Tinctures sound like an excellent use of the distillery, interested to see what you do with it.
I really like the overall concept of the mod and it expands an aspect of the game I felt needs better fleshing out while staying closer to the more fantasy roots of MC (while I appreciate the work that is put into tech-mods, I tend not to use them). Before I found this I had plans on trying to use CubeX2's Custom Stuff 2 to create mortar and pedstle system that would allow me to grind up various items into various colored dusts that could be combined in different ratios and would be stored in a pouch. Using the pouch would consume the combination, granting various potion buffs but also giving negative buffs as well, sort of like an "early game" potion system before you venture into the Nether. I also had thoughts of designing a potion belt for compressed player inventory storage.
This mod pretty much hits on a lot of ideas I had been kicking around, so I'm happy to see it developed.
Also yeah, the new forums upgrade doesn't have the best editor for posting, hopefully they will get it fixed soon, keeps eating sections of my posts when I edit or just has really buggy formatting. :X
Tinctures sound like an excellent use of the distillery, interested to see what you do with it.
I really like the overall concept of the mod and it expands an aspect of the game I felt needs better fleshing out while staying closer to the more fantasy roots of MC (while I appreciate the work that is put into tech-mods, I tend not to use them). Before I found this I had plans on trying to use CubeX2's Custom Stuff 2 to create mortar and pedstle system that would allow me to grind up various items into various colored dusts that could be combined in different ratios and would be stored in a pouch. Using the pouch would consume the combination, granting various potion buffs but also giving negative buffs as well, sort of like an "early game" potion system before you venture into the Nether. I also had thoughts of designing a potion belt for compressed player inventory storage.
This mod pretty much hits on a lot of ideas I had been kicking around, so I'm happy to see it developed.
Also yeah, the new forums upgrade doesn't have the best editor for posting, hopefully they will get it fixed soon, keeps eating sections of my posts when I edit or just has really buggy formatting. :X
Oooh, the idea of a potion belt...can I steal that? (I'll totally give you credit...I'm thinking a potion bandoleer like this or this, worn across the chest like this).
My goal is something that feels like vanilla minecraft, or like something that might happen in vanilla minecraft if Steve decided to become an Alchemist. And I agree...the potion system and brewing stuffs need more mods!
Oooh, the idea of a potion belt...can I steal that? (I'll totally give you credit...I'm thinking a potion bandoleer like this or this, worn across the chest like this).
My goal is something that feels like vanilla minecraft, or like something that might happen in vanilla minecraft if Steve decided to become an Alchemist. And I agree...the potion system and brewing stuffs need more mods!
Of course, go ahead, I think its an excellent idea for your mod.
I like the idea of a bandoleer, reminds me a bit of the Witcher wherein some of Geralt's armors had just that over his left shoulder (Witcher is the only other game that I think has an interesting Alchemy system.. Elder Scrolls series is nice at times, but some things feel off... like the whole wheel of cheese+cheese wedge thing in Oblivion ).
Ok, I have an idea, and it may get a lil chewed up between my brain to my hands but here it goes. It's a hybrid of the injectors and weapons. How about a sword or maybe a dagger a player makes that ya put in a crafting table with a potion, or potion injector. and ya fill the blade with charges of what ever potion ya happen to put in it. Or better yet a fancy bow ya do the same with much like the arrow coats in monster hunter? Or better yet a gun ya make potion infused bullets for.
Ok, I have an idea, and it may get a lil chewed up between my brain to my hands but here it goes. It's a hybrid of the injectors and weapons. How about a sword or maybe a dagger a player makes that ya put in a crafting table with a potion, or potion injector. and ya fill the blade with charges of what ever potion ya happen to put in it. Or better yet a fancy bow ya do the same with much like the arrow coats in monster hunter? Or better yet a gun ya make potion infused bullets for.
I like the idea of being able to inject potions into other players as well, but I'm unsure if combining it into a weapon is really needed. If injectors are a thing, then it would make since that you could just poke a player with the needle as well. Say right click for self use, shift right click to inject whatever you are targeting. Would work well with de-zombification of villagers as well.
Also, Jakimfett, been discussing the mod with some people I play MC with who seem interested in this and they've voiced the suggestion of making the Diffuser configurable. Right now, according to the OP it defaults to a 20x20x20 area, but sometimes you only need it to work in a 3x3x3 or so. So their suggestion was to be able to tweak the diffuser (probably through a GUI, argue that your are tweaking how much you are unstopping the Diffuser and how much heat you are giving it) to adjust its range. That way you could have it cover a range of 20x20x20 or even more, but it burns through potions (and fuel if it ever requires the potion to be heated as suggested in the OP) at an increased rate, but with a smaller radius it it consume potions at a decreased rate.
