Before getting started with alchemy, you'll need a few things...
Hermetic Ore and Ash
Nobody ever acccomplished great feats of magic without getting a little bit dirty. As you dig through the earth for resources, you're likely to come across a strange vein of white ore. This is Hermetic Ore, and you'll need an iron pick to dig out the ash it contains. Hermetic Ash is a speck of materialized magic, trapped in stone long ago. It's not hard to find, but you'll need plenty to get started with alchemy.
Runes
Hermetic Ash on it's own is potent, but directionless and unstable. To give it shape, we'll need a crafting bench, so head back home once you have enough ash to start making runes. By laying out the ash in specific patterns (see below), you can give it form and use. There are currently 8 known runic symbols you can make, and you'll need several of each to start making some magic. Once you have some runes made up, two unique ways to practice become available to you.
Inscription
The Art of Inscription is the more restrictive, but more easily accessed method of practicing magic. With some runes on hand, you can now combine them into pairs (along with some paper) and produce a collection of magic spells. At first, you won't know what these scrolls do, but after using them, their names (and effects) will become apparent. Some scrolls allow you to manipulate the cycles of the sun and moon. Others will let you reveal hidden ores in seemingly common stone. Others still will grant you a variety of brief, potent effects. How many can you discover?
Keep in mind, not everything you conjure up will be sunshine and unicorns. Some scrolls can cause rather... unhealthy side effects, and if mis-used, could lead to disaster. Take care when casting such unpredictable magic.
Research & Alchemy
Of course, the more effective way to use your new-found magic is to transform matter into new resources. These magical studies are more costly, but are far more open in terms of use and potential value. Let's get started...
Alchemist's Notebook
As a student of Alchemical Arts, it would benefit you to do a little studying before you go trying to turn things into gold. You'll need a book and one of each kind of rune to make yourself a special book: the Alchemist's Notebook. This book catalogs all the notes you've taken about the world around you, and acts as your way of determining just how competent you are with alchemy.
Once you have the Notebook, you'll notice it's rather... empty, at first. Naturally; you didn't expect a fully detailed book of alchemical theories to just appear out of thin air, did you? Nope, you'll have to actually step outside your home and do some studying. Take your book and use it on the nearest block to take notes on it. You'll see it begin to fill with the notes you've collected on that block. Take heed that once you've taken note of a block, you'll have exhausted what you can learn from it, and will have to go searching for new blocks to study. Of course, this also applies to things that aren't necessarily blocks as well: torches, signs, tracks, fences, trees, plants, ores, anything you can find can be noted.
As your understanding of the world around you improves, your skill with alchemy will follow suit, and eventually, you'll unlock new ways to change the items you possess into something entirely different. At first, what you can accomplish will be trivial and small, but as you study, you'll be able to perform conversions you couldn't before.
Alchemical Tomes
By combining a book with certain runes, you'll be able to create tomes, which permit a variety of magical effects with the items you possess. Each Tome offers different changes when used in the crafting space, and as you progress in your alchemical studies, your capacity to alter items will expand.
Tome of Transmutation
This tome will allow it's user to perform a variety of conversions with many objects. Initially, what you can re-shape will be simple, but thorough study will allow you to bend more advanced and rare matter as you improve.
Tome of Repair
Using this tome will allow you to restore items to a certain level of durability, directly proportionate to how advanced your knowledge of alchemy is. Of course, it could also weaken stronger tools, so take care in using it at lower levels.
Tome of Compaction
A branch of transmutation typically reserved for more accomplished alchemists, this tome will let you compress groups of items into a single new object. Resource costly, but helpful if used properly. (Note: Compaction transmutations require 8 of each object to work in the crafting space.)
Tome of Enrichment
This tome allows the user to promote lush growth and richness in a variety of objects. It will also let you enrich the ores you find while mining, allowing you to increase their value.
Tome of Extraction
A very potent tome for those who favor mining. Using this tome with any block that has ores available in it will allow you to extract twice as many resources from it.
Tome of Enhancement
Depending on your level of achemical knowledge and the item being transmuted, this tome will give you the ability to improve base materials to new and better states. Note that when using this with armor and tools, the object will need to be at it's peak durability to improve it.
Tome of Duplication
A very powerful branch of magic, this tome is reserved for only the most skilled of alchemists, those who have taken the most thorough and complete notes on the material world, but the effort is well worth the reward. Placing this tome with any other item will allow you to defy alchemy law and double what you offer, effectively creating something from nothing.
Transmutation Guide:If you're having trouble determining when you'll be able to perform magic with certain items, the guide bellow offers a comprehensive list of available transmutations, as well as what level they become unlocked. It's advised you try figuring them out for yourself first, but should you need help, this list should be a helpful reference.
