Hello! Some may know me, but many probably do not. I am a Minecraft modder and I work on various mods, including BBMM, RSMC, and several other smaller projects. Today I would like to present to the community my newest mod, Minor Alchemy, which was suggested to me by 1nfinitize.Minor Alchemy is a very small (one new item and one new block) but VERY capable mod and with a powerful idea. It is alchemy in its rawest form; take matter and make matter. It works for both Clients and Servers. Please know that server owners can change the universal CV lists, so if an item has a different CV on the server than your client or it doesn't have one when it usually does, this is probably why.If you've ever used my mod, BBMM, you will note how it dynamically loads files into the game and creates simple mods with it. Minor Alchemy also has a built-in file loader. Here's how it works:The first time a player plays Minecraft with Minor Alchemy installed, it will create a new directory in .minecraft called MinorAlchemy. Within this directory is create a new file called basecomps.cvl, and will then attempt to calculate CV for unspecified items if it can and put them in calculated.cvl. This file will be recreated if it is deleted, so no need to worry about that!What this means is, since the syntax of this file gives information to the mod, it means ANY user can change the info in the file to their liking (including server owners). This means changing the value of an item, deleting items completely (this is akin to giving it a value of 0), or other things. This also means that any MODDER can create their mods to be usable by Minor Alchemy. It is very dynamic in it's capabilities, and that's what makes me most proud of my mods.Alright, onto the real deal!There is math involved. But don't worry, the mod will do all of that for you. CV (Conversion Value) is the data used by Minor Alchemy. Unless it is undefined (0), any item with a CV will be usable by this mod in terms of changing the items to new items. The new block, appropriately called the Alchemizer, is a multipurpose utility block where all of the alchemy magic happens. Within the block are two operation matrices; the item "masher," as I call it, and the item "copier," or the transmuting device.Here is a picture of the crafting recipe and the block's interface:
Note how the tooltip shows an item's CV (if it has one). This tooltip is unique to the Alchemizer and can't be viewed elsewhere (won't show up in inventory, etc). The exception is the Alchemical Energy Container, which always shows its CV (since this can change by mashing more CV into it or taking some away, etc).The 4x4 grid is the CV masher. It is not a crafting grid, so only things can be mashed in it. It works similarly to the crafting grid, meaning that if you exit the GUI, your items will drop upon the ground. This is the case only for the masher. The copier belongs to the container, so items put there will remain there until they are taken from the grid.Next, some pictures of how mashing items works.
In the first picture, a diamond is being mashed to extract the CV. The worth of a diamond is (default) 16384, and note how the energy container that is produced has a CV of 16384 as well. In the next picture, a total of 16 items are being mashed together, resulting in an Energy Container worth 1 diamond and 15 gold ingots (16384 + 15(4096) = 77824). In the third picture, some items are being mashed along with an energy container. This results in a new container worth that of the old container along with the new items(77824 + 4(4096) = 94208).Now, some pictures of the cloning process.
The energy container being used in the first picture is the one worth 92408 in the previous set of pictures. Only energy containers be placed into the top slot, and anything can be placed in the next slot (stack limit of one). If the energy container being used has a CV that is as high or higher than the item that is trying to be copied, a new one of those items will appear in the third slot. If one is to take this item from the slot, the amount of CV that it costs to produce is subtracted from the amount of CV in the energy container. If there is not enough energy in the container, no new items will show up in the slot, which is demonstrated in the second picture. If the energy container has no CV left, it is destroyed. Containers can be recharged just by mashing more CV into them. There aren't a crafting item, so they are really easy to get by obvious circumstances.Some final notes:Degradable items, such as tools, armor, etc. from both vanilla and mods (providing they have a CV in the first place) also have a degrading CV. A diamond shovel at max durability has a CV of 16388, and the CV decreases with every use. This degradation is a unit factor of it's total uses left over it's maximum uses. Therefore, for diamond shovels, they lose approximately 30.9 CV every time they are used, because1/1562 * 16388 = 30.9. This is automatic and not optional, for balance purposes.As of v 0.0.3.9, enchantments are now included as a "hidden cost" when mashing or copying items. The value of the enchantments are calculated via the rejuvenator's enchanting formula, and the item's value will have that added to it, but only it's default CV will show, hence "hidden costs". When cloning items, the required amount of CV of the item plus its hidden costs will be required to copy it.Expansions:
Rejuvenation:
