I'm looking forward to the new stuff! This mod is probably my second favorite, after Twilight Forest but before Tinker's Construct. But Twilight Forest isn't updated!
I have noticed that even Tinker's Construct slime boots don't handle elytra damage well. I brought myself down to half a heart diving into the end portal.
I managed to get all my stuff back, thanks to the slime boots, a regular sky stone, and the fact that I was using an ender chest to put my loot in. I only lost some chorus fruits and my enchanted diamond leggings.
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Thank you, modders everywhere, for donating hundreds of hours to make my Minecraft copy better.
I'm looking forward to the new stuff! This mod is probably my second favorite, after Twilight Forest but before Tinker's Construct. But Twilight Forest isn't updated!
Twilight forest is... Yeah, man, I can't even begin to compete at that level.
UPDATED to 2.3!
The changelog (stuff that was stable enough to release):
1. Gunpowder is now a furnace fuel, burning for ten seconds (one smelt).
2. Wands are once again pretty decent melee weapons, causing enemies struck with them to catch fire; the stronger the wand, the greater the fire damage. They still lack right-click powers at present, however.
3. You can again duplicate singing stones. Surround a singing stone with 8 quartz in the crafting grid, and pull out a duplicate without using up the original.
4. The Ash Smith is now the Ash Feeder; such blocks already in worlds will change to this. To use an ash feeder, park a hopper under it (touching the bottom of the feeder; no gap). Every ten seconds, an alchemical ash (item) will be produced inside the block, which the hopper can then suck out. Stick that pairing on top of a furnace, and it's infinitely supplied. It can still be used to craft everything the Ash Smith could.
5. The Blast Smith is now the Powder Feeder; such blocks already in worlds will change to this. This functions as the ash feeder, but supplies gunpowder. Since gunpowder is now a fuel, you can thus plug a powder feeder into the side/back of a furnace to fuel it infinitely. Additionally, you now use an ash feeder, rather than a cinder(? whatever) smith to craft it.
6. The Sand Spitter is now the Sand Feeder. Same deal.
7. Since hoppers are now pretty fundamental, a new hopper recipe has been added: Swap out the iron ingots in a normal hopper recipe for ash bricks (the items), get hopper.
.........
For those following the mod long-term, please note:
Over future updates, the cinder/blaze/inferno smiths will be replaced or orphaned (recipes removed). Multi-part feeder/hopper/furnace/hopper machines using the blocks introduced here will be moving to the centre stage of "infinite resource engines" as development continues.
So, if you're currently running with the core smiths as a central feature of your playthrough, or building towards them, you may want to build up a nice stock of bales or start engineering such a machine now; this is your "transitional" update.
It's like... I scrimped and saved and finally made enough money to buy a money printer. Ten minutes with an Efficiency V diamond shovel and I've almost got three.
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Thank you, modders everywhere, for donating hundreds of hours to make my Minecraft copy better.
Also I just saw your post and AWESOME. Though it came just in time for my auto-furnace setup to be made defunct, so I probably won't be using it as much as I might have. But after a while I'll probably go back to it, since, well, look at what's happening.
As for Twilight Forest, sometimes less is better. You've had an update almost ever other day recently, whereas Twilight Forest hasn't updated for over a year.
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Thank you, modders everywhere, for donating hundreds of hours to make my Minecraft copy better.
It's like... I scrimped and saved and finally made enough money to buy a money printer. Ten minutes with an Efficiency V diamond shovel and I've almost got three.
Yeah, the blaze smith is like sharp corner in the power curve right now, which I want to even out. Until 2.2, it was a hard slog, then you hit it, then you go through the roof.
Infinite furnaces make the start-up much, much smoother, and they can scale up by building nice big factories, so that's the slog bit taken care of; now I need to tamp down the crazy at the top level.
Before I pull the Cinder, Blaze, and Inferno smiths, though, I want to have a set of nice stable "Eaters" to go with the "Feeders", which will auto-craft ashes to cinders, cinders to blaze, and so on. Because telling people to build factories? That's fun. Telling them they'll need to hand-sift ashes forever? Not.... So much.
I can't wait to pour a ton of resources into a giant stone box that just gives me free inferno bales forever. That was what I was aiming for already, except this time the box will contain more than just a piston, a redstone clock, an auto-miner, and an inferno smith.
If you could add a recipe for name tags in the next version that would be great. I don't care how many inferno bales it costs, I need one to name an endermite for an enderman farm.
Actually, I found one in a dungeon chest, but it would still be nice.
To actually add to the thread, I must say the sky stone is just so useful. I can't imagine life without it any more. That, elytra, and slime boots are something I keep on my at all times.
Actually, I found one in a dungeon chest, but it would still be nice. Sorry for tripleposting.
