Drygmys
Drygmys¶
Drygmys are passive, nature-oriented sprites often found near wild animals, seemingly tending to them. They are relatively rare but can spawn in most environments. Their primary function is to passively generate mob drops and experience orbs from nearby creatures without harming them.
Obtaining Drygmys¶
There are two main ways to get started with Drygmys:
1. Finding Wild Drygmys¶
- Location: Found sporadically in the wild, often near groups of passive animals.
- Befriending: To acquire a token from a wild Drygmy, simply toss a
Wilden Horn
on the ground near it. The Drygmy will approach the horn and drop aDrygmy Token
. -
Appearance: Tamed Drygmys (summoned from a Charm) can be dyed Cyan, Orange, or Brown by Right Button them with the corresponding dye.
2. Trading¶
Drygmy Tokens
can sometimes be obtained by trading with a Level 4 Shady Wizard Villager (requires anArcane Core
as their workstation).
Summoning and Housing Your Drygmy¶
After obtaining the Drygme Token
you can summon your own Drygmys using a Drygmy Charm
.
Drygmy Charm¶
This charm is essential for summoning your first Drygmy and establishing its Henge.
Obtaining a Drygmy Charm
:
- Crafting: Via the
Enchanting Apparatus
.- Reagent:
Drygmy Token
- Pedestal Items:
- Any Fish
Wheat
Apple
Carrot
- Any Seeds
Source Gem
x3
- Reagent:
Summoning Process¶
- Place a block of
Mossy Cobblestone
in the desired location for your Drygmy farm. - Right Button the
Mossy Cobblestone
with aDrygmy Charm
. - After a short animation, the block will transform into a
Drygmy Henge
, and your first Drygmy will be summoned nearby. - Adding More Drygmys: To summon additional Drygmys associated with the same Henge, simply Right Button the existing Henge block with more
Drygmy Charms
. Each charm summons one Drygmy. - Retrieving Charms: If a Drygmy is killed or despawned using the
Dispel
spell, its correspondingDrygmy Charm
will be dropped.
The Drygmy Henge: Production Hub¶
The Drygmy Henge
serves as the central point and inventory output for your Drygmy farm.
Functionality¶
- Home Area: A Drygmy considers its “home” to be a 10x10x10 block area centered on its Henge. It will only interact with valid entities within this range.
- Production Cycle:
- Drygmys associated with the Henge will periodically “channel” (perform a small dance animation) near valid entities within their home area.
- Each successful channeling action contributes “progress” to the Henge.
- Once the Henge reaches maximum progress, it triggers a production cycle.
- The Henge generates items and experience gems based on the nearby entities and the total Drygmy happiness/drop count.
- Generated items are automatically deposited into adjacent inventories (chests, barrels, etc.).
- The Henge consumes
Source
from a nearbySource Jar
to recharge after each production cycle (1000Source
per cycle).
- Basic Setup: Place at least one Chest (or other inventory) and one
Source Jar
directly adjacent (touching) theDrygmy Henge
block.
Happiness and Efficiency (Drop Count)¶
A Drygmy Henge’s efficiency, which directly impacts the number of random loot drops generated per cycle, depends on the number and variety of entities nearby. This is often referred to as “happiness”.
- Base Drop Count: 1 (Implicit minimum if at least one valid entity is present)
- First Entity Bonus: The very first unique entity type (or
Containment Jar
with an entity) added near the Henge provides +1 drop count. - Quantity Bonus: Each of the first 5 entities (or
Containment Jars
) near the Henge provides +1 drop count (maximum of +5 from this bonus). - Unique Bonus: Each unique type of entity near the Henge provides +2 drop count.
- Containment Jars: Mobs captured inside
Containment Jars
placed within the Henge’s 10x10x10 range count towards these bonuses just like living entities. (Note: Living entities might have a slightly smaller interaction range compared to jars.)
Example: A single entity (like a cow in a jar) near a Henge provides: Base (1) + First Entity (1) + Quantity (1 for being one of the first 5) + Unique (2 for being the first unique type) = 5 drops per cycle.
