Just a quick suggestion: the default brewstand smokes a bit when it's operating. Could you make the brewery have a particle effect to show when it's operating? Like smoke particles or froth or something.
Just a quick suggestion: the default brewstand smokes a bit when it's operating. Could you make the brewery have a particle effect to show when it's operating? Like smoke particles or froth or something.
I did have the vague notion of making smoke/bubble particles that come off of the Brewery when it is working, but they never made it into the release.
We'll definitely take it into consideration. Thanks for the suggestion!
One more thing (Feb vacation, I have absolutely nothing to do :P), but this is more of a bug report than anything. I'm running into some rendering issues regarding Buildcraft's tanks. With my whole modpack intact, the potion is invisible in the tank and I can't gauge the contents. I isolated my mods to just Buildcraft, Brewcraft and Redgearcore, and the contents of the tanks are a blinking, flat yellow. Similarly, the liquid bar in the Brewery's UI is either invisible or flat blinky yellow (water renders fine in both cases though). I'm at a bit of a loss because it's being a little silly even with the most barebones setup possible.
That's just about the only actual issue I've run into at this point. A case of the ol' blinky pee is far better than having my save broken, that's for sure!
One more thing (Feb vacation, I have absolutely nothing to do ), but this is more of a bug report than anything. I'm running into some rendering issues regarding Buildcraft's tanks. With my whole modpack intact, the potion is invisible in the tank and I can't gauge the contents. I isolated my mods to just Buildcraft, Brewcraft and Redgearcore, and the contents of the tanks are a blinking, flat yellow. Similarly, the liquid bar in the Brewery's UI is either invisible or flat blinky yellow (water renders fine in both cases though). I'm at a bit of a loss because it's being a little silly even with the most barebones setup possible.
That's just about the only actual issue I've run into at this point. A case of the ol' blinky pee is far better than having my save broken, that's for sure!
Huh. I didn't encounter any rendering issues during testing, and I can't think of any reason why this should/could be happening. We'll look into it, and see if we can't get that fixed for 1.7. Thanks for reporting it!
You get Blessed Powder from dungeon chests or villager trades.
I wanted to make the wither potion use skulls, but Eno thought that was too expensive.
Remedy cures poison, and Remedy II will also cure hunger and I think confusion.
Holy water heals and regenerates hunger, except for undead who are hurt.
No love for the brewery? Or potion of ascension?
I'm glad you like the combustion potion. :P
I hadn't noticed the drinking problem. I know exactly where that is, I can fix it easily.
You're right, Eno didn't list the remedy potion in the main post.
Hello again, everyone! We've been working recently on porting Brewcraft to 1.7. Not only this, but we've added a couple things for you, too! We're not too far away from a 1.7 release, but we have a few noted bugs to squash and a couple things to balance.
What have we added? It's a secret, but here's a peek at a couple new potions. Get out your microscopes, because I couldn't get the icons any bigger than this.
These icons belong to none other than the Potion of Cryogenics and the Potion of Stability. The Potion of Cryogenics is similar to the Potion of Slowness, but to an extreme - the entity affected will hardly be able to move! The Potion of Stability grants the affected entity partial immunity to knockback, a major advantage in combat.
found a bug relating to regeneration potions. Glowstone extends, but redstone does nothing?
Correct, I have recently realized a glaring overlook on my part. I neglected to acknowledge that a Potion of Regeneration II even exists, so there isn't a recipe for it currently. Sorry about that, it'll be fixed as soon as possible.
I think your mod is really cool, but i will like to know if this mod is compatible like buildcraft and thermal expansion, for example, if you can automate all the mechanism with pipes and sutff like that. If already some one made this question im sorry Any way, really cool mod!
I'm glad you asked!
It is compatible with both Buildcraft and Thermal Expansion. The liquid can flow through Buildcraft pipes and into tanks, and the Potion of Combustion fluid can be used to power Buildcraft's Combustion Engines.
As for Thermal Expansion, the Brewery can be automated in a contraption with TE machines, if you're creative enough to do something like that.
I hope this makes sense, just ask if there's anything else you want to know!
Hello! There should be a way to modify aspects of potions, like using a new block to add items to the potion to fine tune the timing and potency or add special effects like "Only works on said mob" or "This part of the effect removed." There should also be a way to mix potions together, as well as separate mixed potions. But really awesome mod, hope you take my ideas into consideration, and on a final note: spiking. Spike food items with potions or poisons, and add poisons to weapons (preferably compatible with tinker's construct) and healing/protective effects to armors. You can also use holy and cursed items to curse/bless weapons and armor, both giving sets of effects, perhaps curses only working in the nether and blessings in the overworld? Thanks for being awesome!
Hello! There should be a way to modify aspects of potions, like using a new block to add items to the potion to fine tune the timing and potency or add special effects like "Only works on said mob" or "This part of the effect removed." There should also be a way to mix potions together, as well as separate mixed potions. But really awesome mod, hope you take my ideas into consideration, and on a final note: spiking. Spike food items with potions or poisons, and add poisons to weapons (preferably compatible with tinker's construct) and healing/protective effects to armors. You can also use holy and cursed items to curse/bless weapons and armor, both giving sets of effects, perhaps curses only working in the nether and blessings in the overworld? Thanks for being awesome!