Alright, a large update is finally here! Creeper Sword and Flight Ring have been updated (just to forge 7.7.1) and should be compatible with Minor Alchemy. The loading and saving format has been changed greatly (thanks to volDeus) to a much better caching system. Loading the game with loads of mods will take a long time on the first boot, but should be much quicker with future boots.If you've been wondering what the teaser has been all about, Minor Alchemy has received its first expansion; the Alchemical Rejuvenator! This expansion comes with two new items and one new block (serves two functions). If you don't want this expansion, it can be disabled entirely from being loaded in the config. This expansion gives you more uses for CV and has some nice end-game functionality for those who are rich with resources!Right clicking the Scroll Package will give you one scroll of each enchantment currently in-game (including ones from other mods!) Any that don't fit into your inventory are ejected into the world. Scrolls do not have a value, so be careful not to lose them because the only way to get more is to make another scroll package (or cheat them in. >_>)! They are not limited in their uses, at least, but that's the least of your worries.The Rejuvenator serves two functions. On the slot to the right of the energy container, broken tools (provided they have a CV) can be repaired for 70% the cost of making new tools via the alchemizer, plus the value of any enchantments on it (this can run the price up to the millions if you're not careful). Only broken tools will be able to be put into this slot.To the left of the energy container is the enchanting slot (only fully repaired, enchantable equipment can be placed here [these don't have to have a CV]). Place any enchantment scroll below the item you wish to enchant and an enchanted version of that item can be taken from the final slot.The Rejuvenator will automatically calculate the highest possible level (Max 10) that can be applied to the item with the given energy container. In order to choose what level you want, you will need to make an energy container of the appropriate size. (FYI, just so you know, default Fortune X costs 1168223, and will cost that much to repair, even if the tool is only missing a few durability! That's the cost of being a badass!)Screenshots:Repair cost is calculated as this:
(current durability / maximum durability) * 0.7
Enchanting using the rejuvenator allows enchantments up to level ten to be applied. Costs are calculated as such:
506ec4af-2eb4-48f0-95
f3-588a9eebbb9a
Start is configurable, weight is the enchantment's rarity (rarer enchantments have lower weight).Finally, broken enchanted items can be repaired, but the cost is very high, calculated as this:
(current durability / maximum durability) * 0.7 + sum(0, n, (start / weightn) * (3 ^ (leveln / 3)))
Arbitration:
The next expansion for Minor Alchemy has finally arrived! I've finally discovered the secret to producing items from pure energy, without copying an existing one. The trick to do so is to create an Alchemical Arbitrator, and use Alchemical Matter Containers to power it. The Arbitrator can be crafted with two Matter Containers, each with a value of 32768 CV for the top corners. A gold block placed between then helps to increase the magic, so we'll throw that in there as well. Two iron bars help the machine vent, so we'll put those on the sides. A solid layer of obsidian on the bottom prevents it from melting through the ground, and an Alchemizer in the very center to give the machine it's ability to produce items.The expansion also includes the Alchemical toolset, an increasingly powerful set of tools which degrade as they lose durability. That probably sounds redundant, but it will all be cleared up now.To craft an Alchemical tool, you will need a number of Energy Containers, each with a value that is double that of Iron Ingots. If your Iron Ingot is worth 1024 (default), you will need Matter Containers worth 2048 CV. After you have your containers, the tools are crafted in the standard way with sticks and using the Matter Containers as the tool crafting material. No armor counterpart exists.You will notice that these tools will become powerful the more they are used, but they will also degrade the more they are used - their stats are based on their current durability. To continually increase their stats, you will eventually have to repair them using an Alchemical Rejuvenator; there is no other way to repair them. So the good news is, they can last forever and continually become more powerful, and they also become more valuable as their stats increase. The bad news; since they become more valuable, they require more CV to repair.Now, a bit more about the Arbitrator, the piece for which the expansion is named. The Arbitrator is a machine of sorts that produces random items based on their value. The items it can produce are limited by a few factors. The first limitation is that an item that has no value can not be created. Items which are created are affected by the amount of matter in the energy container being used. If you use a container with a value of say 200k, it will not produce as many good items as one with say 200m.However, the amount of matter in the container also determines the cost to run a cycle. By default (config), the price to run a cycle is 10% the amount of matter. Therefore, it costs more matter to run 200m than a 200k container. The matter in the container also determines the time taken to run the cycle. More matter requires more time to run the cycle.The next thing to know is the weight_base value. This can be changed in the config, but the default is a fair 20480. This value is used in several calculations, but the first is that it is the minimum number of energy required to run a cycle. If you have a container with 10000, which is less than weight_base, then a cycle will not run. The first calculation where weight_base is used is the "crap" limiter. The crap limiter will prevent items from being created that are worth less than 10*matter/weight_base. If an item's value is worth less than that, it can not be created in this cycle.
