Alchemia-neoforge-26.1.2-1.2.jar
Curse Maven Snippet
What's new
- All ingredients now have textures thanks to Azlan, everything feels way more cohesive and polished due to this as well :D
- The cauldron now takes one active ingredient at a time. An Add Ingredient button creates the internal queue that the brew plan follows, a more complex route can now be planned in advance.
- The potion map is now measured in pixels rather than grid cells. Paths are now splines sampled along a length, This allows all ingredients to have more control in the path and curve smoothly rather than just listing a path via stepping cells, rotation, grinding and erasing move the path work by pixels now as well instead of by cell.
- Dead space is now a smooth signed field rather than a grid of blocks the edges are interpolated between samples, so blobs, rings and the hollows around effects all have curved outlines, and a brew's path will stop exactly where the drawn edge is rather than at a block boundary.
- Rough rings of dead space now wall the map into layers between the rarity bands, with a few gaps left in each ring so a brew can still walk through without teleporting. Ring count, thickness, gaps and roughness are configurable.
- Dead space has more options based on the brew base via a "dead_space" field. Water has gated rings. Honey has a field of patches scattered across the whole map that thicken the further they sit from the centre. Patch size and how much calmer the middle is than the rim are configurable.
- The active ingredient now shows its full potential path with an X where it currently ends, while queued ingredients show the committed route.
- The brew marker now travels along the path instead of jumping cell to cell.
- The map's centre is marked with a hollow ink square, and the faint threads that lead to each effect now point to that marker rather than the player brew icon.
- Paths are drawn at three times the resolution before being scaled back down, so curves and the end markers look better. Every path is now using the same standard that Potion Craft itself uses.
- A teleport's endpoint is marked with a small spiral instead of the X that normal paths use.
- A teleport's committed path now follows the path it actually takes instead of cutting straight to the end, spirals and other paths now fills in correctly when ground.
- Fable Bismuth has a square spiral now.
- Geodes can no longer be found above ground, fixed the bug that was added when increased height range was used for mountain biome spawns. They still have the old height range, but a geode now only generates when it has at least 16 blocks of cover above it.
- Crystals now generate as five kinds of geode instead of one, and geodes of every kind are considerably rarer than they were - a standard geode keeps is the same as the old implementation, but much rarer. Miniature geodes are five blocks across with a single cluster in the middle, and are the common variant. Giant geodes are very deep and rare, some can be roomy enough to build in, and often have crystal spikes that taper up from the floor and down from the ceiling. Supermassive geodes are twice as rare again and better than twice the size, can have spikes up to twenty blocks long. Surface geodes are half buried in the ground with a mouth open to the sky.
- A surface geode has a top covering based on the biome.
- Crystal blocks can now be crafted back into four of their crystals.
- Each plant now draws its growth stages from its own texture folder instead of one shared set per plant type, same way that crystals did. Plants with no art will fall back to the shared placeholder stage by stage, so art can be added a plant or even a single stage at a time.
- Evergreen Fern, Goldthorn and Thornstick now grow two blocks tall. The top half appears once the crop is halfway grown, and needs open air above it to do so; breaking either half harvests the plant.
- Mageberry is now a two-block berry bush. Once mature it ripens into a fruiting state, and right-clicking a fruiting bush picks its berries and sends it back to mature so it can fruit again. Bone meal still works on it.
- Tangleweed grows as a network. A mature Tangleweed node sends branches, up to four blocks away along a connected chain, and no branch ever touches more than three others. Cutting a branch drops everything grown beyond it, and breaking the breaks the entire plant, all drop the tangleweed ingredient.
- Flameweed now grows like kelp.
- Sulphur Shelf is now a fungus that grows on the sides of living trees instead of on the floor. Its spores infect a log and an infected log keeps sprouting young shelves on its open sides as long as leaves of its own tree are within four blocks. Spores can also be planted directly on the side of an infected log. Wild infected trunks turn up in forests, taigas, jungles and swamps.
- Added an ingredient tool slot to the cauldron menu, in its own panel below the brew status. It takes the mortar and pestle, nigredo, albedo or citrinitas, names itself after whatever is in it, and holding its button works the active ingredient so grind, erase or rotate etc.