Adding a second, different entity (e.g., a sheep in a jar) would add: Quantity (+1, now 2/5) + Unique (+2, now 2 unique types) = +3 drop count, for a total of 8 drops per cycle.
Advanced Mechanics & Optimization¶
Understanding the underlying mechanics helps maximize farm efficiency.
Loot Table Generation¶
- Pooling: The potential drops from all valid entities (mobs with defined loot tables, excluding blacklisted ones like Players, Drygmys, Twilight Forest Bosses, etc.) within the Henge’s range are combined into one large loot pool for that specific Henge.
- No Loot Chance: If an entity has items in its loot table that don’t drop 100% of the time (e.g.,
Wither Skeleton Skulls
), there’s a chance that a “no loot” result (represented internally asAir
) is added to the pool for that entity. More low-chance items mean a higher chance of getting nothing from that mob’s contribution to a specific drop slot. - Exclusions: Special drops not part of standard loot tables (like
Nether Stars
from the Wither) are generally not generated. Boss mobs are often excluded. - Biasing: Adding multiple instances of the same mob type can slightly increase the chance of getting drops from that specific mob relative to others, effectively weighting the pool if many different unique mob types are also present.
- Dropless Entities: Mobs without loot tables (Dropless Mobs List) can still contribute to the drop count via the Happiness bonuses (Quantity/Unique) without adding items (or “no loot” chances) to the loot pool. Use these strategically to increase the number of items generated per cycle from your desired mobs that do have loot tables.
Item Generation¶
- For each point of “drop count” calculated via Happiness, the Henge randomly pulls one item (or potentially “no loot”/Air) from the generated Loot Pool for that cycle.
Experience Generation¶
- Sum XP: The base vanilla XP values of all entities (including dropless ones) in the Henge range are summed up.
- Multiplier: This sum is multiplied by 0.25.
- Threshold: If the resulting value is 3 or less, no XP is generated for that cycle.
- Gem Calculation:
- For every 12 points in the reduced sum (XP * 0.25), one
Greater Experience Gem
is generated. - After subtracting XP accounted for by Greater Gems, for every 3 remaining points, one standard
Experience Gem
is generated. - If there’s any positive remainder (1 or 2) after calculating standard gems, one additional
Experience Gem
is generated.
- For every 12 points in the reduced sum (XP * 0.25), one
- Notes: Duplicates don’t penalize XP generation; unique types don’t provide bonus XP. Special XP drops (like Ender Dragon boss fight XP) are ignored.
Henge Progress & Drygmy Behavior¶
- Cycle Check: The
Henge
checks if its progress bar is full every 100 ticks (5 seconds). Progress accumulated beyond the cap within that 100-tick window before the check occurs is wasted. Therefore, there is no benefit to trying to tick accelerate theHenge
itself. - Drygmy Contribution: A Drygmy contributes progress to the Henge after completing its 100-tick (5 seconds) “channeling” (dancing) animation next to a valid entity or jar.
- Cooldown: After successfully channeling, a Drygmy waits 100 ticks (5 seconds) before attempting to find another entity and start its next channeling animation.
- Pathing Skip: If a Drygmy cannot pathfind directly to its chosen entity/jar (e.g., it’s enclosed in glass, too far, or blocked by solid blocks), it may skip the movement phase and start dancing immediately if it’s already within the required interaction range.
- Optimization - Pathing: To potentially speed up cycles by reducing travel time, ensure Drygmys cannot easily pathfind directly to the entities/jars they target (e.g., enclose jars in glass or keep them in a separate, inaccessible chamber within the Henge’s 10x10x10 range). However, do not trap Drygmys in tiny 1x1 spaces, as this harms performance.
- Optimization - Number of Drygmys: You theoretically need 20 Drygmys around a single Henge to potentially max out its progress bar every 100-tick check cycle, assuming perfect conditions (instant pathing skips, always finding a target). Adding more than 20 provides redundancy but likely won’t significantly increase production speed due to the fixed 100-tick Henge check cycle.