Some items:Seeds: 1Log: 16Iron Ingot: 1024The minimum amount of matter required to prevent getting any of those items is:Seeds: 2048 (minimum required to run is 20480)Log: 32768Iron Ingot: 2097152There, you can never get seeds, and if the current amount of matter is more than 32768, you can't get logs, likewise for iron ingots if the matter is more than 2097152.
The next limitation is the stack limit. This number is configurable in the config, but defaults to 1. Any item whose stack size is less than this number will be cut from the possible outcomes. Therefore, if the stack limit is 1, this limitation is ignored. If the limit is 2, then items with a max size of 1 will be cut (such as tools, armor, etc).After the previous limitations have been checked for, the stack size is created. This is weighted and random, but generally is between 1 and 4, but it can be greater depending on the amount of energy. The math for the weightings is included after all of this.The final limitation is one that checks for if the item can even be created through the Arbitrator. This is either through my interfaces or my registry or through BBMM tags - most items that can't be cloned can not be arbitrated, but this is not necessarily the case. For Plunder Rummage, any item that can't be cloned can't be arbitrated due to obvious reasons.After all of the items are compiled and checked, a single item is picked and will be output. Changing the energy container will choose another item, to prevent getting a good output with a small amount of matter, obvious reasons once again.Math:
Item weight calculation:weight = weight_base / itemCVweight = weight ^ 0.35weight = roundup(weight)shift = 50 * currentCV / weight_baseshift = sqrt(shift)shift = roundup(shift)final = weight + shiftwhere itemCV is the value of the item and currentCV is the amount of matter in the containerStack size is calculated on a weight as well, with the weight of the highest value being the lowest value, and the weight of the lowest value being the highest value. For example, if the weight of the item is 125, the number is divided by 4 and rooted, rounded up, therefore being 6. So, the weight vs size is this:size: 1, 2, 3, 4, 5wgt: 5, 4, 3, 2, 1Therefore, you are more likely to get a size of 1 than 2, 2 than 3, and so on.
Pictures:
Crafting Recipe for Arbitrator:Inputting 200k and what I get from it:Returns from three different 200k trials, sometimes it's less, sometimes it's MUCH more:Due to the amount of items the Arbitrator can produce, you can place chests on 5 sides and the machine will put items into them after its own inventory has been filled:
Videos
Big thanks to RothXGaming for this (finally) up-to-date spotlight!
Thanks to Snowboi/snowplaysgames17 for this mod spotlight!
Thanks to TheGremlin599 for his mod review!
Thanks to Scarlet Wolves for this mod review!
Thanks to TheSmokingKoala for his mod review!
FPCR (frequently posted crash reports
If you get a crash report that starts with the following:
[color=#282828][font=Verdana, Geneva, Tahoma, sans-serif][size=small][background=rgb(242, 246, 249)]java.lang.ClassCastException: mekanism.common.item.ItemBlockOre cannot be cast to com.mod.minoralchemy.api.IAlchemyTaggable[/background][/size][/font][/color]
[color=#282828][font=Verdana, Geneva, Tahoma, sans-serif][size=small][background=rgb(242, 246, 249)]at com.mod.minoralchemy.block.ContainerAlchemizer$SlotMasher.func_75218_e(ContainerAlchemizer.java:68)[/background][/size][/font][/color]
it is a simple fix. There is an ID conflict between mekanism and Minor Alchemy. Either change the item ID of the Matter Container in MinorAlchemy.cfg, or whatever ID from Mekanism is using 3000.
If you would like another magic mod that helps you combat the threat of creepers and works with Minor Alchemy, you might try this one, requested by RadioactivFly!Creeper Sword (1.6.2)If you want to have a nice endgame ring that allows flying (along with other perks) and works with Minor Alchemy, you might try this one, requested by KasaraMe13!Flight Ring (1.6.2)Old Versions:
First download the required version of Forge (6.6.2.xyz) and install that first. after that, download this mod and follow these instructions1. Open the .minecraft folder.2. Open the /mods folder. Drop Minor Alchemy x.y.z (MC x.y.z).zip into this folder.4. Run Minecraft and enjoy Minor Alchemy!
