There's too many 1.9pre2 informations mixed in this thread that makes it a lot confusing, but to sumarize everything:
In 1.9pre3 old cauldron system from 1.9pre2 was completly removed and replaced by UNFINISHED new 1.9pre3 brewing system, that have ONLY 3 potions withount effect and 6 potions with effect (in 3 tiers: normal/stronger/durable) (+ water bottle and empty bottle) ??? *sadface*
edit: Also the Risugamis list of all 32766 potions mentioned in top post is incorrect in 1.9pre3, there's completly different potions under given IDs now.
The heck, which thread are you reading? I've had most of that information removed from the OP for quite a few days now unless I'm missing something.
Cauldrons are still useful. My brewery is in the nether(i have a nether wart farm), and you cant really place water in the nether itself, but you can place water in cauldrons.This allows me to gather the water in bottles.(up to 3 water bottles per cauldron)
There's too many 1.9pre2 informations mixed in this thread that makes it a lot confusing, but to sumarize everything:
In 1.9pre3 old cauldron system from 1.9pre2 was completly removed and replaced by UNFINISHED new 1.9pre3 brewing system, that have ONLY 3 potions withount effect and 6 potions with effect (in 3 tiers: normal/stronger/durable) (+ water bottle and empty bottle) ??? *sadface*
edit: Also the Risugamis list of all 32766 potions mentioned in top post is incorrect in 1.9pre3, there's completly different potions under given IDs now.
I think you're missing a few there.
Speed, Instant health, Instant damage, slowness, poison, strength, weakness and fire resistance are available, unless I'm just too tired to remember correctly.
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"DNA - when programming in spam becomes anti-tampering measures." -Self, on DNA
"Just because it's made of an explosive gas and an accelerant doesn't mean water is flammable!" -Self, on a poorly-worded commentary on water.
Just a video submission for explaining potions including newbie friendly explanation of where to find the various ingredients (for anyone new to Minecraft).
Just a video submission for explaining potions including newbie friendly explanation of where to find the various ingredients (for anyone new to Minecraft).
I do like how I see some comments saying that the current brewing system is 'broken'.
The current available potions are like a stack of cards, we only have a few of the cards and the rest is back at Mojang. So it's not really broken, it's just incomplete.
most likely true.
Also, seeing how I haven't tried the 1.9pre#2 hacked in brewing system, I might miss something. But the arguments of 'not being able to have multiple effects' seem kinda stupid to me, why wouldn't you be able to take a insta health potion, add sugar to it, and get a health + speed potion?
I would guess that there will be ingredients having multiple effects by default (1 good 1 bad) or maybe only if the current potion already has 2 or more effects, a bad one is automaticly added.
While I understand the issue with the waiting, I don't see an issue with the rest of the system compared to, what I heard of, the 'old' brewing system.
If you haven't tried it, then you can't really be so judgmental. Granted, I doubt your opinion would change. XD
Now, I disliked the randomness of the old system, as a lot of it made no sense. But, I strongly dislike that the new system doesn't allow for anything outside of A+B = C [insofar as Ingredient + extender = result], because it doesn't encourage exploring the mechanic at all. I don't mind the timer - if anything it makes sense - but given that it stays the same length for ALL ingredients, and any number of bottles, it seems a little bit unfinished. granted, this is the pre-release so I don't mind as much about that either.
I liked the idea, though, that a combination of effectors could be worth more than the sum of their parts, or rather, primary potion effects.
Finally, in the current system, negative effects have no reason to exist at all - so why bother getting spider eyes, let alone fermenting them?
No, I liked it when they could impart a beneficial effect after some tinkering, even if it was highly randomized tinkering.
Short version: The old system would be great, if it was a LITTLE predictable, and you could tell what potion was in the cauldron. That was all *I* felt it needed, rather than a mundane A + B = C system like it is now, with no room for an "X" or "Z". or even an "If A+B>N, Substitute N for A" would make it more interesting, and have a predictable result, and allow for more tinkering to be possible.