- TPS Warning: Stacking many Drygmys in a single block space (e.g., a 1x1 hole) is very detrimental to server performance (TPS) due to excessive collision checks. Allow them space to move somewhat freely within the Henge area. Free-ranging Drygmys is significantly better for performance than tightly packing them.
Dropless Mobs List¶
This is not exhaustive but includes common examples of mobs that contribute to happiness bonuses but not the loot pool:
Minecraft Vanilla¶
minecraft:allay
minecraft:axolotl
minecraft:endermite
minecraft:frog
minecraft:ocelot
minecraft:silverfish
minecraft:tadpole
minecraft:vex
minecraft:wolf
minecraft:wandering_trader
minecraft:villager
minecraft:bat
minecraft:bee
minecraft:wither
*minecraft:ender_dragon
Ars Nouveau¶
ars_nouveau:wilden_chimera
ars_nouveau:starbuncle
ars_nouveau:whirlisprig
ars_nouveau:wixie
ars_nouveau:amethyst_golem
ars_nouveau:bookwyrm
(Drygmys don’t count)ars_nouveau:drygme
- Summoned mobs from spells and animated blocks (e.g.,
Summon Undead
,Animate Block
) (Might drop Apotheosis gems)
Ars Elemental¶
ars_elemental:firenando
(also known asFlarecannon
)ars_elemental:siren
Data and Essence¶
datanessence:ancient_sentinel
ForceCraft¶
forcecraft:fairy
Minecolonies¶
- It’s highly probable that colonists and guards do not drop items via Drygmys.
Corail Tombstone¶
tombstone:grave_guardian
tombstone:spectral_wolf
Ice and Fire Community Edition¶
iceandfire:fire_dragon
iceandfire:lightning_dragon
iceandfire:ice_dragon
Mahou Tsukai¶
mahoutsukai:familiar_entity
Hexerei¶
hexerei:crow
hexerei:owl
Occultism¶
occultism:bat_familiar
occultism:beaver_familiar
occultism:beholder_familiar
occultism:blacksmith_familiar
occultism:chimera_familiar
occultism:cthulhu_familiar
occultism:deer_familiar
occultism:demonic_husband
occultism:demonic_wife
occultism:devil_familiar
occultism:dragon_familiar
occultism:fairy_familiar
occultism:goat_familiar
occultism:greedy_familiar
occultism:guardian_familiar
occultism:headless_familiar
occultism:mummy_familiar
occultism:shub_niggurath_familiar
Marid
,Djinni
,Foliot
,Afrit
crushersFoliot Transporters
(Note: This list may vary with pack updates or mod configurations. Always test in-game if unsure. For additions or corrections, contact @Xannaeh on the ATM discord.)
Drygmy Mob Farm Example¶
In this image, you can see how 20 Drygmys
farm Pigliches
. To maximize efficiency, the Drygmys
are made happier (increasing drops per cycle) using several mobs without loot tables (like those listed above) placed in Containment Jars
. This specific setup yields 32 Piglich Hearts
per iteration.
Related Items & Concepts¶
Drygmy Familiar¶
A Drygmy can also become a player’s familiar, providing passive buffs when active.
- Effect: Increases the damage of the player’s
Earth
spells by 2. Grants the player a chance for increased loot drops when they personally kill mobs (similar effect to the Looting enchantment). - Obtaining the Familiar:
- Perform the
Ritual of Binding
near a Drygmy (tamed or wild). This creates aBound Script - Drygmy
. - Use the Bound Script from your inventory (Right Button) to learn the familiar.
- Summon/dismiss the Drygmy familiar via the Familiars tab in your Ars Nouveau Spellbook. Summoning incurs Familiar Sickness for a short duration.
- Perform the
Drygmy Thread¶
- Item:
Thread of the Drygmy
- Use: Apply this thread to Ars Nouveau armor using an
Alteration Table
. - Effect: Grants the wearer a chance for increased loot drops when they kill mobs (similar to the Looting enchantment). This stacks with the familiar effect and the Looting enchantment itself.
Sources used for this guide include the ars guide and ars wiki.
Ars Nouveau | CurseForge | Ars Guide | Wiki