The core feature of this mod is a fantastic beast called the Skrewt. Skrewts are found in sprawling underground hives, and can be bred by the player to be ridden, used for fighting monsters, but most importantly to provide many of the essential resources used in the mod. Skrewt breeding includes a genetics system, which the player to optimise for different stats, and take advantage of random mutations that modify the skrewts' special abilities.
Guisel
The most peculiar herb you will encounter on your magical journey is the Guisel. This magical plant takes on the properties of its environment. Depending on where you plant the seeds it can turn for example to the Altuisel, Aquisel, or Flamuisel. The different versions of Guisel then serve as an advanced brewing ingredient.
Broom
A broom is a classic witch's mode of transportation. You can use it to zoom around your world's skies. Go too fast for too long, however, and you may risk the broom overheating, making you temporarily lose control. The flying brooms are also customizable with a selection of upgrades to their speed, handling, climb, and more.
Floo
The most efficient way for a witch or wizard to travel is obviously through the fireplace. After you perform the necessary rituals to set-up your floo network, simply throw a pinch of floo powder into the flames, step in, and say loudly and clearly the name of your desitnation (in the chat). Just remember to step out of the destination fireplace before the flames turn orange again.
Other
There are a bunch of other features in the mod, including a poison that only works on adult animals, a tornado in a bottle that allows you to sweep up your enemies and protect yourself from projectiles, and more. The mod is also still in development so more features are coming.
Note on WIP
The mod is in development. The current version includes the core mechanics of the mod and some features based on these mechanics. Future updates will be more content-based, build on the core mechanics, adding more "flesh to the bones" so to speak.
Principles
I try to stick to some basic principles when considering features for this mod. I would like to keep the mod in the curbs given by these principles. Feel free to provide feedback on areas of the mod where you feel like I failed at sticking to these, and when suggesting features, try to stick to them as well.
Early game
This mod is primarily focused on what in minecraft is generally considered the "Early game" i.e. before defeating the ender dragon. The mod doesn't suppose you have elytra, shulker boxes, or any other end loot.
Ubiquity
There is nothing more frustrating than getting stuck in your mod, because to progress you need an item that's quite mundane, but only generates in a biome which you just cannot find, because the nearest is thousands of blocks away. For this reason, I try to have all the necessary ingredients for progress to not be biome-specific, and always relatively close by, regardless of where you spawn or what your world looks like.
No Farming
I am personally not a fan of using "technical" farms in minecraft to get a large amount of mob drops, large villager trading halls to get tons of emeralds, etc. The mod is made to not require, or encourage that type of farms.
No Grind
I am trying to cut out most of the repetitiveness of minecraft from the mod. All the processes and resources required to progress through the mod should not require large amounts of mining, but rather unique and interesting interactions performed by the player, such as planting the magical seeds in different locations, or at specific times, completing minigames, breeding skrewts etc.
Comments
Please drop a comment if you download my mod and like it. I would love to receive your feedback so I can improve it. It is currently an early stage in the development and I suspect despite my best efforts, there will be bugs that need ironing out. This stage in development is also the best time for feature suggestions. I can't promise I will use them of course, but I would love more ideas and inspiration of what to add next.
Credit
This mod was created using the MCreator modding environment. https://mcreator.net/