Hmm. . . the evil genius inside of me just woke up.
None of those things will be terribly easy, but some of them certainly pretty cool. I'll think about it, and see what we can do without destroying our compatibility with other mods.
Thanks for the suggestions, I'm glad you like the mod!
Hmm. . . the evil genius inside of me just woke up.
None of those things will be terribly easy, but some of them certainly pretty cool. I'll think about it, and see what we can do without destroying our compatibility with other mods.
Thanks for the suggestions, I'm glad you like the mod!
You're welcome! Finally, mod author that responds to posts! By the way, I am working on a mod, so if there is a brewcraft API to add new potions (and for spiking :D,) that would be awesome! Thanks!
You're welcome! Finally, mod author that responds to posts! By the way, I am working on a mod, so if there is a brewcraft API to add new potions (and for spiking ,) that would be awesome! Thanks!
*face-palm* I can't believe how stupid I was. The API allows adding recipes, but I didn't even think of allowing it to add new fluids or potions. I think I'll do that today. The code is already there, I'll just make is accessible from the API.
Thinks like "Only works on said mob" would be impossible. Well, impossible to do on vanilla potions without replacing them, and we don't intend to do that.
I have thought about potion mixing. The current set up isn't designed for it, but I have an idea that might work. However, I'm not sure if we'll do it, it would be a bit of work and require lots of changes to what we already have.
I don't think we could add effects to normal items or tools. Maybe we could make a special weapon that could do it.
Tinker's Construct tools however, are far from normal, and it might be totally possible to do that.
You're welcome! Finally, mod author that responds to posts! By the way, I am working on a mod, so if there is a brewcraft API to add new potions (and for spiking :D,) that would be awesome! Thanks!
Blackhole has just realized that we haven't done anything to compensate for adding potions via an API. . . thanks a ton for bringing that up, we'll release a new API with our next release.
*face-palm* I can't believe how stupid I was. The API allows adding recipes, but I didn't even think of allowing it to add new fluids or potions. I think I'll do that today. The code is already there, I'll just make is accessible from the API. Thinks like "Only works on said mob" would be impossible. Well, impossible to do on vanilla potions without replacing them, and we don't intend to do that. I have thought about potion mixing. The current set up isn't designed for it, but I have an idea that might work. However, I'm not sure if we'll do it, it would be a bit of work and require lots of changes to what we already have. I don't think we could add effects to normal items or tools. Maybe we could make a special weapon that could do it. Tinker's Construct tools however, are far from normal, and it might be totally possible to do that.
My thoughts exactly. There are a lot of things that are impossible to do, but 'spiking' could probably be done, if we're creative enough.
Blackhole has just realized that we haven't done anything to compensate for adding potions via an API. . . thanks a ton for bringing that up, we'll release a new API with our next release.
My thoughts exactly. There are a lot of things that are impossible to do, but 'spiking' could probably be done, if we're creative enough.
It is possible if the weapon checks what mob it hits, then if it hits a mob on a whitelist or a mob not on a blacklist it can apply the potion effect. It can even be done with command blocks! Kind of like how people said colored lights or cubic chunks were impossible, but slightly easier lol :DOh and by the way, I want to add this to my modpack (I think it's awesome) but is that OK? Usually I don't ask when there are no terms and conditions as I hate copyright anyway (just my thoughts, I'm an information is free type) but I have respect for this project, it looks really awesome!
It is possible if the weapon checks what mob it hits, then if it hits a mob on a whitelist or a mob not on a blacklist it can apply the potion effect. It can even be done with command blocks! Kind of like how people said colored lights or cubic chunks were impossible, but slightly easier lol
Oh and by the way, I want to add this to my modpack (I think it's awesome) but is that OK? Usually I don't ask when there are no terms and conditions as I hate copyright anyway (just my thoughts, I'm an information is free type) but I have respect for this project, it looks really awesome!
Hmm, that's true. . . we could do it completely through events, if we figure out how we could physically get the weapon to display that it can apply a potion effect to a mob.
I've recently discovered that mod authors do not have the legal ability to enforce their licenses even if they do have one, so there really is no use in having one. Even if we did have a license, you can most definitely use the mod in a mod pack. If I may ask, where can I find your mod pack?
Hmm, that's true. . . we could do it completely through events, if we figure out how we could physically get the weapon to display that it can apply a potion effect to a mob.
I've recently discovered that mod authors do not have the legal ability to enforce their licenses even if they do have one, so there really is no use in having one. Even if we did have a license, you can most definitely use the mod in a mod pack. If I may ask, where can I find your mod pack?
You can display it Tinker's Construct style, perhaps with a Mekanism-like shift for more information feature. Oh and you can find my modpack on technic, and my mod is currently in the planning stages but I will post the github here if you want it
Crazycraft II '99 Deluxe : 1.2.5DEPRECATEDProsdod's Pack '77 Arcade Turbo Deluxury 8 Cylinder 1.5 for Minecraft version 1.8.X: The spiritual successor to Crazycraft II '99 Deluxe.