For Modders
If you wish to make your mod usable by Minor Alchemy, follow these instructions.
1. The way Minor Alchemy's vanilla.cvl works is that, when the game is run with the mod installed, it checks to see if /MinorAlchemy/vanilla.cvl exists. If it doesn't exist, it generates the file from scratch with a file writer. You may wish to do it this way. This removed the need for a drag-n-drop .cvl to be added manually by the user. If you would like help from me, just ask me and I will help.2. Alternatively, the drag-n-drop method is much more annoying to users. Create your .cvl from scratch and just remind them to drag and drop this file into the MinorAlchemy folder before they use it.The syntax for a .cvl is as followsid : #, name (for convenience, this can be left blank), cv : #That syntax will give all items with the defined id the CV that is defined.If you wish to give different damage values a different cv, useid: #&meta, name, cv : #In the vanilla CV list, each wool has a different value because their respective dyes are differently valued. If you need more help, consult that and if you are having problems, contact me and I'll be glad to help.
If you find any bugs or have trouble, PLEASE contact me and I will help you resolve the issue. Also, crash reports help.
MOD PACKS:
I do not have any say over whether or not you use any of my mods in a mod pack. If you feel so inclined to add them to a mod pack, feel free to do so at your own discretion. This includes private packs and adding the mod to a pack that you have downloaded simply because you want to play the mod along with that pack. I would like to extend a friendly hand and ask (not require) that you notify me if you decide to include any of my mods in a public pack that you have created. I will gladly provide a link to your pack on the thread for which mod(s) is/are included in the pack, as I feel it will help both of us out a bit. As I said, this is not required, but I feel it would help benefit both parties greatly and allow me to help the creator troubleshoot problems.
Awesome mod man! I think alot of people were upset when equivalent exchange did not update with minecraft, and they lost the ability to use condensers in the most recent version! I like this alot because it doesn't add the overpowered energy collector type of block like in ee2. Perfect alchemy mod. I assume it would be easy to add endgame items you could only make with a ton of CV by requiring the crafting recipe to have an energy container with a certain energy level. Awesome mod, i'm going to add this to me and my girlfriends current modded game.
Awesome mod man! I think alot of people were upset when equivalent exchange did not update with minecraft, and they lost the ability to use condensers in the most recent version! I like this alot because it doesn't add the overpowered energy collector type of block like in ee2. Perfect alchemy mod. I assume it would be easy to add endgame items you could only make with a ton of CV by requiring the crafting recipe to have an energy container with a certain energy level. Awesome mod, i'm going to add this to me and my girlfriends current modded game.
Thanks for the feedback! You could add endgame items by using BBMM alongside it if you'd like. They would be normal items with custom parameters, but you could make the parameters very OP if you'd like, and then all that would be required would be to add a CV list to the MA directory with those items' Conversion Values. I'm glad you like it!
Another update, the game doesn't need to be restarted after the first load. Poorly placed method invocation on my part. Everything should load properly now.
Specifically the "What the heck is Alchemy Categories?" section of it (The part about multiple types of EMC).
It would complicate your mod a bit, but I think it would be for the best.
i.e. things like needing multiple types of Alchemical Energy Containers (and thus interfaces with multiple input/output slots to accommodate them).
I would be really impressed if you could this.
(Not that impressing me is of any significance whatsoever.)
I love the idea of this mod. I can take useless items in my world even modded ones and smash them into something useful.
I think the default CVs are a bit OPed. 4 gold ingots for one diamond is way out of whack. It makes high valued items too easy to get at the moment. I suppose that is what the CV file is for though.
Awesome! Is there a possibility of automating the alchemizing process using BC Engines/RP2 Transposers? Because that would be awesome to have some 1.4.7 factories that use CV to make raw materials instead of just finding the raw materials yourself.
I fixed the textures not loading in the update I'm releasing today. Shift-clicking inventory slots sends them to the 4x4 matrix, shift-click anywhere else sends them to inventory. AECs can now be copied from bigger AECs (A 10000 can create five more 2000, etc). Sort of an aesthetic feature but also a sort of 'endgame' goal, AECs now change from black to white, depending on their value (pure black is 0 CV, white is 16777215+ CV). Also created a new texture for this feature instead of just using the diamond texture. I'm also working on a fix for NEI but I've never used its API before and I don't really understand the documentation for it, so if anyone could help me with that, that'd be great.