List of AlcheMine Spells
Transmutation:
(10)
Wool -> Feather
Feather -> Leather
Leather -> Wool
Raw Beef -> Raw Chicken
Raw Chicken -> Raw Fish
Raw Fish -> Raw Beef
Dandelion <-> Rose
Bucket of Milk -> Bucket of Water
(15)
Slimeball -> Snowball
Bucket of Lava -> Bucket of Milk
(20)
Pumpkin Seeds -> Seeds
Red Mushroom <-> Brown Mushroom
Apple -> Wheat
(25)
Melon -> Apple
(30)
Wheat -> Melon
Bucket of Water -> Bucket of Lava
Netherwart -> Melon Seeds
Melon Seeds -> Pumpkin Seeds
(Older Versions)
1.2.0 - Link Removed
1.1.5 - Link Removed
1.1.4 - Link Removed
1.1.3 - Link Removed
1.1.2 - Link Removed
1.1.0 - Link Removed
1.0.2- Link Removed
1.0.1- Link Removed
1.0.0 - Link Removed
How to install:
Here's how to get AlcheMine working for you!
Install Forge
Download the .zip from the link above
Place the .zip in your Minecraft mods folder.
Enjoy!
Changelog:
Version 1.2.1
-Rune recipes changed, Eihwaz and Kenaz no longer duplicate Fehu and Ansuz recipes
-Research Handler updated; recipes should no longer be recreated if already unlocked
-World Generation tweaked
Version 1.2.0
-Added research
-Added tomes and notebook
-Recoded original recipes
-Hermetic ore spawn rate changed, hermetic ore only drops one ash now
-Added in scrolls
-Updated config file for alchemy level and ID list of blocks studied
Version 1.1.5
-Updated config file for item/block IDs
-Code optimization, no longer creates unnecessary recipes for Repair pattern
Version 1.1.4
-minor code alterations/optimization
-compaction pattern using gravel now yields 3 flint instead of 1
Version 1.1.3
-code optimization for Duplication and Repair patterns
-Duplication and Repair should now apply to non-vanilla tools and armor
-added recipes for Transmutation, Enrichment, and Enhancement patterns
Version 1.1.2
-fixed several bugs from recoded pattern recipes
-changed names of "Dyna Dust" and "Dyna Ore" to "Hermetic Ash" and "Hermetic Ore"
-reduced ore spawn rate in chunks, increased vein size
-config file should now allow players to alter the rarity, spawn depth and vein size of Hermetic Ore
-mushroom stew is no longer duplicatable
Version 1.1.1
-added in the Had, Hor and Suf runes
-recoded the original pattern recipes
-recoded the pure alchemy recipes
-previous runes still craftable, but functionally useless now
Version 1.1.0
-runic symbols added, dust now creates runes
-most dyna dust patterns removed, pure alchemy recipes added
-config file created, does not modify mod files yet
Version 1.0.2
- compaction bug fixed; full stack of cobblestone will now result in obsdian
Version 1.0.1
-duplication pattern no longer duplicates non-stackable items (tools, armor, doors, etc.)
-Dyna Ore now drops 2 Dyna Dust instead of 3
-Added repair pattern for bows, fishing rods, shears and carrot on a stick
Version 1.0.0
- mod release! (bug fixes to follow)
To-Do List:
-add more recipes (suggestions are always welcome!)
-add in support for ores and items from other mods
-add to runic alphabet
Mod Reviews:
(Older Reviews) KJapGaming
feetsalot123 TheGremlin599 mocandragon5
TheEratheon
In Development:
New Alchemy System - Gone are the days of hunting for ores and digging relentlessly through the earth for those fantastical Vanilla ores. Now, you'll need yourself a clay basin and some stone to start dissolving blocks into base materials. From these minerals, you can create almost anything you may need in the Minecraft world. But to get the better resources, you'll need to start firing up that furnace andd refining them to a more durable and pure state state.
Alchemy Totems - Pillars of magical energy, creating these totems can cause a number of odd things to occur, from turning a barren desert into a fertile farmland, to dissolving the rock around you, to encouraging nearby crops to grow with rapid speed. What these totems do will depend on what you use to craft them, and of course, your experimentation.
The Spread - ...the ancient scripts mention something deep within the earth. Something thought to have been buried safely away. Something... dangerous. Neither a virus, nor a plague, nor any sort of divine punishment; yet it consumes everything in it's path and absorbs it into the ever-growing mass. How can something like this be fought? You'd best start pushing your alchemy to the limit... the clock is ticking. Slowly, but still ticking.
Disclaimer/Legal Stuff:
This mod (plugin, a patch to Minecraft source, henceforth "Mod" or "The Mod"), by the terms of http://www.minecraft.net/copyright.jsp is sole property of the Mod author (, henceforth "Owner" or "The Owner"). By default it may only be distributed on minecraftforums.net, mcmodcenter.net. It may only be mirrored or reposted with advance written permission of the Owner. Electronic Mail is fine if you wait for a response. URL shorteners or other attempts to make money off The Owner's Mod are strictly forbidden without advance written permission.
