Have you ever gotten tired of the vanilla potion effects? Wanted something new and interesting? Well then this mod has plenty to offer!
This mod contains a whole bunch of potion effects that I plan to use in some other mods! There is no way to get the potions besides the creative menu in this mod (since this is just a core mod), but check out Not Enough Potions, which has recipes and new brewing mechanics.
There are quite a few added potion effects, including:
Recoil - Reflects a portion of damage back to the attacker.
Burst - Makes you explode but doesn't hurt you (only your enemies), and doesn't do block damage.
Explosion - Explodes you.
Combustion - Sets you on fire.
Lightning - Strikes you with lightning.
Launch - Shoots you up into the air.
Defense:
Vulnerability - Increases all damage to you (like how resistance decreases all damage to you).
Broken Armor - Decreases your armor
Iron Skin - Increases your armor
Diamond Skin - Increases your armor toughness
Magic Shielding - Protects you from magic damage (which is normally unblockable)
Solid Core - Gives you knockback resistance.
Revival - If you die with this effect on, you will revive with 2 hearts per level.
Utility:
Slowfall - Slows your fall and prevents some fall damage at level 1, and all fall damage at level 2.
Step Up - Increases your step height so you can step up a full block.
Reach - Increases your reach distance.
Climbing - Lets you climb walls like spiders.
Corrosion - Damages your armor and held item (except for gold items/armor).
Repairing - Repairs your armor and held item.
Flight - Lets you fly like in creative mode.
Random Teleport - Teleports you to a nearby location.
Surface Teleport - Teleports you to the top surface block.
Spawn Teleport - Teleports you to your spawn point if you stand still with it for 10 seconds.
Love - Causes breedable entities to breed with eachother.
Antidote - Prevents you from taking poison damage.
Purity - Prevents you from taking wither damage.
Other:
Drowning - Makes you only breath underwater.
Weight - Negative jump boost; makes it so you can't jump up a full block.
Disorganization - Shuffles your inventory
Perplexity - Reverses your controls so forwards is backwards, sneak is jump, etc.
Extension - Prevents one other potion on you from ticking down per level. Essentially doubles the length of another potion on you.
Chance - Gives you one random potion effect (could be good or bad).
Bless - Gives you one random good potion effect.
Curse - Gives you one random bad potion effect.
Cure - Clears all bad potion effects from you.
Dispel - Clears all good potion effects from you.
Inversion - Inverts all potion effects on you (like regeneration -> wither, strength -> weakness, etc.).
Potion Sickness - Disabled by default. Has a low chance of giving you a random bad potion effect.
It also changes the way a few vanilla potions work:
Blindness - Now the fog comes closer per level (making you more blind), and it also affects mobs, so they won't attack you unless you are close to them.
Jump Boost - You can control how high you jump by holding down the space bar, so you can jump up one block instead of shooting into the air.
There are also a few new attributes (that can be applied to armor and tools as well):
Projectile Damage
Attribute Name: potioncore.projectileDamage
Default: 1
Range: 0 - 2048
What it does: Represents your projectile damage from bows, thrown items, etc. Used by the archery and klutz potions.
Magic Damage:
Attribute Name: potioncore.magicDamage
Default: 1
Range: 0 - 2048
What it does: Represents your magic damage, which in vanilla minecraft is only from throwing harming/healing potions. Used by the magic focus and magic inhibition potions.
Jump Height:
Attribute Name: potioncore.jumpHeight
Default: 1
Range: 0 - 2048
What it does: Represents the height you can jump. Used by the weight and vanilla jump boost potions.
Dig Speed:
Attribute Name: potioncore.digSpeed
Default: 1
Range: 8.1E-4 - 2048
What it does: Represents your dig speed. Used by the vanilla haste potion (mining fatigue doesn't use it, since it's effects aren't linear).
Reach:
Attribute Name: potioncore.reach
Default: 4.5
Range: 0 - 2048
What it does: Represents your reach in blocks. Used by the reach potion.
