Do you ever wanted to forge your very personal armor? Crafted from any materials you like? In various combination? Maybe some magic on top? Well, then you’ve come to the right place. AlchemyCraft not only allows you to forge your personal and individual armor, it also allows you to use magic to improve your armor and create powerful tools, potions and many more ...
Please keep in mind, that this Mod is currently work in progress. There are many planned features missing and have yet to be implemented. So, I need your suggestions to help me improving the mod. This is also my first mod, so please tell me what you think about it.
Let's get started then, shall we?
As of now there are the following features implemented:
a multiblock forge that allows the player to heat up ingots for processing
a Materials.cfg file that allows you to register every item you would like to use in a armor or tool
tools that allow transport of hot ingots without burning the Player
a blacksmith’s anvil and hammer to forge tool and armor parts
an armor worktable to create your personal armor out of any plates and linkages in predefined shapes
an tool worktable to create custom tools
tools that can mine every block for a higher cost of durability
the armor’s durability and resistance depends on the items used in crafting
Starting with the Mod:
A Blacksmith's Guide:
The Book "A Blacksmith's Guide" is your first starting point when diving into the glamorous world of the Blacksmith's.
Therefore you only need to craft a Blacksmith's Hammer with a Book (The Hammer won't be consumed by the process).
The Book has some main Sections as well as a Lexicon, so if you search for something Special, there you can do so.
You should start reading about the Forge Structure and especially the heating system.
If you struggle with the shape of the Forge and can't figure out what you've done wrong, here are a some examples of Forge Designs:
Special Crafting Recipes:
The following Recipes are only added if no other mod contains steel (this is a temporary Recipe)
Keep in mind, that the mod currently is in a Alpha state. Please backup your world, cause I don't know how stable the current Version might be! You have been warned!
Added Blacksmith Book (W.I.P., more pages will be added with upcoming updates)
Changed Forge Structure completely (explained in the book)
Added Forge Distributor
Added Forge Charcoal Tank
Added Forge Access Port
Added Model for Adjustable Armor, not perfectly animated
Hot raw materials now use the base texture of the item (not everything transforms into a Ingot while heating up)
Heated items now lose heat over time
Armor Worktable is now 2 Blocks wide and has new model
Removed Gui Textures that don't fit the style anymor
Fixed Tool Worktable Drops
A whole load of internal code rewriting
Added a Config-Folder with a new Materials.cfg file to allow adding every Ingot you like (look into the file to see how to add Ingots)
Reworked Anvil to allow shape based smithing
Added Tools in a way, that for my knowledge, no other mod ever did it
Added Tool Worktable, that has (for now) no gui only slots, because I'm not creative enough
Added Grindstone (currently only creative) to increase tool speed in exchange for durability
Added Forge Brick Slabs with special placing behavior ...
Updated to BeardedLib 1.1
Added Research System (currently only Ingredients) to discover and save knowledge
Added Ingredients bag (can hold up to 256 Items, that are necessary for creating potions, per Slot)
Added Potion Bottle (can be filled like a normal vanilla bottle)
Added Basic Indicator (only Creative | allows Research of Potions without having to drink them)
Added Basic simple Catalyst (needed to create Potions with secondary Effect)
Added Wooden Alchemy Lab Table (allows creation of Potions and Research of the Effects)
Added Potions (Effect only visible if you created the Potion and know the Effect)
Blacksmith's Hammer now applies 2 Seconds of Mining-Fatique
Blacksmith's Anvil now has a cooldown of 1 second (in Detail: no matter how you spam, it only use one hit per second)
The Forge now destroys every Item inside, once the heat is over 2000 (a new huge Trashcan)
Ingredients (like powders) will show their Primary and secondary Effect, once researched
Research will be saved in the playerdata Folder, by following this shape: <UUID>.ac
Changed Anvil Gui (preparation for the future)
Added Forge Redstone Port - will emit a Redstone signal if the heat of the forge is higher than the one defined in the forge Interface (Textfield next to the current heat).
Added Forge Item Import - automatically gathers Items from a adjusted Inventory and fill the appropriate slots. It won't pull out any of the items inside the forge! Also it can be controlled by redstone
Added Creative Forge Heater [Creative Only] - When no redstone signal applied and the forge has some heat, it will heat up the forge by 50 heat units every second.