Mod Pack Usage
You're free to use the AlcheMine Mod in any sort of mod pack or whatever else you have conjured up regarding mods (websites, videos, etc.), I'm not very tight-fisted about how my work gets shared. And if you'd be so kind as to give a nod my way to indicate "This guy made it. You might wanna check him out, if you have the time." I'd appreciate that as well. Have fun with it!
Spread the word!
If you'd like to show some love for this mod, how about hanging this lovely banner somewhere on your digital person? It would be a big help and the more demand, the more I'll get off my rear and fix things up! Look, I even simplified things for you! Just copy this code into your signature and BAM!
This seems really cool. Maybe in the future, you should add more recipes?
If you happen to have any suggestions, I'm more than willing to hear them! I'm jotting down more as I go along and adding more, so there's a chance one of your's will end up in the mod.
If you happen to have any suggestions, I'm more than willing to hear them! I'm jotting down more as I go along and adding more, so there's a chance one of your's will end up in the mod.
How about a golden apple + 7 of the dust to make Notch's Apple. You know the stronger one. I also think there should be a certain durability the dust repairs the tool per dust. Like 1 dust repairs 100 durability, etc.
Looks not Bad at the moment, maybe i'll do a review. =)
A formal video review would always be welcome. It helps make the post look a bit more professional. Plus, I would like to see how others use the mod. I've tested it, but mostly for functionality purposes, and I'm always keen on suggestions for improvements and balancing.
How about a golden apple + 7 of the dust to make Notch's Apple. You know the stronger one. I also think there should be a certain durability the dust repairs the tool per dust. Like 1 dust repairs 100 durability, etc.
An enchanted apple recipe will be something to look into for sure.
I've contemplated how to best go about handling the repair pattern, and upon release, I'm seeing how unnecessary it is for lower level tools (i.e. repairing wooden and diamond tools costs the same amount... I'm sill pondering how to resolve that...). I've toyed around with several other patterns, particularly ones that 'scale' (such as using more dust to repair, craft or improve higher level items. Think beacon effects based on the pyramid of minerals you have below it.)
It'll take time, and my first order of business is reducing the dust that ore blocks drop and removing duplication effects on items that shouldn't stack, like tools. But those are on my future fix-it list.
Instead of using dyna dust in a crafting table to repair items, could you change it so that it is put in an anvil? It could be like a universal repair dust, substituting for wood, stone, iron, gold, and diamond.
I ask this because repairing enchanted items in a crafting table results in an unenchanted item in the output.
If one dyna dust is too cheap, a possible solution could be to make a second, higher tier of dyna dust (but that would require a bunch more recipes) and use that in an anvil.
Updated to 1.0.1!
In my rush to simplify the duplication pattern, I realized the recipe also doubles items that shouldn't be stackable. Most of those should be fixed now.
I've also added bows, shears, fishing rods and carrots on a stick to the repair pattern's effectiveness. Those should be repairable now.
Instead of using dyna dust in a crafting table to repair items, could you change it so that it is put in an anvil? It could be like a universal repair dust, substituting for wood, stone, iron, gold, and diamond.
I ask this because repairing enchanted items in a crafting table results in an unenchanted item in the output.
If one dyna dust is too cheap, a possible solution could be to make a second, higher tier of dyna dust (but that would require a bunch more recipes) and use that in an anvil.
I'll be honest, I hadn't considered that possibility (although that does make for a handy unenchantment pattern, doesn't it?) Anvils are still an odd duck to tackle in my experience, both in programming and actual use in the game, but I'd certainly be willing to delve into it and include it in a future update.
I'm also glad you mentioned tiers for dyna dust. I won't spoil too much, but I will say I still have plans for later versions that use that very concept.
Finally, thanks for the critique and comment. As a developer, it's difficult at times to plan ahead for use by you guys, much as I try to take player experience into consideration. Suggestions like yours help smooth at the revision process very much. Thanks, and I hope you'll check back for future changes.
Full stack of 64 Cobble using Compaction does not net me an obsidian as you have in the picture. It doesn't even respond... it does work w/ gravel though.
To all who have taken the time to give this mod a try, I have one thing to say: thanks. I wasn't sure how well this more would be recieved, but the majority consensus seems to be in the positive, with hopes for expansions in the future. Don't worry, I have plenty planned out as it is, and I hope not to disappoint you first few brave guinea pigs.
Now, on to business...
Full stack of 64 Cobble using Compaction does not net me an obsidian as you have in the picture. It doesn't even respond... it does work w/ gravel though.
Having given this a test, I've found you're right. My sincerest apologies, I'll get to work on that pronto!
I gotta say, i'm very rarely using mods, as they just add too much change in minecraft, but this one is something i really want to download & use..