Step Height:
Attribute Name: potioncore.stepHeight
Default: 0.6
Range: 0 - 256
What it does: Represents how high you can step. Used by the step up potion.
Damage Resistance:
Attribute Name: potioncore.damageResistance
Default: 1
Range: -2048 - 2
What it does: Represents your damage resistance, where 1 is normal, 2 is 100% resistance, and values below 1 decrease your resistance. Used by the vulnerability and vanilla resistance potions.
Magic Shielding:
Attribute Name: potioncore.magicShielding
Default: 0
Range: 0 - 20
What it does: Represents your magic 'armor', which protects you from magic damage (since magic damage penetrates normal armor). Used by the magic shield potion.
There's also a new potion mechanic, Potion Sickness, that limits how many beneficial potions you can drink at once (in case you don't want to get too overpowered). After you reach a certain configurable number of good potion effects, you will get potion sickness, which will rarely give you bad potion effects as long as you have it. So if you are too greedy, you could literally blow yourself up. It is disabled by default; you can enable it in the config file.
Most settings can be enabled/disabled/modified in the config files.
This is a regular mod; just install forge and then drop this in your mods folder! If you don't know how to install forge, there are many tutorials out there.
Download:
There is an old beta version for 1.7.10. I don't plan to update it further, but it's there if you really want a version for 1.7.10.
Yes, this is allowed in modpacks. Just link back here to this page, and list me as the author.
If you want to use this mod in one of your mods, you can load it as a library by:
Download both the deobf and src (sources) files for the version you want from the download page.
In your forge dev environment, create a libs folder.
Drag both files into the libs folder.
If you are using eclipse, go to the libs folder, right click on the deobf file, and click Build Path -> Add to Build Path
It should now be loaded at the bottom of Referenced Libraries.
Try to open a class, click Add Source, and point it to the sources file.
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Join Date:
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Posts:
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Discord:
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Looks interesting. Keep this up. How about you actually add in an advanced brewing system yourself for this? With 37 effects you could achive quite alot of complexity in the brewing process.
Looks interesting. Keep this up. How about you actually add in an advanced brewing system yourself for this? With 37 effects you could achive quite alot of complexity in the brewing process.
Not Enough Potions will have a bit of a new brewing system actually.
So how did you get the potion effects from this mod into loot++? (something like that. If you play the game with astral blocks & loot++ but not this then you get loot++ errors about potions. Why is that? do the potions register through loot++ or is there some other mechanic at play here?)
Also you're probably too busy to help a noob Lucky block-addon creator, but i'm having an issue. My block sometimes dosen't drop anything like a troll drop almost. It happens quite often and i want to know how to get rid of all the possibilities of it happening.
is there any chance you'll add lingering potions? (the potion type added in Minecraft 1.9 that when thrown summons a cloud with the effects of the potion used to summon that cloud); If you do, remember to make them support custom effects (like potions with multiple effects, mostly summoned by commands);Also, what are the attribute names used?
So how did you get the potion effects from this mod into loot++? (something like that. If you play the game with astral blocks & loot++ but not this then you get loot++ errors about potions. Why is that? do the potions register through loot++ or is there some other mechanic at play here?)
Also you're probably too busy to help a noob Lucky block-addon creator, but i'm having an issue. My block sometimes dosen't drop anything like a troll drop almost. It happens quite often and i want to know how to get rid of all the possibilities of it happening.
Hey, I never saw your post for some reason... I'll send you a pm, since that is getting a bit off topic.
is there any chance you'll add lingering potions? (the potion type added in Minecraft 1.9 that when thrown summons a cloud with the effects of the potion used to summon that cloud); If you do, remember to make them support custom effects (like potions with multiple effects, mostly summoned by commands);Also, what are the attribute names used?
I'm not planning to add lingering potions at the moment.