There was also the suggestion of some miscellaneous world gen, but I think it might be beyond the scope of the mod, not to mention I'm unsure about your full plans for the mod, but they suggested that there should be environmental features that acted like the diffusers, like a swamp plant that diffuses poison around it, that could be harvested and grounded up with a mortal and pestle to make a substance to be used for powerful poisons, etc. Unsure about this myself as I don't think it really fits, but it was suggested.
I was also asked to inquire if you were planning to add other potion effects outside of the unused ones left by Mojang, such as Poison Resistance (which would be incredibly handy).
edit: apparently a common word for poking someone with a needle hits the word filter on these forums.
For the most part, this mod is intended as an expansion of the brewing system. I'm planning on having potion-infused metals somewhere down the road, but it won't be for a while.
Already have some plans for worldgen of "abandoned" buildings in the Jungle or Hills biomes...not sure how it'll end up looking, exactly, but I've been thinking about it.
I was also asked to inquire if you were planning to add other potion effects outside of the unused ones left by Mojang
I'm definitely hoping to add new potion effects, but I'm not sure if it will be possible. For now, I'm working on making the existing effects as interesting and usable as possible.
loving your mod and have wanted to see something like it for a long time. I would think about using baubles for your bandoleer but that would be up to you.
loving your mod and have wanted to see something like it for a long time. I would think about using baubles for your bandoleer but that would be up to you.
Thanks, I'm glad you're enjoying it! I've got a *lot* in the pipe, so keep an eye on the for.
Also...thank you so much for mentioning Baubles. That's definitely a better option than writing my own custom inventory slot. I was debating about just making it a chest slot, but that seemed...much less usable.
If you decide to use Baubles, please add a config option to disable anything that relies on Baubles. I haven't tested it recently, but when I used Baubles about three months ago it was giving incompatibility errors with Cauldron run servers.
If you decide to use Baubles, please add a config option to disable anything that relies on Baubles. I haven't tested it recently, but when I used Baubles about three months ago it was giving incompatibility errors with Cauldron run servers.
Yeah, anything not built-in that I use will be completely optional. If nothing else, the Baubles stuff gives me a good example of how to add inventory slots. Although, I suppose I could look at Galacticraft, or Tinker's Construct...
Yup, but it's quite a bit outdated. Once I get the new Diffuser balanced, I'll probably do a couple of short videos on the various mechanics (or have someone do them for me...).
Were you looking for something in particular?
(sorry for the delay in response, I'm spending Thanksgiving week with family, and at times have no internet)
Yup, but it's quite a bit outdated. Once I get the new Diffuser balanced, I'll probably do a couple of short videos on the various mechanics (or have someone do them for me...).
Were you looking for something in particular?
(sorry for the delay in response, I'm spending Thanksgiving week with family, and at times have no internet)
Okay. I'm not looking for something in particular, it's more so I feel like a decent video can explain a mod much better than words Basically i was hoping to see a mod spotlight just showing off various features haha.
Oi, just did a bit of work to balance things for survival mode. You can grab the latest build from the AlchemyPlusPlus Jenkins if you want to test it out.
By default, the diffuser has a range of 20, holds 333 millibuckets of potion fluid, and uses 1 millibucket of fluid per second.
If you place the diffuser on top of a burning furnace, it doubles the range of the diffuser, but also doubles the rate of fluid use.
This results in a potion being consumed while non-heated in about 5 1/2 minutes, and a heated diffuser using up a potion in about 2 3/4 minutes.
You can adjust all these values in the config file. Please let me know if you think the defaults should be changed, or any bugs you find.
Minor update this morning, I simplified the way to get the various mob drops.
To get the springy cord, kill a slime with fire or fall damage.
To get the squid eye, kill a squid with a pair of shears.
To get the iron powder, kill a golem with your bare hands.
I'm (eventually) going to be removing the iron powder in favor of oreDict iron powder.
The next thing I'm going to be adding is the mortar and pestle, and as part of that I'm going to add various plant parts (eg leaves, stems, roots) for you guys to play with. The plant parts and ground up plant parts will be used to brew various different potions.
It's awesome to watch a dev actively working a mod and taking advice, rather than what I traditionally see of a nearly abandoned mod with 1 post a month. Looking forward to using this mod a lot! I always found vanilla potions lacking somehow.
That being said, is it your mod that disables the vanilla brewing stand recipe? Unfortunately there's no easy way to track down which mod is causing that, but yours is a possibility so I wanted to ask. Other mods use the brewing stand for a material in other recipes, so not being able to craft it is a hindrance.