I've succesfuly installed both modloader & forge, but for some reason minecraft gives me error... Will check other mods compatibile with forge to check, if it's because of this one, or my faulty forge instalation
Also
Would be nice, if this "Dyna dust" would affect monsters in some way... For example:
*If you throw this on monster you could make him sleep
*monster would go berserk and attack anything
* "poof" and monster is changed into another one
Also i was thinking about something far more complex.
Using Dyna dust to write magic "circles" or squares lol.. (something like in fullmetal alchemist)
So lets say you'd draw square of dust on ground for some funny effects. As "battery", energy source you could use either your own blood (hp) or monsters that'd wander into square....
My head is full of mod ideas, unfortunately got no skills to make them true...
I'm not sure how you're installing forge, but I would recommend MultiMC, since it's very friendly to users about getting forge installed, even with past versions of Vanilla. That being said, make sure you've got the .zip extracted before placing it in the mods folder. 1.5.1 modding seems to be a bit picky, but I've done all I can think of to simplify things for you guys.
As to the alternate uses of Dyna Dust (by the way, I've never been crazy about that name, it's been sort of a dummy name that just stuck. If you guys can think of a more unique or original one, but all means, let me know. Or if you want to keep it as it, that's fine too... ) I'm all for considering it, but those uses might have to wait until I've gotten more familiar with Java and the code for both Forge and Minecraft itself. Still, that was the original idea (well, the alpha idea, the original concept was much more 'alchemechanical', but that's another story, I'm rambling too much as it is), and the ultimate reason AlcheMine is what it currently is; the pattern laying in the crafting table is meant to harken to that concept of laying down magic circles to perform magic rites.
would you be considering a set of combat items lets say "magic staffs" because if you would like I have some art and concepts of the effects that I would be more than willing to contribute
would you be considering a set of combat items lets say "magic staffs" because if you would like I have some art and concepts of the effects that I would be more than willing to contribute
That's a tempting offer, but at the moment, I will have to decline it. I've batted around the idea of making actual weapons, armor and other things for the mod, and although a couple stick in my mind, I can't see them benefitting the mod meaningfully as it currently is. I'm still hammering out concepts involving the original transmutation patterns and my current preference would be to not split my focus in development. I'd rather do one thing very well then a whole lot of things shoddily, you know?
Of course, I'm still certainly appreciative of your generous offer.
That's a tempting offer, but at the moment, I will have to decline it. I've batted around the idea of making actual weapons, armor and other things for the mod, and although a couple stick in my mind, I can't see them benefitting the mod meaningfully as it currently is. I'm still hammering out concepts involving the original transmutation patterns and my current preference would be to not split my focus in development. I'd rather do one thing very well then a whole lot of things shoddily, you know?
Of course, I'm still certainly appreciative of your generous offer.
well if you ever change your mind the offer is still open
It's a great mod, (even if I think it's somewhat OP {and just by a very small amount}). I believe that the dust ore blocks should be an adjustable item in the config (if it's already there then disregard that one ), because I feel like I find them wayyyy to easily and some might have a more difficult time. I'm having an issue with ore blocks from another mod, because they loaded for a mod world but not the overworld so at least I think you have that covered.
A couple requests, suggestions, ideas...whatevers....
Try and either integrate and takeover, or stay away from the Runic Dust mod. I'd hate to see this become a lame copy, so far it's very different aside from the dust aspect. Add some mobs that spawn around DynaDust ores. Be creative????
After playing around with the mod, I have this to say.
The whole idea of the DynaDust and the crafting with it seems to be based around the idea that all the items have the same value (because higher level items don't need better/more dynadust). What I suggest is higher level items (diamonds emerald's etc ) require a higher level dynadust, made crafting dynadust and different dust together (like diamond dust, gold dust, or something).
A development update? This soon!? Harumph!
Honestly, though, I appreciate the feedback you guys have been giving, along with your support. And I honestly have been taking what's been brought forth to heart as I continue to improve the mod (to a point where it's actually hard to change anything for fear of it damaging what people liked about it :P). That said, allow me to address a few things you guys have mentioned:
A Config file - It's in the works. Hopefully, with the next update, it shall be out and ready to tinker with. I've always felt the ore should be readily available for use, since the mod's feature is based around crafting, but I can understand why some would like it's rarity to be adjustable.
Tiered Dust - Believe me, nobody is more painfully aware of the issue of the repair pattern being unbalanced than me. (Who's gonna use all that dust to repair a wooden sword? Really?) I've toyed around with the idea of scaling certain patterns and found that their simply isn't enough space to get THAT creative. So, I've taken the initiative to add in something new (in fact, you can find it in the creative mode tab alongside the dust right now, though that's about all you can do with it.) I won't disclose everything in this post, but I will add an 'In Development' section in the original post for you guys to browse, add your thoughts on, and get excited for (if it is indeed something you can get excited about).