The attribute names are:
potioncore.projectileDamage
potioncore.reach
potioncore.attackSpeed
potioncore.stepHeight
gotta be honest i didn't read through all the potion abilities. THIS is where the reach ability comes from? totally going to use it for my lucky block addon now. IF that's ok that is...
Yes about the lucky block bit i see now it's just me goofing up a drop, in other words spelling mistakes, then lucky block just drops nothing instead of what i wanted it to drop but so foolishly didn't check for spelling errors.
i would still like to know how you gave you're weapons from Loot++ the special attributes though, like before ^-^
gotta be honest i didn't read through all the potion abilities. THIS is where the reach ability comes from? totally going to use it for my lucky block addon now. IF that's ok that is...
Yes about the lucky block bit i see now it's just me goofing up a drop, in other words spelling mistakes, then lucky block just drops nothing instead of what i wanted it to drop but so foolishly didn't check for spelling errors.
i would still like to know how you gave you're weapons from Loot++ the special attributes though, like before ^-^
Ah, okay. Well, make sure to keep your launcher open and keep an eye on the Game Output tab, since it prints out what drop it does, and any problems that happen, when you open a block.
For the attributes, it's the same as the vanilla attributes (like Dragonz shows in
), but you can use the attribute names I mentioned a few posts up to get the potion core attributes.
lol that's probably my least favorite. its so.... perplexing.
Their all pretty awesome/useful/awful-in-a-good-way though!
XD
For some reason I like bad effects than good ones like Disorganization one is cool too. (Actually I like Reach and Flight too, although they are good effects XD)
Ah, okay. Well, make sure to keep your launcher open and keep an eye on the Game Output tab, since it prints out what drop it does, and any problems that happen, when you open a block.
For the attributes, it's the same as the vanilla attributes (like Dragonz shows in
), but you can use the attribute names I mentioned a few posts up to get the potion core attributes.
DUDE WHAT! OMG That's sooo helpful, i had no idea the game log recorded the lucky block drops. that helps so much now, i would have never figured out my problems xD Thanks again!
Fab mod - great effects! Trying to set up a 'russian roulette' scene in a map with the potions and have each unidentifiable. I know about the 'hide flag' part of the /give command but how do I get the different versions of the item as the id number no longer seems to work?
If this is a noob question I apologise. Cheers
Hey, this only uses the CustomPotionEffects tag (Oh, and damage value 1 is a splash potion). It works just like the vanilla CustomPotionEffects tag, except it can take a string potion effect name in place of a number (So for instance, /give @p potioncore:custom_potion 1 0 {CustomPotionEffects:[{Id:potioncore:flight,Duration:1200},{Id:minecraft:speed,Duration:1200,Amplifier:1}]} ). It uses the same effect names that you would use in the /effect command (it should list them if you hit tab while writing the command).
That's a tremendous help-thanks a million! Just for clarity's sake for anyone else reading your post, /give @p potioncore:custom_potion 1 0 {CustomPotionEffects:[{Id:potioncore:flight,Duration:1200}]} will give you the Potion of Wings and the remainder a standard speed effect-cool! I say this 'cause the whole thing only works in a command block as it's too long to do in chat.
One thing though the command does give a Potion of Detonation (looked up using the /effect tip you gave) but I'm missing some parameters to actually make it go boom!! Any guidance?
Cheers
Hey, for instant effects, just give it a duration of 1.
On a final note.... picture the scene... a room with 12 pedestals, each with a potion atop...the exit to the next level requires finding the correct bottle..
set up with /give @p potioncore:custom_potion 1 0 {display:{Name:"???",Lore:["Feeling Lucky?"]},CustomPotionEffects:[{Id:potioncore:explode,Duration:1}],HideFlags:32} etc....
Let the hilarity commence!!
Oh, you can also force the potion to be a certain color (to prevent any guessing of what the potion is =P) by setting the color like with leather armor ( like {display:{color:65535}} ).
Have you ever gotten tired of the vanilla potion effects? Wanted something new and interesting? Well then this mod has plenty to offer!
