Main project information will be kept updated at CurseForge so go check it out!
Version 0.1.05 is now out, and is not compatible with saves made using pre-v0.1.03 versions due to item removal.
Focus: Alchemy and soul manipulation.
~~~Features:
A harder, but rewarding, alchemy approach, with multiple planned branches.
~~Planned Releases:
Current version: v0.1.04
Current Focus: Adding item features. (usable tools, effects, right-click effects, etc.)
v0.1 - Add every block and item
v0.2 - Add final recipes and GUI's where needed
v0.3 - Add mod support
v0.4 - Update mod and implement ideas in [FUTURE] tags
v0.6 - Start testing for bugs
v1.0 - Hopefully a stable release
~~~Changelog:
v0.1.05
Added Elemental Armors, fixed a bug where Sorceror's Stone wasnt craftable
Added Terra and Pyro elemental plates, which can be crafted with tools to give them enchantments
(pyro is currently no longer a fuel, as i forgot to re-add that upon mod restart)
v0.1.04
Src code rewrite, new textures, new items, and removed a lot of the old stuff that was just pretty items.
chalk system dropped for souls, which are dropped all the time from their respective mobs. now you will craft a sorcerer's stone using souls.
v0.1.03
Finally added a method to craft items with enchantments, so the tools now have enchantments when you craft them.
Made Terra easier to make (~30 iron ingots per tool? come on, what was I thinking)
Added Two tiers of Terra tools.
Pyro can now be used as fuel.
Mercury ore glows slightly.
The machines now have textures, with GUIs coming next update (hopefully)
v0.1.02
Made the Terrametal Tools actual tools (havent got pre-enchanted tools yet), and just some slight restructure of the code.
v0.1.01
Same as before, but I fixed a bug I immediately found out. (I accidentally ctrl-z'd the last two hours of coding and had to fix that.)
v0.1.0 - PUBLIC RELEASE.
~~~~Features:
Souls: There are four different types of souls; Hostile, Passive, Villager, and Fake. The first three soul types drop from the mobs you'd expect them to, and the fake soul can be crafted using hostile mob drops (or found from golems/slimes)
Sorcerer's stone: By crafting together souls and some ingredients you can make yourself chunks of sorcerer's stones, which are cheaper, but single-use and require mercury, and cant be used for high-level alchemy, or you can combine those chunks together and make a Sorcerer's stone, which is an infinite-use item, but requires expensive catalysts.
Alchemy: Use the power of the the Sorcerer's stone to duplicate your items at the cost of a catalyst and combine certain items together to make other hard to find items.
Elemental magic: By combining nature and alchemy you seem to have found a way to isolate the specific elements and manipulate them to perform rudimentary magic.
Magic: You will be able to harness the elements to create items that perform certain tasks, such as creating infinite water pools, sending fireballs flying, or letting you leap great distances and avoid fall damage.
~~~~[Currently WIP] Machines:
~~Workbench of the Elements; Extract base elements from items and trap them in glass bottles.
~~Alchemic Infuser; Infuse items (mostly cloth and metals) with elements to create stuff like Pyrocloth, Terrametal, etc.
~~Alkahest Recombiner (name definitely going to change); Recombine liquid matter with base items into more complex items, more complex items require more matter
~~Alchemic Alembic; Put items in and it will dissolve them into liquid matter based on their M(atter) V(alue), only covering vanilla items, but I will add support for the more common mods, plus the ability to edit/add the MV of any item in the config in a later version
~~Spotlights:
Coming soon!
~~~Mod Support: (planned)
[PLANNED AS AN ADDITIONAL RELEASE ALONG WITH v.0.3]
Thermal Expansion Add-on (Alkamatter):
[PLANNED FOR RELEASE IN THE FUTURE AFTER STABLE RELEASE]
I already like the ideas, you've even added the idea of the Homunculus, which is was going to suggest^^
I drew a lot of inspiration from fullmetal alchemist, (firecloth gloves, earthmover gloves, Homunculus) but tbh i was gonna scrap the homunculus, as I thought it was a stupid concept, but after taking a look at Thermal Epxansion i felt like i could probably do something similar, and release it as an addon to Alchemagy. But thanks for the reply! Glad to see you enjoy my ideas!
After a long hiatus, I am pleased to announce that (after some urging from my roommate) I am continuing to work on this mod again, after which I will (hopefully) be updating it to newer minecraft versions
Follow my project on Twitter and
Main project information will be kept updated at CurseForge so go check it out!