To actually add to the thread, I must say the sky stone is just so useful. I can't imagine life without it any more. That, elytra, and slime boots are something I keep on my at all times.
Not documented, but:
Vital Catalyst + Slime Egg + Emerald block = Villager Egg... And librarians trade in Name Tags.
So, there's that already. And for later, I'm expecting to bundle up Ruins with AA in a pack at some point, with my own Alchemic-Ash-specific set of ruins (that will have quite a few accessible treasure chests, using the simple dungeon loot table).
Update the OP? It doesn't say how to get ash bricks (the item).
Oh, dur....
Yeah, I really do need to fix my documentation throughout. So caught up trying to make it work right, I'm falling behind on explaining it right.
On the upside, I'm pretty sure that after the next big update, which will be pretty major, it's just going to be bugfixes and documentation for a good long while.
(Also: It's two ash, shapeless, per brick, and four bricks, shapeless, for a brick block. The curseforge documents are almost up to date, and are right if combined with the changelog there.)
I did see the villager egg recipe when I installed Just Enough Items. I mean, sure, why not start a village? I can't find one anywhere and I have a blaze smith, so I have infinite emeralds.
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Thank you, modders everywhere, for donating hundreds of hours to make my Minecraft copy better.
Your signature mentions a dimension where nothing happens at all. What happened to it?
In the update from 1.7 to 1.10, I pulled everything that consistently generated errors or had flaws I couldn't fix.
Much of that has returned; still remaining are right-click powers for wands and The Nowhere. It was effectively a bright foggy Ender that was entirely "mushroom biome", but it constantly had errors with liquids and other little nonsense. Eventually, I'd like to bring it back; I'm still tinkering with it. But I'm not in a screaming hurry; I've finally got automation where I want, and would like to pause here in major development for a while and get all of that juuuuuust perfect.
(And get a modpack around it; that's a goal, too).
In the update from 1.7 to 1.10, I pulled everything that consistently generated errors or had flaws I couldn't fix.
Much of that has returned; still remaining are right-click powers for wands and The Nowhere. It was effectively a bright foggy Ender that was entirely "mushroom biome", but it constantly had errors with liquids and other little nonsense. Eventually, I'd like to bring it back; I'm still tinkering with it. But I'm not in a screaming hurry; I've finally got automation where I want, and would like to pause here in major development for a while and get all of that juuuuuust perfect.
(And get a modpack around it; that's a goal, too).
Away! Enough recipes and functions have changed that I'd have to maintain separate documentation and redirect people between the two, which I'm not really interested in doing.
I'm looking forward to the new stuff! This mod is probably my second favorite, after Twilight Forest but before Tinker's Construct. But Twilight Forest isn't updated!
I have noticed that even Tinker's Construct slime boots don't handle elytra damage well. I brought myself down to half a heart diving into the end portal.
I managed to get all my stuff back, thanks to the slime boots, a regular sky stone, and the fact that I was using an ender chest to put my loot in. I only lost some chorus fruits and my enchanted diamond leggings.
Twilight forest is... Yeah, man, I can't even begin to compete at that level.
UPDATED to 2.3!
The changelog (stuff that was stable enough to release):
1. Gunpowder is now a furnace fuel, burning for ten seconds (one smelt).
2. Wands are once again pretty decent melee weapons, causing enemies struck with them to catch fire; the stronger the wand, the greater the fire damage. They still lack right-click powers at present, however.
3. You can again duplicate singing stones. Surround a singing stone with 8 quartz in the crafting grid, and pull out a duplicate without using up the original.
4. The Ash Smith is now the Ash Feeder; such blocks already in worlds will change to this. To use an ash feeder, park a hopper under it (touching the bottom of the feeder; no gap). Every ten seconds, an alchemical ash (item) will be produced inside the block, which the hopper can then suck out. Stick that pairing on top of a furnace, and it's infinitely supplied. It can still be used to craft everything the Ash Smith could.
5. The Blast Smith is now the Powder Feeder; such blocks already in worlds will change to this. This functions as the ash feeder, but supplies gunpowder. Since gunpowder is now a fuel, you can thus plug a powder feeder into the side/back of a furnace to fuel it infinitely. Additionally, you now use an ash feeder, rather than a cinder(? whatever) smith to craft it.
6. The Sand Spitter is now the Sand Feeder. Same deal.
7. Since hoppers are now pretty fundamental, a new hopper recipe has been added: Swap out the iron ingots in a normal hopper recipe for ash bricks (the items), get hopper.
.........
For those following the mod long-term, please note:
Over future updates, the cinder/blaze/inferno smiths will be replaced or orphaned (recipes removed). Multi-part feeder/hopper/furnace/hopper machines using the blocks introduced here will be moving to the centre stage of "infinite resource engines" as development continues.
So, if you're currently running with the core smiths as a central feature of your playthrough, or building towards them, you may want to build up a nice stock of bales or start engineering such a machine now; this is your "transitional" update.