This mod contains a whole bunch of potion effects that I plan to use in some other mods! There is no way to get the potions besides the creative menu in this mod (since this is just a core mod), but check out Not Enough Potions, which has recipes and new brewing mechanics.
There are quite a few added potion effects, including:
Attack:
Trueshot - Increases projectile damage (like how strength increases melee damage).
Klutz - Decreases projectile damage (like how weakness decreases melee damage).
Magic Focus - Increases magic damage (like how strength increases melee damage).
Magic Inhibition - Decreases magic damage (like how weakness decreases melee damage).
Recoil - Reflects a portion of damage back to the attacker.
Burst - Makes you explode but doesn't hurt you (only your enemies), and doesn't do block damage.
Explosion - Explodes you.
Combustion - Sets you on fire.
Lightning - Strikes you with lightning.
Launch - Shoots you up into the air.
Defense:
Vulnerability - Increases all damage to you (like how resistance decreases all damage to you).
Broken Armor - Decreases your armor
Iron Skin - Increases your armor
Diamond Skin - Increases your armor toughness
Magic Shielding - Protects you from magic damage (which is normally unblockable)
Solid Core - Gives you knockback resistance.
Revival - If you die with this effect on, you will revive with 2 hearts per level.
Utility:
Slowfall - Slows your fall and prevents some fall damage at level 1, and all fall damage at level 2.
Step Up - Increases your step height so you can step up a full block.
Reach - Increases your reach distance.
Climbing - Lets you climb walls like spiders.
Corrosion - Damages your armor and held item (except for gold items/armor).
Repairing - Repairs your armor and held item.
Flight - Lets you fly like in creative mode.
Random Teleport - Teleports you to a nearby location.
Surface Teleport - Teleports you to the top surface block.
Spawn Teleport - Teleports you to your spawn point if you stand still with it for 10 seconds.
Love - Causes breedable entities to breed with eachother.
Antidote - Prevents you from taking poison damage.
Purity - Prevents you from taking wither damage.
Other:
Drowning - Makes you only breath underwater.
Weight - Negative jump boost; makes it so you can't jump up a full block.
Disorganization - Shuffles your inventory
Perplexity - Reverses your controls so forwards is backwards, sneak is jump, etc.
Extension - Prevents one other potion on you from ticking down per level. Essentially doubles the length of another potion on you.
Chance - Gives you one random potion effect (could be good or bad).
Bless - Gives you one random good potion effect.
Curse - Gives you one random bad potion effect.
Cure - Clears all bad potion effects from you.
Dispel - Clears all good potion effects from you.
Inversion - Inverts all potion effects on you (like regeneration -> wither, strength -> weakness, etc.).
Potion Sickness - Disabled by default. Has a low chance of giving you a random bad potion effect.
It also changes the way a few vanilla potions work:
Blindness - Now the fog comes closer per level (making you more blind), and it also affects mobs, so they won't attack you unless you are close to them.
Jump Boost - You can control how high you jump by holding down the space bar, so you can jump up one block instead of shooting into the air.
There are also a few new attributes (that can be applied to armor and tools as well):
Projectile Damage
Magic Damage:
Jump Height:
Dig Speed:
Reach:
Step Height:
Damage Resistance:
Magic Shielding:
There's also a new potion mechanic, Potion Sickness, that limits how many beneficial potions you can drink at once (in case you don't want to get too overpowered). After you reach a certain configurable number of good potion effects, you will get potion sickness, which will rarely give you bad potion effects as long as you have it. So if you are too greedy, you could literally blow yourself up. It is disabled by default; you can enable it in the config file.
Most settings can be enabled/disabled/modified in the config files.
This is a regular mod; just install forge and then drop this in your mods folder! If you don't know how to install forge, there are many tutorials out there.
Download:
There is an old beta version for 1.7.10. I don't plan to update it further, but it's there if you really want a version for 1.7.10.
Yes, this is allowed in modpacks. Just link back here to this page, and list me as the author.