I'll keep investigating why it's disabled, but I may end up having to use minetweaker to re-add the recipe manually.
It's awesome to watch a dev actively working a mod and taking advice, rather than what I traditionally see of a nearly abandoned mod with 1 post a month. Looking forward to using this mod a lot! I always found vanilla potions lacking somehow.
That being said, is it your mod that disables the vanilla brewing stand recipe? Unfortunately there's no easy way to track down which mod is causing that, but yours is a possibility so I wanted to ask. Other mods use the brewing stand for a material in other recipes, so not being able to craft it is a hindrance.
I'll keep investigating why it's disabled, but I may end up having to use minetweaker to re-add the recipe manually.
I'm glad you're enjoying watching the process!
About the brewing stand...in 1.6.4, there was a "hardcore mode" switch in the config file that changed the brewing stand recipe. I've completely disabled (and I think even removed the code to make it work) that bit in 1.7.10, because I need to rework the "hard mode" mechanic completely.
I just tested the latest 1.7.10 version, and it appears to be the normal brewing stand recipe:
Any chance there's some other mod messing with the recipe?
Hello jakimfett! There is a stable version to minecraft 1.6.4? Thank you!
Ahhhh...depends on how you define "stable".
I have a final 1.6.4 build, but it doesn't have any of the fun enhancements that I've added since updating to 1.7.10...and there's a pretty significant bug with the diffuser that causes clientside lag. I really recommend grabbing the latest 1.7.10 prerelease.
If you're really determined to use 1.6.4...I've uploaded a 1.6.4 version to the AlchemyPlusPlus CurseForge project page.
hey what about a confusion potion. it would mix up your buttons making it harder for you to walk, also try a paralyzation potion also a way to give potion effect to someone else like a single target would be nice. I was thinking an injector of some kind but these are just ideas
I really like the overall concept of the mod and it expands an aspect of the game I felt needs better fleshing out while staying closer to the more fantasy roots of MC (while I appreciate the work that is put into tech-mods, I tend not to use them). Before I found this I had plans on trying to use CubeX2's Custom Stuff 2 to create mortar and pedstle system that would allow me to grind up various items into various colored dusts that could be combined in different ratios and would be stored in a pouch. Using the pouch would consume the combination, granting various potion buffs but also giving negative buffs as well, sort of like an "early game" potion system before you venture into the Nether. I also had thoughts of designing a potion belt for compressed player inventory storage.
This mod pretty much hits on a lot of ideas I had been kicking around, so I'm happy to see it developed.
Also yeah, the new forums upgrade doesn't have the best editor for posting, hopefully they will get it fixed soon, keeps eating sections of my posts when I edit or just has really buggy formatting. :X
Oooh, the idea of a potion belt...can I steal that? (I'll totally give you credit...I'm thinking a potion bandoleer like this or this, worn across the chest like this).
My goal is something that feels like vanilla minecraft, or like something that might happen in vanilla minecraft if Steve decided to become an Alchemist. And I agree...the potion system and brewing stuffs need more mods!
All work licensed under the Don't Be a Jerk license.
Of course, go ahead, I think its an excellent idea for your mod.
I like the idea of a bandoleer, reminds me a bit of the Witcher wherein some of Geralt's armors had just that over his left shoulder (Witcher is the only other game that I think has an interesting Alchemy system.. Elder Scrolls series is nice at times, but some things feel off... like the whole wheel of cheese+cheese wedge thing in Oblivion ).
I like the idea of being able to inject potions into other players as well, but I'm unsure if combining it into a weapon is really needed. If injectors are a thing, then it would make since that you could just poke a player with the needle as well. Say right click for self use, shift right click to inject whatever you are targeting. Would work well with de-zombification of villagers as well.
Also, Jakimfett, been discussing the mod with some people I play MC with who seem interested in this and they've voiced the suggestion of making the Diffuser configurable. Right now, according to the OP it defaults to a 20x20x20 area, but sometimes you only need it to work in a 3x3x3 or so. So their suggestion was to be able to tweak the diffuser (probably through a GUI, argue that your are tweaking how much you are unstopping the Diffuser and how much heat you are giving it) to adjust its range. That way you could have it cover a range of 20x20x20 or even more, but it burns through potions (and fuel if it ever requires the potion to be heated as suggested in the OP) at an increased rate, but with a smaller radius it it consume potions at a decreased rate.