Added Mortar and Pestle - currently only used for crafting powders
Added Lavender - can be harvested like wheat. Currently only used in crafting into powder (Powder is equal to purple dye)
Added Shade Rose - can only be planted on Obsidian and if the light level is below 10. Currently only used for crafting into powder (Powder is equal to black dye)
Added toggle tool tip for some Items
Added Alchemical Symbol key (Default 'F') - pressing while hovering over a Item will show Alchemical Symbols (only a couple symbols available)
Fixed Forge Charcoal still burns when Interface is broken
Fixed Forge structure miss interprating the structure
Fixed Forge Recipes don't accept items from ore Dictionary
Thanks for reading and stopping by. I hope you like the idea and the mod itself. More Content is deffinetly on the way!
You are not allowed to publish a Version of the mod. When you want to add a download on your Website etc. You have to link to this post or the curse-forge site. No excuse! I'm not going to support files downloaded from any other sites.
If you want to use it in a Pack:
The the following conditions must be met:
1. You cannot make any money off of the mod pack. (Donations made to entertainers such as streamers who are simply playing with the mod are fine.)
2. You cannot claim that you made any part of this mod, and you must give credit to the author of the mod (Dr_Schnauzer).
3. If I ever ask you to remove my mod from your pack, for whatever reason, you do so.
4. If the mod pack is to be made available to the public, then please send me a PM on these forums, so I can mention your pack as a reference. Exception: If your pack is released solely on the Feed The Beast launcher, the specific permission requirement is waived but I still ask that you send me a PM to let me know about the pack.
I reserve the right to alter, remove, or add any conditions at any time and for any reason.
I may in the future want to list and link to public mod packs that include AlchemyCraft so please send me a PM with a link once your public mod pack has been released - but this not a requirement, only a suggestion. Thank you!
The problem with that is i have to wait till Tinkers' updates until I'm able to update my Mod. I have plans to create an implementation of TC Ingots, but a full compatibility won't be possible, due to the fact, that I don't want the Player to just simply melt up Ingots and pour them into a cast, the Mod should use some time until you have your armor/tools. But time will show how the mod evolves.
I already have created a System, that allows the creation of hot Ingots and plates out of any Ingot that is registered in the Ore Dictionary and ís able to be crafted into a armor. The problem I currently have is, that Team COFH added a armor for every Ingot, so I have to somewhen rewrite the code. Until that time I disabled this function.
I know :(, but right now I haven't got a better Idea for textures, also I can't imagine a multiblock representing a forge in a different structure. But the system itself is different, sure you need a controller/interface to access the hole multiblock, but TC uses Lava as a fuel source, on the other hand my mod use solid fuel to create a base heat and the higher temperatures can only be achieved by using bellows. I also have plans to implement redstone ports, for heat measuring, a item port and different types of bellows (to allow some automated heat Generation).
Way to make it complicated! However, I like that! Also can't wait for you to release a minimally working version. I like the idea that you can lose ingots if it gets to hot, just like the real thing.
Just realized that there is no way in h-e.double hockey sticks that your 49 slot worktable will ever be compatible with NEI.
so here is an idea for the future, have the table provide a drop down list of templates that can be designed, selecting one will make ghosted versions of plates and linkages appear on the grid. This will allow the player to easily place their myriad pieces into the right places.
I'm so glad there is audience for the complicated system finds. I already have plans to allow the player to view the different shapes. My plan is to add a book that contains the basic sets of armor and tools. You will be able to expand your knowledge you can find pages or trade them to expand your book, to be able to create various different armor models with different features and so on. But for now there are more important parts of the mods, that need to be finished first.
This mod looks brilliant, I thought there would never be a mod like this! I am extremely happy with this and I thought Tinkers' Construct was becoming boring, somewhat overrated and overused in modpacks. This will do perfectly. One last thing, what other metals do you think you'll add and will the mod replace vanilla recipes for amour,weapons/tools and etc? Looking forward to see this mod and keep up the good work.
Thank you very much.
What metals I want to implement exactly? I have no clue, time will show. But what I can tell you is that I have plans on adding a ingredient System, that allows you to put (only a example, I don't know if I'm going to implement exactly this) glowstone in the forge and the surrounding Ingots get a, kind of, modifier, that is kept when turning them into plates and give the wearer a additional effect. In this case you for example glow, depending on how many plates got this extra modifier. Also I will create different heat Levels for the Ingots to allow more variety in the hardening process.
I actually have plans on removing the recipes for Vanilla armor (and later maybe Tools), but both will be a config option, also the movement slow down, depending on the plates in the armor, will be a config value.
I've updated the Post and added the new features and processing System changes. I think the System itself should now be relatively stable and I am currently planning releasing the first Alpha this friday
I did it, I uploaded the first Alpha of AlchemyCraft as well as my library that is needed for the Mod to work.
I've tried to link curse forge, but it doesn't seems to work too well, so here is a Manual link (But before downloading read the main Post again, thank you!)