I'm doing my best to keep the mod centered on what it started out as and what it has grown to be: crafting table magic. As I move forward in development, I'll keep this at the forefront of all the things I change up. Thanks so much for your curiousity and support of the mod and I'll keep doing my best to deliver.
Hey there. Just come to let you know that I'm adding your mod the list right now. It'll be in the next update which will be out soon. Thanks for letting me know about it, and I hope it helps you get some recognition! Keep up the good work.
Good day!
EDIT: A suggestion! It would be easier to package your mod so that it's immediately ready to be thrown into the mods folder, as is the standard. This leaves less margin for error and might save you from dealing with error reports from those who didn't catch that they need to extract it. Of course, this is not requisite, and is left up to you.
Features:
Magic 101
Before getting started with alchemy, you'll need a few things...
Hermetic Ore and Ash
Nobody ever acccomplished great feats of magic without getting a little bit dirty. As you dig through the earth for resources, you're likely to come across a strange vein of white ore. This is Hermetic Ore, and you'll need an iron pick to dig out the ash it contains. Hermetic Ash is a speck of materialized magic, trapped in stone long ago. It's not hard to find, but you'll need plenty to get started with alchemy.
Runes
Hermetic Ash on it's own is potent, but directionless and unstable. To give it shape, we'll need a crafting bench, so head back home once you have enough ash to start making runes. By laying out the ash in specific patterns (see below), you can give it form and use. There are currently 8 known runic symbols you can make, and you'll need several of each to start making some magic. Once you have some runes made up, two unique ways to practice become available to you.
Inscription
The Art of Inscription is the more restrictive, but more easily accessed method of practicing magic. With some runes on hand, you can now combine them into pairs (along with some paper) and produce a collection of magic spells. At first, you won't know what these scrolls do, but after using them, their names (and effects) will become apparent. Some scrolls allow you to manipulate the cycles of the sun and moon. Others will let you reveal hidden ores in seemingly common stone. Others still will grant you a variety of brief, potent effects. How many can you discover?
Keep in mind, not everything you conjure up will be sunshine and unicorns. Some scrolls can cause rather... unhealthy side effects, and if mis-used, could lead to disaster. Take care when casting such unpredictable magic.
Research & Alchemy
Of course, the more effective way to use your new-found magic is to transform matter into new resources. These magical studies are more costly, but are far more open in terms of use and potential value. Let's get started...
Alchemist's Notebook
As a student of Alchemical Arts, it would benefit you to do a little studying before you go trying to turn things into gold. You'll need a book and one of each kind of rune to make yourself a special book: the Alchemist's Notebook. This book catalogs all the notes you've taken about the world around you, and acts as your way of determining just how competent you are with alchemy.
Once you have the Notebook, you'll notice it's rather... empty, at first. Naturally; you didn't expect a fully detailed book of alchemical theories to just appear out of thin air, did you? Nope, you'll have to actually step outside your home and do some studying. Take your book and use it on the nearest block to take notes on it. You'll see it begin to fill with the notes you've collected on that block. Take heed that once you've taken note of a block, you'll have exhausted what you can learn from it, and will have to go searching for new blocks to study. Of course, this also applies to things that aren't necessarily blocks as well: torches, signs, tracks, fences, trees, plants, ores, anything you can find can be noted.
As your understanding of the world around you improves, your skill with alchemy will follow suit, and eventually, you'll unlock new ways to change the items you possess into something entirely different. At first, what you can accomplish will be trivial and small, but as you study, you'll be able to perform conversions you couldn't before.
Alchemical Tomes
By combining a book with certain runes, you'll be able to create tomes, which permit a variety of magical effects with the items you possess. Each Tome offers different changes when used in the crafting space, and as you progress in your alchemical studies, your capacity to alter items will expand.
Tome of Transmutation
This tome will allow it's user to perform a variety of conversions with many objects. Initially, what you can re-shape will be simple, but thorough study will allow you to bend more advanced and rare matter as you improve.
Tome of Repair
Using this tome will allow you to restore items to a certain level of durability, directly proportionate to how advanced your knowledge of alchemy is. Of course, it could also weaken stronger tools, so take care in using it at lower levels.
Tome of Compaction
A branch of transmutation typically reserved for more accomplished alchemists, this tome will let you compress groups of items into a single new object. Resource costly, but helpful if used properly. (Note: Compaction transmutations require 8 of each object to work in the crafting space.)
Tome of Enrichment
This tome allows the user to promote lush growth and richness in a variety of objects. It will also let you enrich the ores you find while mining, allowing you to increase their value.
Tome of Extraction
A very potent tome for those who favor mining. Using this tome with any block that has ores available in it will allow you to extract twice as many resources from it.
Tome of Enhancement
Depending on your level of achemical knowledge and the item being transmuted, this tome will give you the ability to improve base materials to new and better states. Note that when using this with armor and tools, the object will need to be at it's peak durability to improve it.