Thanks, we appreciate your interest in the project!
Crazycraft II '99 Deluxe : 1.2.5DEPRECATEDProsdod's Pack '77 Arcade Turbo Deluxury 8 Cylinder 1.5 for Minecraft version 1.8.X: The spiritual successor to Crazycraft II '99 Deluxe.
I did have the vague notion of making smoke/bubble particles that come off of the Brewery when it is working, but they never made it into the release.
We'll definitely take it into consideration. Thanks for the suggestion!
That's just about the only actual issue I've run into at this point. A case of the ol' blinky pee is far better than having my save broken, that's for sure!
Crazycraft II '99 Deluxe : 1.2.5DEPRECATEDProsdod's Pack '77 Arcade Turbo Deluxury 8 Cylinder 1.5 for Minecraft version 1.8.X: The spiritual successor to Crazycraft II '99 Deluxe.
Huh. I didn't encounter any rendering issues during testing, and I can't think of any reason why this should/could be happening. We'll look into it, and see if we can't get that fixed for 1.7. Thanks for reporting it!
Thanks for the showcase, I really appreciate it! I'll just add that to the main post!
I wanted to make the wither potion use skulls, but Eno thought that was too expensive.
Remedy cures poison, and Remedy II will also cure hunger and I think confusion.
Holy water heals and regenerates hunger, except for undead who are hurt.
No love for the brewery? Or potion of ascension?
I'm glad you like the combustion potion. :P
I hadn't noticed the drinking problem. I know exactly where that is, I can fix it easily.
You're right, Eno didn't list the remedy potion in the main post.
What have we added? It's a secret, but here's a peek at a couple new potions. Get out your microscopes, because I couldn't get the icons any bigger than this.
These icons belong to none other than the Potion of Cryogenics and the Potion of Stability. The Potion of Cryogenics is similar to the Potion of Slowness, but to an extreme - the entity affected will hardly be able to move! The Potion of Stability grants the affected entity partial immunity to knockback, a major advantage in combat.
Glowstone extends, but redstone does nothing?
Correct, I have recently realized a glaring overlook on my part. I neglected to acknowledge that a Potion of Regeneration II even exists, so there isn't a recipe for it currently. Sorry about that, it'll be fixed as soon as possible.
I'm glad you asked!
It is compatible with both Buildcraft and Thermal Expansion. The liquid can flow through Buildcraft pipes and into tanks, and the Potion of Combustion fluid can be used to power Buildcraft's Combustion Engines.
As for Thermal Expansion, the Brewery can be automated in a contraption with TE machines, if you're creative enough to do something like that.
I hope this makes sense, just ask if there's anything else you want to know!
Hmm. . . the evil genius inside of me just woke up.
None of those things will be terribly easy, but some of them certainly pretty cool. I'll think about it, and see what we can do without destroying our compatibility with other mods.
Thanks for the suggestions, I'm glad you like the mod!
You're welcome! Finally, mod author that responds to posts! By the way, I am working on a mod, so if there is a brewcraft API to add new potions (and for spiking :D,) that would be awesome! Thanks!
Thinks like "Only works on said mob" would be impossible. Well, impossible to do on vanilla potions without replacing them, and we don't intend to do that.
I have thought about potion mixing. The current set up isn't designed for it, but I have an idea that might work. However, I'm not sure if we'll do it, it would be a bit of work and require lots of changes to what we already have.
I don't think we could add effects to normal items or tools. Maybe we could make a special weapon that could do it.
Tinker's Construct tools however, are far from normal, and it might be totally possible to do that.
Blackhole has just realized that we haven't done anything to compensate for adding potions via an API. . . thanks a ton for bringing that up, we'll release a new API with our next release.
My thoughts exactly. There are a lot of things that are impossible to do, but 'spiking' could probably be done, if we're creative enough.
It is possible if the weapon checks what mob it hits, then if it hits a mob on a whitelist or a mob not on a blacklist it can apply the potion effect. It can even be done with command blocks! Kind of like how people said colored lights or cubic chunks were impossible, but slightly easier lol :DOh and by the way, I want to add this to my modpack (I think it's awesome) but is that OK? Usually I don't ask when there are no terms and conditions as I hate copyright anyway (just my thoughts, I'm an information is free type) but I have respect for this project, it looks really awesome!
Hmm, that's true. . . we could do it completely through events, if we figure out how we could physically get the weapon to display that it can apply a potion effect to a mob.
I've recently discovered that mod authors do not have the legal ability to enforce their licenses even if they do have one, so there really is no use in having one. Even if we did have a license, you can most definitely use the mod in a mod pack. If I may ask, where can I find your mod pack?
You can display it Tinker's Construct style, perhaps with a Mekanism-like shift for more information feature. Oh and you can find my modpack on technic, and my mod is currently in the planning stages but I will post the github here if you want it