If you want to use this mod in one of your mods, you can load it as a library by:
Enjoy the potions!
Looks interesting. You mentioned this is an old version for 1.7.10; does that mean there is a newer one for 1.8?
Yep, there are versions for 1.8 and 1.8.9.
Looks interesting. Keep this up. How about you actually add in an advanced brewing system yourself for this? With 37 effects you could achive quite alot of complexity in the brewing process.
could you put a link to not enough potions please?
Not Enough Potions will have a bit of a new brewing system actually.
I'm still writing the forum post for it. I'll link it when it's finished.
Edit: And link has been posted!
This is really cool!
So how did you get the potion effects from this mod into loot++? (something like that. If you play the game with astral blocks & loot++ but not this then you get loot++ errors about potions. Why is that? do the potions register through loot++ or is there some other mechanic at play here?)
Also you're probably too busy to help a noob Lucky block-addon creator, but i'm having an issue. My block sometimes dosen't drop anything like a troll drop almost. It happens quite often and i want to know how to get rid of all the possibilities of it happening.
is there any chance you'll add lingering potions? (the potion type added in Minecraft 1.9 that when thrown summons a cloud with the effects of the potion used to summon that cloud); If you do, remember to make them support custom effects (like potions with multiple effects, mostly summoned by commands);Also, what are the attribute names used?
Hey, I never saw your post for some reason... I'll send you a pm, since that is getting a bit off topic.
I'm not planning to add lingering potions at the moment.
The attribute names are:
potioncore.projectileDamage
potioncore.reach
potioncore.attackSpeed
potioncore.stepHeight
Another cool mod! I really like the perplexity one XD
Click here to get Fantasia Lucky Block!
gotta be honest i didn't read through all the potion abilities. THIS is where the reach ability comes from? totally going to use it for my lucky block addon now. IF that's ok that is...
Yes about the lucky block bit i see now it's just me goofing up a drop, in other words spelling mistakes, then lucky block just drops nothing instead of what i wanted it to drop but so foolishly didn't check for spelling errors.
i would still like to know how you gave you're weapons from Loot++ the special attributes though, like before ^-^
lol that's probably my least favorite. its so.... perplexing.
Their all pretty awesome/useful/awful-in-a-good-way though!
Ah, okay. Well, make sure to keep your launcher open and keep an eye on the Game Output tab, since it prints out what drop it does, and any problems that happen, when you open a block.
), but you can use the attribute names I mentioned a few posts up to get the potion core attributes.For the attributes, it's the same as the vanilla attributes (like Dragonz shows in
XD
For some reason I like bad effects than good ones like Disorganization one is cool too. (Actually I like Reach and Flight too, although they are good effects XD)
Click here to get Fantasia Lucky Block!
Wait...the Flight Effect isn't working! The double space doesn't work...
EDIT: Well sometimes it's working, sometimes it's not. Is the Flight Effect affected by Jump Boost, or does something change if the level increases?
Click here to get Fantasia Lucky Block!
DUDE WHAT! OMG That's sooo helpful, i had no idea the game log recorded the lucky block drops. that helps so much now, i would have never figured out my problems xD Thanks again!
this mod is so great I don't even use mods that require it and still can't wait for a 1.9 release
Hey, this only uses the CustomPotionEffects tag (Oh, and damage value 1 is a splash potion). It works just like the vanilla CustomPotionEffects tag, except it can take a string potion effect name in place of a number (So for instance, /give @p potioncore:custom_potion 1 0 {CustomPotionEffects:[{Id:potioncore:flight,Duration:1200},{Id:minecraft:speed,Duration:1200,Amplifier:1}]} ). It uses the same effect names that you would use in the /effect command (it should list them if you hit tab while writing the command).
Hey, for instant effects, just give it a duration of 1.
Oh, you can also force the potion to be a certain color (to prevent any guessing of what the potion is =P) by setting the color like with leather armor ( like {display:{color:65535}} ).