- The path preview in an ingredient's tooltip is now drawn on a torn scrap of parchment with a hard dark edge instead of a plain box and is now centred in the tooltip rather than hugging its left edge.
- All ingredients have had massive improvements to their path designs.
- Dreambeet no longer hangs from cave ceilings. It now grows on the ground like a beetroot, on grass and dirt without needing farmland, and turns up wild in the same biomes as before.
- Added Grasping Root, a new root ingredient (Earth and Water). It hangs from cave ceilings in wet biomes and lush caves, and eating it gives Mining Fatigue.
- Added support to update the default placement of the unground ingredients, currently done for Windbloom, Terraria, Lava Root, Icefruit and Mageberry.
- The dashes of a path no longer slide along it as an ingredient is ground. The unreached part keeps its hollow dashes where they are and grinding fills them in. In the grinding overlay and the cauldron the mark now moves along the curve to its new place rather than jumping and or cutting corners.
- Cloud Crystal's teleport now has an S-shaped path instead of a straight line, swinging right and then left as it climbs.
- The Alchemist's Guide now records an ingredient as soon as you have held it, rather than when you first add it to a cauldron. A guide in your inventory notes every ingredient you are carrying and every one you have picked up before, and checks again whenever it is opened. Recipes and effects are still recorded by brewing.
- The brewing details on an ingredient's tooltip, and the path shown while holding Shift, now need an Alchemist's Guide in your inventory. Without one, ingredients, monster drops and brew modifiers show no brewing lines at all; keeps the mod a bit cleaner.
- The "Alchemia: Brewing Effect" heading on tooltips is a darker tan now.
- Brewing is now done by hand. The cauldron has a Stir button to move the potion icon slowly along the path like the game would.
- Ingredients added by hand or thrown into the cauldron are now added to the planned path, rather than instant brewing.
- Teleport ingredients now have nice animations.
- Paths on the cauldron's map are drawn in a dark brown ink at about three-quarters opacity now.
- Ingredient pages in the Alchemist's Guide use the same parchment path panel as the item tooltips, laid over the book page, with the flask, mortar and landing marks. The alignment now sits under the name, the teleport distance is gone, and a Notes section below the path is set aside for lore / ingredient info.
- Path dashes and teleport dots are painted from small brush-stroke sprites instead of solid blocks. The cauldron's GUI has the strokes drawn at twice the tooltip size and are sized to the map rather than the screen, so zooming in or out keeps a path looking the same instead of re-spacing its dashes.
- Potency no longer appears on ingredient tooltips or on the guide's effect pages.
- Some effects now depend on the world around the cauldron. Some can only be brewed whilst under a new moon at night, others need a beach or an ocean biome and so forth. This is configured in the server config under world_effects.
- Monster Drops became a "lure" type ingredient, this essentially means that they only drag part of a planned path, on their own they do nothing.
- Lures have visuals now to show what's going on while one is in the active slot.
- A lure can now also be added part way through stirring an ingredient. It will bend the rest of the path from that point onwards.
- Redstone and Gunpowder no longer have their own slots in the cauldron. and instead can be added via the ingredient slot and press Add Ingredient like anything else.
- Vanilla ingredients can now be ground with the Mortar and Pestle, by hand or from the cauldron's tool slot. Grinding a lure makes it pull harder.
- Added an Ancient Oak Tree type.
- Ingredient plants that are growing near an Ancient Oak now give off an occasional green sparkle, so it's easier to tell which plants the tree is speeding up.
- Recorded recipes now remember how far each stretch was stirred and when Brew was pressed, so the guide replays a brew exactly. Recipes recorded before this change replay as a full stir and a brew for each ingredient - will need to test effects of this; luckily the mod isn't super popular so won't affect a lot of ppl that much
- Grinding has twice as many steps (24 instead of 12) and takes the same time overall, so an ingredient's landing point tuned better.
- Added block versions of potions for decoration / storage
- Firebell and Fluffbloom now grow through six stages and have a wild form, same as Boombloom and Featherbloom. Wild ones drop more when harvested.
- Waterbloom now grows as a low leafy patch along the water's edge instead of as a single flower.
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