Tome of Duplication
A very powerful branch of magic, this tome is reserved for only the most skilled of alchemists, those who have taken the most thorough and complete notes on the material world, but the effort is well worth the reward. Placing this tome with any other item will allow you to defy alchemy law and double what you offer, effectively creating something from nothing.
Transmutation Guide: If you're having trouble determining when you'll be able to perform magic with certain items, the guide bellow offers a comprehensive list of available transmutations, as well as what level they become unlocked. It's advised you try figuring them out for yourself first, but should you need help, this list should be a helpful reference.
Transmutation:
Wool -> Feather
Feather -> Leather
Leather -> Wool
Raw Beef -> Raw Chicken
Raw Chicken -> Raw Fish
Raw Fish -> Raw Beef
Dandelion <-> Rose
Bucket of Milk -> Bucket of Water
(15)
Slimeball -> Snowball
Bucket of Lava -> Bucket of Milk
(20)
Pumpkin Seeds -> Seeds
Red Mushroom <-> Brown Mushroom
Apple -> Wheat
(25)
Melon -> Apple
(30)
Wheat -> Melon
Bucket of Water -> Bucket of Lava
Netherwart -> Melon Seeds
Melon Seeds -> Pumpkin Seeds
(40)
Potato <-> Carrot
Melon <-> Pumpkin
Nether Brick -> Brick
(50)
Seeds -> Netherwart
Iron Ingot -> Gold Ingot
Glowstone Dust -> Redstone Dust
Snowball -> Slimeball
(55)
Gold Ingot -> Iron Ingot
Blaze Powder -> Gunpowder
(60)
Brick -> Nether Brick
(70)
Gunpowder -> Blaze Powder
(75)
Diamond <-> Emerald
(80)
Dropper <-> Dispenser
Compaction
8 Gravel -> 3 Flint
(40)
8 Clay -> 3 Bricks
(45)
8 Snowballs -> Ice Block
8 Brown Mushroom -> Brown Mushroom Block
8 Red Mushroom -> Red Mushroom Block
(55)
8 Netherrack -> 4 Nether Brick
(60)
8 Cobblestone -> Obsidian
8 Gunpowder -> 2 Fireball Charges
(70)
8 Coal -> Diamond
(75)
8 Blaze Powder -> 2 Blaze Rods
(90)
8 Nether Quartz -> Nether Star
Enrichment
Seeds -> Wheat
(20)
Sapling (Any) -> 8 Wood Logs
(25)
Bone -> Raw Chicken
Rotten Flesh -> Raw Beef
Stone -> Coal Ore
(40)
Melon Seeds -> Melon
Pumpkin Seeds -> Pumpkin
(55)
Coal Ore -> Lapis Ore
(65)
Lapis Ore -> Redstone Ore
(75)
Redstone Ore -> Emerald Ore
(85)
Iron Ore -> Gold Ore
(95)
Gold Ore -> Diamond Ore
Duplication
Unlocks duplication for all items
Repair
Durability = Alchemy Level x 16
Enhancement
Wooden Tools -> Stone Tools
(25)
Cocoa Beans -> Cookie
(30)
Leather Armor -> Iron Armor
(50)
Bucket of Milk -> Cake
Stone Tools -> Iron Tools
(55)
Iron Armor -> Gold Armor
(60)
Sand -> Soul Sand
(65)
Diamond -> Ender Pearl
Nether Quartz -> Ghast Tear
(75)
Glowstone Block -> Redstone Lamp
Apple -> Golden Apple
(80)
Chest -> Ender Chest
(85)
Gold Armor -> Diamond Armor
Stick -> Blaze Rod
(90)
Iron Tools -> Diamond Tools
Extraction:
Coal Ore -> 2 Coal
(50)
Lapis Ore -> 8 Lapis Lazuli
Iron Ore -> 2 Iron Ingots
(60)
Redstone Ore -> 8 Redstone
(80)
Nether Quartz Ore -> 2 Nether Quartz
Gold Ore -> 2 Gold Ingots
(90)
Diamond Ore -> 2 Diamonds
Emerald Ore -> 2 Emeralds
Other Images:
Downloads:
(Older Versions)
1.2.0 - Link Removed
1.1.5 - Link Removed
1.1.4 - Link Removed
1.1.3 - Link Removed
1.1.2 - Link Removed
1.1.0 - Link Removed
1.0.2- Link Removed
1.0.1- Link Removed
1.0.0 - Link Removed
How to install:
-Rune recipes changed, Eihwaz and Kenaz no longer duplicate Fehu and Ansuz recipes
-Research Handler updated; recipes should no longer be recreated if already unlocked
-World Generation tweaked
Version 1.2.0
-Added research
-Added tomes and notebook
-Recoded original recipes
-Hermetic ore spawn rate changed, hermetic ore only drops one ash now
-Added in scrolls
-Updated config file for alchemy level and ID list of blocks studied
Version 1.1.5
-Updated config file for item/block IDs
-Code optimization, no longer creates unnecessary recipes for Repair pattern
Version 1.1.4
-minor code alterations/optimization
-compaction pattern using gravel now yields 3 flint instead of 1
Version 1.1.3
-code optimization for Duplication and Repair patterns
-Duplication and Repair should now apply to non-vanilla tools and armor
-added recipes for Transmutation, Enrichment, and Enhancement patterns
Version 1.1.2
-fixed several bugs from recoded pattern recipes
-changed names of "Dyna Dust" and "Dyna Ore" to "Hermetic Ash" and "Hermetic Ore"
-reduced ore spawn rate in chunks, increased vein size
-config file should now allow players to alter the rarity, spawn depth and vein size of Hermetic Ore
-mushroom stew is no longer duplicatable
Version 1.1.1
-added in the Had, Hor and Suf runes
-recoded the original pattern recipes
-recoded the pure alchemy recipes
-previous runes still craftable, but functionally useless now
Version 1.1.0
-runic symbols added, dust now creates runes
-most dyna dust patterns removed, pure alchemy recipes added
-config file created, does not modify mod files yet
Version 1.0.2
- compaction bug fixed; full stack of cobblestone will now result in obsdian
Version 1.0.1
-duplication pattern no longer duplicates non-stackable items (tools, armor, doors, etc.)