Alchemic Ash is my mod.
It's full of slime and furnaces and fireballs and magic gems and explosions and lightning.
I just made my first blaze smith.
It's like... I scrimped and saved and finally made enough money to buy a money printer. Ten minutes with an Efficiency V diamond shovel and I've almost got three.
Also I just saw your post and AWESOME. Though it came just in time for my auto-furnace setup to be made defunct, so I probably won't be using it as much as I might have. But after a while I'll probably go back to it, since, well, look at what's happening.
As for Twilight Forest, sometimes less is better. You've had an update almost ever other day recently, whereas Twilight Forest hasn't updated for over a year.
Yeah, the blaze smith is like sharp corner in the power curve right now, which I want to even out. Until 2.2, it was a hard slog, then you hit it, then you go through the roof.
Infinite furnaces make the start-up much, much smoother, and they can scale up by building nice big factories, so that's the slog bit taken care of; now I need to tamp down the crazy at the top level.
Before I pull the Cinder, Blaze, and Inferno smiths, though, I want to have a set of nice stable "Eaters" to go with the "Feeders", which will auto-craft ashes to cinders, cinders to blaze, and so on. Because telling people to build factories? That's fun. Telling them they'll need to hand-sift ashes forever? Not.... So much.
Alchemic Ash is my mod.
It's full of slime and furnaces and fireballs and magic gems and explosions and lightning.
I can't wait to pour a ton of resources into a giant stone box that just gives me free inferno bales forever. That was what I was aiming for already, except this time the box will contain more than just a piston, a redstone clock, an auto-miner, and an inferno smith.
If you could add a recipe for name tags in the next version that would be great. I don't care how many inferno bales it costs, I need one to name an endermite for an enderman farm.
Actually, I found one in a dungeon chest, but it would still be nice.
To actually add to the thread, I must say the sky stone is just so useful. I can't imagine life without it any more. That, elytra, and slime boots are something I keep on my at all times.
Not documented, but:
Vital Catalyst + Slime Egg + Emerald block = Villager Egg... And librarians trade in Name Tags.
So, there's that already. And for later, I'm expecting to bundle up Ruins with AA in a pack at some point, with my own Alchemic-Ash-specific set of ruins (that will have quite a few accessible treasure chests, using the simple dungeon loot table).
Alchemic Ash is my mod.
It's full of slime and furnaces and fireballs and magic gems and explosions and lightning.
Update the OP? It doesn't say how to get ash bricks (the item).
Oh, dur....
Yeah, I really do need to fix my documentation throughout. So caught up trying to make it work right, I'm falling behind on explaining it right.
On the upside, I'm pretty sure that after the next big update, which will be pretty major, it's just going to be bugfixes and documentation for a good long while.
(Also: It's two ash, shapeless, per brick, and four bricks, shapeless, for a brick block. The curseforge documents are almost up to date, and are right if combined with the changelog there.)
Alchemic Ash is my mod.
It's full of slime and furnaces and fireballs and magic gems and explosions and lightning.
I did see the villager egg recipe when I installed Just Enough Items. I mean, sure, why not start a village? I can't find one anywhere and I have a blaze smith, so I have infinite emeralds.
Updated both the mod and the docs; the Automation overhaul is DONE.
Alchemic Ash is my mod.
It's full of slime and furnaces and fireballs and magic gems and explosions and lightning.
Your signature mentions a dimension where nothing happens at all. What happened to it?
AWESOME
In the update from 1.7 to 1.10, I pulled everything that consistently generated errors or had flaws I couldn't fix.
Much of that has returned; still remaining are right-click powers for wands and The Nowhere. It was effectively a bright foggy Ender that was entirely "mushroom biome", but it constantly had errors with liquids and other little nonsense. Eventually, I'd like to bring it back; I'm still tinkering with it. But I'm not in a screaming hurry; I've finally got automation where I want, and would like to pause here in major development for a while and get all of that juuuuuust perfect.
(And get a modpack around it; that's a goal, too).
Alchemic Ash is my mod.
It's full of slime and furnaces and fireballs and magic gems and explosions and lightning.
Where did the 1.7 version go?
Away! Enough recipes and functions have changed that I'd have to maintain separate documentation and redirect people between the two, which I'm not really interested in doing.
Alchemic Ash is my mod.
It's full of slime and furnaces and fireballs and magic gems and explosions and lightning.
Modpack is now under construction.
Doesn't want to work for me yet (haven't made one of these on curseforge before), but it's in alpha at least.
Mainly, letting people know so they can now look over what I'm including and where I'm going with that, if you're interested.
Alchemic Ash is my mod.
It's full of slime and furnaces and fireballs and magic gems and explosions and lightning.
Will this be updated to 1.11 any time soon? ;D