There was also the suggestion of some miscellaneous world gen, but I think it might be beyond the scope of the mod, not to mention I'm unsure about your full plans for the mod, but they suggested that there should be environmental features that acted like the diffusers, like a swamp plant that diffuses poison around it, that could be harvested and grounded up with a mortal and pestle to make a substance to be used for powerful poisons, etc. Unsure about this myself as I don't think it really fits, but it was suggested.
I was also asked to inquire if you were planning to add other potion effects outside of the unused ones left by Mojang, such as Poison Resistance (which would be incredibly handy).
edit: apparently a common word for poking someone with a needle hits the word filter on these forums.
For the most part, this mod is intended as an expansion of the brewing system. I'm planning on having potion-infused metals somewhere down the road, but it won't be for a while.
When I go to make the potion injector, I'll check and see how tough it would be to make that a thing. No promises, but...I like the idea.
That's been the plan from the start, I just haven't gotten around to balancing it yet. The current value is purely for testing purposes.
Already have some plans for worldgen of "abandoned" buildings in the Jungle or Hills biomes...not sure how it'll end up looking, exactly, but I've been thinking about it.
I'm definitely hoping to add new potion effects, but I'm not sure if it will be possible. For now, I'm working on making the existing effects as interesting and usable as possible.
All work licensed under the Don't Be a Jerk license.
Thanks, I'm glad you're enjoying it! I've got a *lot* in the pipe, so keep an eye on the for.
Also...thank you so much for mentioning Baubles. That's definitely a better option than writing my own custom inventory slot. I was debating about just making it a chest slot, but that seemed...much less usable.
All work licensed under the Don't Be a Jerk license.
Yeah, anything not built-in that I use will be completely optional. If nothing else, the Baubles stuff gives me a good example of how to add inventory slots. Although, I suppose I could look at Galacticraft, or Tinker's Construct...
All work licensed under the Don't Be a Jerk license.
Yup, but it's quite a bit outdated. Once I get the new Diffuser balanced, I'll probably do a couple of short videos on the various mechanics (or have someone do them for me...).
Were you looking for something in particular?
(sorry for the delay in response, I'm spending Thanksgiving week with family, and at times have no internet)
All work licensed under the Don't Be a Jerk license.
Okay. I'm not looking for something in particular, it's more so I feel like a decent video can explain a mod much better than words Basically i was hoping to see a mod spotlight just showing off various features haha.
No worries about slow reply!
By default, the diffuser has a range of 20, holds 333 millibuckets of potion fluid, and uses 1 millibucket of fluid per second.
If you place the diffuser on top of a burning furnace, it doubles the range of the diffuser, but also doubles the rate of fluid use.
This results in a potion being consumed while non-heated in about 5 1/2 minutes, and a heated diffuser using up a potion in about 2 3/4 minutes.
You can adjust all these values in the config file. Please let me know if you think the defaults should be changed, or any bugs you find.
All work licensed under the Don't Be a Jerk license.
To get the springy cord, kill a slime with fire or fall damage.
To get the squid eye, kill a squid with a pair of shears.
To get the iron powder, kill a golem with your bare hands.
I'm (eventually) going to be removing the iron powder in favor of oreDict iron powder.
The next thing I'm going to be adding is the mortar and pestle, and as part of that I'm going to add various plant parts (eg leaves, stems, roots) for you guys to play with. The plant parts and ground up plant parts will be used to brew various different potions.
All work licensed under the Don't Be a Jerk license.
All work licensed under the Don't Be a Jerk license.
That being said, is it your mod that disables the vanilla brewing stand recipe? Unfortunately there's no easy way to track down which mod is causing that, but yours is a possibility so I wanted to ask. Other mods use the brewing stand for a material in other recipes, so not being able to craft it is a hindrance.
I'll keep investigating why it's disabled, but I may end up having to use minetweaker to re-add the recipe manually.
I'm glad you're enjoying watching the process!
About the brewing stand...in 1.6.4, there was a "hardcore mode" switch in the config file that changed the brewing stand recipe. I've completely disabled (and I think even removed the code to make it work) that bit in 1.7.10, because I need to rework the "hard mode" mechanic completely.
I just tested the latest 1.7.10 version, and it appears to be the normal brewing stand recipe:
Any chance there's some other mod messing with the recipe?
Ahhhh...depends on how you define "stable".
I have a final 1.6.4 build, but it doesn't have any of the fun enhancements that I've added since updating to 1.7.10...and there's a pretty significant bug with the diffuser that causes clientside lag. I really recommend grabbing the latest 1.7.10 prerelease.
If you're really determined to use 1.6.4...I've uploaded a 1.6.4 version to the AlchemyPlusPlus CurseForge project page.
All work licensed under the Don't Be a Jerk license.