-Dyna Ore now drops 2 Dyna Dust instead of 3
-Added repair pattern for bows, fishing rods, shears and carrot on a stick
Version 1.0.0
- mod release! (bug fixes to follow)
To-Do List:
-add in support for ores and items from other mods
-add to runic alphabet
Mod Reviews:
(Older Reviews)
KJapGaming
feetsalot123
TheGremlin599
mocandragon5
TheEratheon
In Development:
New Alchemy System - Gone are the days of hunting for ores and digging relentlessly through the earth for those fantastical Vanilla ores. Now, you'll need yourself a clay basin and some stone to start dissolving blocks into base materials. From these minerals, you can create almost anything you may need in the Minecraft world. But to get the better resources, you'll need to start firing up that furnace andd refining them to a more durable and pure state state.
Alchemy Totems - Pillars of magical energy, creating these totems can cause a number of odd things to occur, from turning a barren desert into a fertile farmland, to dissolving the rock around you, to encouraging nearby crops to grow with rapid speed. What these totems do will depend on what you use to craft them, and of course, your experimentation.
The Spread - ...the ancient scripts mention something deep within the earth. Something thought to have been buried safely away. Something... dangerous. Neither a virus, nor a plague, nor any sort of divine punishment; yet it consumes everything in it's path and absorbs it into the ever-growing mass. How can something like this be fought? You'd best start pushing your alchemy to the limit... the clock is ticking. Slowly, but still ticking.
Disclaimer/Legal Stuff:
Mod Pack Usage
You're free to use the AlcheMine Mod in any sort of mod pack or whatever else you have conjured up regarding mods (websites, videos, etc.), I'm not very tight-fisted about how my work gets shared. And if you'd be so kind as to give a nod my way to indicate "This guy made it. You might wanna check him out, if you have the time." I'd appreciate that as well. Have fun with it!
Spread the word!
If you'd like to show some love for this mod, how about hanging this lovely banner somewhere on your digital person? It would be a big help and the more demand, the more I'll get off my rear and fix things up! Look, I even simplified things for you! Just copy this code into your signature and BAM!
If you happen to have any suggestions, I'm more than willing to hear them! I'm jotting down more as I go along and adding more, so there's a chance one of your's will end up in the mod.
How about a golden apple + 7 of the dust to make Notch's Apple. You know the stronger one. I also think there should be a certain durability the dust repairs the tool per dust. Like 1 dust repairs 100 durability, etc.
A formal video review would always be welcome. It helps make the post look a bit more professional. Plus, I would like to see how others use the mod. I've tested it, but mostly for functionality purposes, and I'm always keen on suggestions for improvements and balancing.
An enchanted apple recipe will be something to look into for sure.
I've contemplated how to best go about handling the repair pattern, and upon release, I'm seeing how unnecessary it is for lower level tools (i.e. repairing wooden and diamond tools costs the same amount... I'm sill pondering how to resolve that...). I've toyed around with several other patterns, particularly ones that 'scale' (such as using more dust to repair, craft or improve higher level items. Think beacon effects based on the pyramid of minerals you have below it.)
It'll take time, and my first order of business is reducing the dust that ore blocks drop and removing duplication effects on items that shouldn't stack, like tools. But those are on my future fix-it list.
I ask this because repairing enchanted items in a crafting table results in an unenchanted item in the output.
If one dyna dust is too cheap, a possible solution could be to make a second, higher tier of dyna dust (but that would require a bunch more recipes) and use that in an anvil.
