A rework of Blood Magic's Alchemy Flask — the item, its filling agents, its catalysts, and what enchanting it actually gets you.
Filling agents. The weak filling agent now gives back a single use instead of recharging the flask to full, so it finally behaves like the cheap option it looks like; the standard agent still refills all eight. Neither of them truncates the flask's potion effects any more. Stock Blood Magic caps the flask at the fill recipe's own limit — one effect for the weak agent, three for the standard — and silently destroys anything past it, so recharging a flask that carried four effects used to cost you the fourth.
Catalysts. The lengthening and power catalysts can each be applied twice instead of once. Which catalyst you use does not matter: two weak, two standard, or one of each along the same line all count as two. The second application compounds, so two weak catalysts come out exactly equal to one standard. Spending two on one line closes the other line off for that effect, and spending one on each closes it for good.
Enchanting. The flask can be enchanted at an enchanting table, or from a book at an anvil — stock Blood Magic never gave it an enchantability value, and vanilla refuses to offer anything at all when that value is zero, so the table was completely inert no matter how many bookshelves surrounded it. Both Unbreaking and Create's Capacity now raise the flask's ceiling by one use per level, and are otherwise inert on it, since the flask spends uses directly and has no air to hold. The durability bar follows the raised ceiling rather than the item's base value.
Ships with an English chapter in Blood Magic's own guide documenting every one of these changes, placed under Alchemy Table → Potion Flasks. Requires Blood Magic 3. Create is optional — only the Capacity enchantment needs it. Apache-2.0.