Rollback Post to RevisionRollBack
"DNA - when programming in spam becomes anti-tampering measures." -Self, on DNA
"Just because it's made of an explosive gas and an accelerant doesn't mean water is flammable!" -Self, on a poorly-worded commentary on water.
Messed with the OP a bit, it's amazing how much time you can waste just formatting things to try and make them more readable, hahah. Can't imagine how long it must take story book authors to fix up all that writing.
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Sometimes I wish some of the ingredients didn't have to be in the Nether. I mean, I fell in lava 3 times just to set up a camp to LOOK FOR Blazes, just so I can make a brewing stand. Honestly, the Nether should be a bit safer if it requires that much alchemist attention... Or add something similar to a fire resistance potion available in the Overworld?
No, scratch all of the above. I just thought about what would happen if we let a means of alchemy into the hands of griefers. Ohh, that would be worse than 50 Endermen... Good thing it takes such hard work; griefers never persevere that long.
Sometimes I wish some of the ingredients didn't have to be in the Nether. I mean, I fell in lava 3 times just to set up a camp to LOOK FOR Blazes, just so I can make a brewing stand. Honestly, the Nether should be a bit safer if it requires that much alchemist attention... Or add something similar to a fire resistance potion available in the Overworld?
No, scratch all of the above. I just thought about what would happen if we let a means of alchemy into the hands of griefers. Ohh, that would be worse than 50 Endermen... Good thing it takes such hard work; griefers never persevere that long.
The Nether is easy compared to what it used to be--ghast spawn rates are finally under control. I can't imagine the Nether being safer than it already is without fundamental changes. Fire resist potions available without blaze powder would make the first Blaze encounters trivial. It's well-balanced as it is now, and most importantly, it gives the player a reason to go to the Nether, since glowstone, ghast tears, blaze rods, and netherwart are all integral potion components.
The Nether is easy compared to what it used to be--ghast spawn rates are finally under control. I can't imagine the Nether being safer than it already is without fundamental changes. Fire resist potions available without blaze powder would make the first Blaze encounters trivial. It's well-balanced as it is now, and most importantly, it gives the player a reason to go to the Nether, since glowstone, ghast tears, blaze rods, and netherwart are all integral potion components.
Haha, true.
Sometimes I do wish I could speed up ghast spawns a little, I have a large area I built to kill them over. Granted, I hate having three ghasts in range at once, so...
Rollback Post to RevisionRollBack
"DNA - when programming in spam becomes anti-tampering measures." -Self, on DNA
"Just because it's made of an explosive gas and an accelerant doesn't mean water is flammable!" -Self, on a poorly-worded commentary on water.
So the plus about the previous cauldron was the experimenting part?
Hmm, maybe I'm completely off here, but I don't think that brewing changes that. Well, obviously it has for now, but I'm still assuming we will be getting thousands of different potions. So the experimenting would most likely be there.
I'm also thinking the negative effect potions can have a positive outcome when combined with x or y, but keeping negative aswell.
I just don't really think the brewing system will be as shallow as it appears to be now.. but maybe thats just me being optimistic.
Yeah, I hope you're right there.
but the current brewing system has no exploration - the ingredients just aren't coded that way.
But hey, we have more coming.
Just as long as it doesn't stay this shallow... @_@
Rollback Post to RevisionRollBack
"DNA - when programming in spam becomes anti-tampering measures." -Self, on DNA
"Just because it's made of an explosive gas and an accelerant doesn't mean water is flammable!" -Self, on a poorly-worded commentary on water.
Yeah, I hope you're right there.
but the current brewing system has no exploration - the ingredients just aren't coded that way.
But hey, we have more coming.
Just as long as it doesn't stay this shallow... @_@
Yeah, I hope you're right there.
but the current brewing system has no exploration - the ingredients just aren't coded that way.
But hey, we have more coming.
Just as long as it doesn't stay this shallow... @_@
On the contrary, I think the current system is deeper than the old one. The old one had a lot of complexity between you and your desired potion, but there was no depth to it. At least with this system you can conciously make tradeoffs: do I want a stronger potion or a potion that lasts longer? That choice alone surpasses the old system, which had no balance structure in it, and didn't even let you refine your recipie. You couldn't take an existing recipie and simply tweak it in a meaningful way. Changing it could drastically alter what you got.