Downloaded; I'll keep checking in.
In my rush to simplify the duplication pattern, I realized the recipe also doubles items that shouldn't be stackable. Most of those should be fixed now.
I've also added bows, shears, fishing rods and carrots on a stick to the repair pattern's effectiveness. Those should be repairable now.
I'll be honest, I hadn't considered that possibility (although that does make for a handy unenchantment pattern, doesn't it?) Anvils are still an odd duck to tackle in my experience, both in programming and actual use in the game, but I'd certainly be willing to delve into it and include it in a future update.
I'm also glad you mentioned tiers for dyna dust. I won't spoil too much, but I will say I still have plans for later versions that use that very concept.
Finally, thanks for the critique and comment. As a developer, it's difficult at times to plan ahead for use by you guys, much as I try to take player experience into consideration. Suggestions like yours help smooth at the revision process very much. Thanks, and I hope you'll check back for future changes.
Diamonds for you !
Minecraft without Thaumcraft is like a pizza without cheese, tasteless !!!
Now, on to business...
Having given this a test, I've found you're right. My sincerest apologies, I'll get to work on that pronto!
I'm not sure how you're installing forge, but I would recommend MultiMC, since it's very friendly to users about getting forge installed, even with past versions of Vanilla. That being said, make sure you've got the .zip extracted before placing it in the mods folder. 1.5.1 modding seems to be a bit picky, but I've done all I can think of to simplify things for you guys.
As to the alternate uses of Dyna Dust (by the way, I've never been crazy about that name, it's been sort of a dummy name that just stuck. If you guys can think of a more unique or original one, but all means, let me know. Or if you want to keep it as it, that's fine too... ) I'm all for considering it, but those uses might have to wait until I've gotten more familiar with Java and the code for both Forge and Minecraft itself. Still, that was the original idea (well, the alpha idea, the original concept was much more 'alchemechanical', but that's another story, I'm rambling too much as it is), and the ultimate reason AlcheMine is what it currently is; the pattern laying in the crafting table is meant to harken to that concept of laying down magic circles to perform magic rites.
That's a tempting offer, but at the moment, I will have to decline it. I've batted around the idea of making actual weapons, armor and other things for the mod, and although a couple stick in my mind, I can't see them benefitting the mod meaningfully as it currently is. I'm still hammering out concepts involving the original transmutation patterns and my current preference would be to not split my focus in development. I'd rather do one thing very well then a whole lot of things shoddily, you know?
Of course, I'm still certainly appreciative of your generous offer.
well if you ever change your mind the offer is still open
Philosopher Fractals = DynaDust... dust from the philosopher stone, http://en.wikipedia.org/wiki/Philosopher's_stone .
A couple requests, suggestions, ideas...whatevers....
Try and either integrate and takeover, or stay away from the Runic Dust mod. I'd hate to see this become a lame copy, so far it's very different aside from the dust aspect. Add some mobs that spawn around DynaDust ores. Be creative????
The whole idea of the DynaDust and the crafting with it seems to be based around the idea that all the items have the same value (because higher level items don't need better/more dynadust). What I suggest is higher level items (diamonds emerald's etc ) require a higher level dynadust, made crafting dynadust and different dust together (like diamond dust, gold dust, or something).
Honestly, though, I appreciate the feedback you guys have been giving, along with your support. And I honestly have been taking what's been brought forth to heart as I continue to improve the mod (to a point where it's actually hard to change anything for fear of it damaging what people liked about it :P). That said, allow me to address a few things you guys have mentioned:
A Config file - It's in the works. Hopefully, with the next update, it shall be out and ready to tinker with. I've always felt the ore should be readily available for use, since the mod's feature is based around crafting, but I can understand why some would like it's rarity to be adjustable.
Tiered Dust - Believe me, nobody is more painfully aware of the issue of the repair pattern being unbalanced than me. (Who's gonna use all that dust to repair a wooden sword? Really?) I've toyed around with the idea of scaling certain patterns and found that their simply isn't enough space to get THAT creative. So, I've taken the initiative to add in something new (in fact, you can find it in the creative mode tab alongside the dust right now, though that's about all you can do with it.) I won't disclose everything in this post, but I will add an 'In Development' section in the original post for you guys to browse, add your thoughts on, and get excited for (if it is indeed something you can get excited about).
I'm doing my best to keep the mod centered on what it started out as and what it has grown to be: crafting table magic. As I move forward in development, I'll keep this at the forefront of all the things I change up. Thanks so much for your curiousity and support of the mod and I'll keep doing my best to deliver.
Good day!
EDIT: A suggestion! It would be easier to package your mod so that it's immediately ready to be thrown into the mods folder, as is the standard. This leaves less margin for error and might save you from dealing with error reports from those who didn't catch that they need to extract it. Of course, this is not requisite, and is left up to you.