Version 0.1.05 is now out, and is not compatible with saves made using pre-v0.1.03 versions due to item removal.
Focus: Alchemy and soul manipulation.
~~~Features:
A harder, but rewarding, alchemy approach, with multiple planned branches.
~~Planned Releases:
Current version: v0.1.04
Current Focus: Adding item features. (
usable tools,effects, right-click effects, etc.)v0.1 - Add every block and item
v0.2 - Add final recipes and GUI's where needed
v0.3 - Add mod support
v0.4 - Update mod and implement ideas in [FUTURE] tags
v0.6 - Start testing for bugs
v1.0 - Hopefully a stable release
~~~Changelog:
v0.1.05
Added Elemental Armors, fixed a bug where Sorceror's Stone wasnt craftable
Added Terra and Pyro elemental plates, which can be crafted with tools to give them enchantments
(pyro is currently no longer a fuel, as i forgot to re-add that upon mod restart)
v0.1.04
Src code rewrite, new textures, new items, and removed a lot of the old stuff that was just pretty items.
chalk system dropped for souls, which are dropped all the time from their respective mobs. now you will craft a sorcerer's stone using souls.
v0.1.03
Finally added a method to craft items with enchantments, so the tools now have enchantments when you craft them.
Made Terra easier to make (~30 iron ingots per tool? come on, what was I thinking)
Added Two tiers of Terra tools.
Pyro can now be used as fuel.
Mercury ore glows slightly.
The machines now have textures, with GUIs coming next update (hopefully)
v0.1.02
Made the Terrametal Tools actual tools (havent got pre-enchanted tools yet), and just some slight restructure of the code.
v0.1.01
Same as before, but I fixed a bug I immediately found out. (I accidentally ctrl-z'd the last two hours of coding and had to fix that.)
v0.1.0 - PUBLIC RELEASE.~~~~Features:
Sorcerer's stone: By crafting together souls and some ingredients you can make yourself chunks of sorcerer's stones, which are cheaper, but single-use and require mercury, and cant be used for high-level alchemy, or you can combine those chunks together and make a Sorcerer's stone, which is an infinite-use item, but requires expensive catalysts.
Alchemy: Use the power of the the Sorcerer's stone to duplicate your items at the cost of a catalyst and combine certain items together to make other hard to find items.
Elemental magic: By combining nature and alchemy you seem to have found a way to isolate the specific elements and manipulate them to perform rudimentary magic.
Magic: You will be able to harness the elements to create items that perform certain tasks, such as creating infinite water pools, sending fireballs flying, or letting you leap great distances and avoid fall damage.
~~~~[Currently WIP] Machines:
~~Workbench of the Elements; Extract base elements from items and trap them in glass bottles.
~~Alchemic Infuser; Infuse items (mostly cloth and metals) with elements to create stuff like Pyrocloth, Terrametal, etc.
~~Alkahest Recombiner (name definitely going to change); Recombine liquid matter with base items into more complex items, more complex items require more matter
~~Alchemic Alembic; Put items in and it will dissolve them into liquid matter based on their M(atter) V(alue), only covering vanilla items, but I will add support for the more common mods, plus the ability to edit/add the MV of any item in the config in a later version
~~Spotlights:
Coming soon!
~~~Mod Support: (planned)
[PLANNED AS AN ADDITIONAL RELEASE ALONG WITH v.0.3]
Thermal Expansion Add-on (Alkamatter):
[PLANNED FOR RELEASE IN THE FUTURE AFTER STABLE RELEASE]
Thaumcraft add-on (Materiomancy):
~~Downloads:
Release v0.1.05
Release v0.1.04
Alpha v0.1.03
Alpha v0.1.02
Alpha v0.1.01
Alpha v0.1Alright, keep this professional.
*ahem*
Butts.
I drew a lot of inspiration from fullmetal alchemist, (firecloth gloves, earthmover gloves, Homunculus) but tbh i was gonna scrap the homunculus, as I thought it was a stupid concept, but after taking a look at Thermal Epxansion i felt like i could probably do something similar, and release it as an addon to Alchemagy. But thanks for the reply! Glad to see you enjoy my ideas!
Alright, keep this professional.
*ahem*
Butts.
Just released the first public build! just a basic alchemy system for now, but thats changing soon.
Alright, keep this professional.
*ahem*
Butts.
After a long hiatus, I am pleased to announce that (after some urging from my roommate) I am continuing to work on this mod again, after which I will (hopefully) be updating it to newer minecraft versions
Alright, keep this professional.
*ahem*
Butts.