Yes, the .cvl is there for revaluing items to the user's consent, but if you believe they should be changed, feel free to send me a revalued vanilla.cvl and I will discuss it with 1nfinitize and see if we can't get it worked out. I will also inform 1nfinitize of UberWaffe's idea and see how he feels about it. To be honest, if 1nfinitize had never suggested I do this, I probably never would have, so I have to make sure his original vision is accounted for, I'm sure you all understand.
As for automation, I think if I add this it will be a while yet, due to my lack of using APIs in the past, I tend to not like trying to figure them out on my own. If you know anyone that would be willing to help me with that, I'd be grateful. I usually only try to make my mods compatible, and that is all. I don't really add extra features to them to interact with other mods aside from my own.
Master of darkness and light, bound to no element, this entity is ruthless, cruel, but fair, when he looks at you he sees your whole soul, and if your heart is tipped to the darkness, or to the light, run, and hope he doesn't think you're worthy....
Big thanks to RothXGaming for this (finally) up-to-date spotlight!
Thanks to Snowboi/snowplaysgames17 for this mod spotlight!
Thanks to TheGremlin599 for his mod review!
Thanks to Scarlet Wolves for this mod review!
Thanks to TheSmokingKoala for his mod review!
FPCR (frequently posted crash reports
If you get a crash report that starts with the following:
it is a simple fix. There is an ID conflict between mekanism and Minor Alchemy. Either change the item ID of the Matter Container in MinorAlchemy.cfg, or whatever ID from Mekanism is using 3000.
Downloads
Download from CurseForge
This mod requires GuffCore!
Version for 1.5.2
If you would like another magic mod that helps you combat the threat of creepers and works with Minor Alchemy, you might try this one, requested by RadioactivFly!Creeper Sword (1.6.2)If you want to have a nice endgame ring that allows flying (along with other perks) and works with Minor Alchemy, you might try this one, requested by KasaraMe13!Flight Ring (1.6.2)Old Versions:
CVL Files for Popular Mods
riftssirdrake's Metallurgy 3 CVL
Known bugs
Installation
For Modders
If you wish to make your mod usable by Minor Alchemy, follow these instructions.
MOD PACKS:
[represent]
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
Thanks for the feedback! You could add endgame items by using BBMM alongside it if you'd like. They would be normal items with custom parameters, but you could make the parameters very OP if you'd like, and then all that would be required would be to add a CV list to the MA directory with those items' Conversion Values. I'm glad you like it!
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
This is looking like it is off to a good start. Maybe it will be that balanced but powerful alchemy mod many people have wanted.
I will be keeping an eye on this thread for sure, keep up the great work!!
Website: http://lightningpig333.com
Successor, I think you mean. Thanks for the feedback.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
Anyhow, going to enjoy this a lot.. after the grammer nazi inside of me fixes that mistake...
Website: http://lightningpig333.com
Glad to hear it.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
There. I put one in for you.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
http://www.minecraft...hp?topic=209.75
Specifically the "What the heck is Alchemy Categories?" section of it (The part about multiple types of EMC).
It would complicate your mod a bit, but I think it would be for the best.
i.e. things like needing multiple types of Alchemical Energy Containers (and thus interfaces with multiple input/output slots to accommodate them).
I would be really impressed if you could this.
(Not that impressing me is of any significance whatsoever.)
It's the flying cutlery that stresses me out.
I think the default CVs are a bit OPed. 4 gold ingots for one diamond is way out of whack. It makes high valued items too easy to get at the moment. I suppose that is what the CV file is for though.
Yes, the .cvl is there for revaluing items to the user's consent, but if you believe they should be changed, feel free to send me a revalued vanilla.cvl and I will discuss it with 1nfinitize and see if we can't get it worked out. I will also inform 1nfinitize of UberWaffe's idea and see how he feels about it. To be honest, if 1nfinitize had never suggested I do this, I probably never would have, so I have to make sure his original vision is accounted for, I'm sure you all understand.
As for automation, I think if I add this it will be a while yet, due to my lack of using APIs in the past, I tend to not like trying to figure them out on my own. If you know anyone that would be willing to help me with that, I'd be grateful. I usually only try to make my mods compatible, and that is all. I don't really add extra features to them to interact with other mods aside from my own.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!