It gets a result.
You can download pre-release 3 here, swap the .jar for the one in your minecraft folder.
The heck, which thread are you reading? I've had most of that information removed from the OP for quite a few days now unless I'm missing something.
I think you're missing a few there.
Speed, Instant health, Instant damage, slowness, poison, strength, weakness and fire resistance are available, unless I'm just too tired to remember correctly.
"Just because it's made of an explosive gas and an accelerant doesn't mean water is flammable!" -Self, on a poorly-worded commentary on water.
Just a video submission for explaining potions including newbie friendly explanation of where to find the various ingredients (for anyone new to Minecraft).
YouTube | Google+ | Twitter
Added your video to the thread.
If you haven't tried it, then you can't really be so judgmental. Granted, I doubt your opinion would change. XD
Now, I disliked the randomness of the old system, as a lot of it made no sense. But, I strongly dislike that the new system doesn't allow for anything outside of A+B = C [insofar as Ingredient + extender = result], because it doesn't encourage exploring the mechanic at all. I don't mind the timer - if anything it makes sense - but given that it stays the same length for ALL ingredients, and any number of bottles, it seems a little bit unfinished. granted, this is the pre-release so I don't mind as much about that either.
I liked the idea, though, that a combination of effectors could be worth more than the sum of their parts, or rather, primary potion effects.
Finally, in the current system, negative effects have no reason to exist at all - so why bother getting spider eyes, let alone fermenting them?
No, I liked it when they could impart a beneficial effect after some tinkering, even if it was highly randomized tinkering.
Short version: The old system would be great, if it was a LITTLE predictable, and you could tell what potion was in the cauldron. That was all *I* felt it needed, rather than a mundane A + B = C system like it is now, with no room for an "X" or "Z". or even an "If A+B>N, Substitute N for A" would make it more interesting, and have a predictable result, and allow for more tinkering to be possible.
"Just because it's made of an explosive gas and an accelerant doesn't mean water is flammable!" -Self, on a poorly-worded commentary on water.
I don't think there is, but is a Strength Potion what you want?
YouTube | Google+ | Twitter
Naw, i've already made some of those. I'm sure there's going to be more potions in the full release of 1.9.
No, scratch all of the above. I just thought about what would happen if we let a means of alchemy into the hands of griefers. Ohh, that would be worse than 50 Endermen... Good thing it takes such hard work; griefers never persevere that long.
The Nether is easy compared to what it used to be--ghast spawn rates are finally under control. I can't imagine the Nether being safer than it already is without fundamental changes. Fire resist potions available without blaze powder would make the first Blaze encounters trivial. It's well-balanced as it is now, and most importantly, it gives the player a reason to go to the Nether, since glowstone, ghast tears, blaze rods, and netherwart are all integral potion components.
Haha, true.
Sometimes I do wish I could speed up ghast spawns a little, I have a large area I built to kill them over. Granted, I hate having three ghasts in range at once, so...
"Just because it's made of an explosive gas and an accelerant doesn't mean water is flammable!" -Self, on a poorly-worded commentary on water.
Yeah, I hope you're right there.
but the current brewing system has no exploration - the ingredients just aren't coded that way.
But hey, we have more coming.
Just as long as it doesn't stay this shallow... @_@
"Just because it's made of an explosive gas and an accelerant doesn't mean water is flammable!" -Self, on a poorly-worded commentary on water.
Who knows anymore.
On the contrary, I think the current system is deeper than the old one. The old one had a lot of complexity between you and your desired potion, but there was no depth to it. At least with this system you can conciously make tradeoffs: do I want a stronger potion or a potion that lasts longer? That choice alone surpasses the old system, which had no balance structure in it, and didn't even let you refine your recipie. You couldn't take an existing recipie and simply tweak it in a meaningful way. Changing it could drastically alter what you got.
I like it! Maybe we're getting a usage for damage potions now.