Extra Alchemy
This mod aims to enlarge minecraft brewing system with more useful potions. To get the potions recipes in-game use a tool like JEI.
Here you can find a quick explanation video for most of the effects
The potion glint removal has been moved to its own standalone mod: NoMoreGlowingPots
Requirements
Different versions depend on different libraries. Select the file you want, and look at the bottom of the page, everything listed as a "Required dependency" will be necessary for that jar to work.
Builds for fabric depend on a reasonably recent version of Fabric API.
Builds for 1.12 depend on the latest Minerva Library.
Potions and Recipes
Every single potion recipe can be individually disabled in the config file.
All potions in this mod are brewed in the vanilla Brewing Stand with vanilla items and have the standard splash, lingering and arrow variants; some of them may also have redstone and glowstone enhancements.
Not all potions are available in fabric yet. I'm slowly working on it, don't worry!
Combining/Splitting Potions (Still not ported to 1.14+)
I honestly love my Magnetism II potion, the only downside is that i have to constantly drink it. I fixed that. Combining any drinkable or vial potion in a 3x3 crafting grid with a slimeball in the center slot will allow you to craft a Mixed Potion with the effect of the combined potions while adding their duration together. For obvious reasons, mixing is only possible between identical potions, with the same duration and amplifier. Also note that modifing a mixed potion with gunpowder, dragon breath or arrows will not work. This option can be turned off in the config, but it will only remove the crafting recipe and JEI description, any existing mixed potion will still work as intended.
It is also possible to split them, by surrounding one drinkable potion with glass bottles or a splash/vial potion with empty vials. To perform the split, take out from the crafting grid result slot the empty bottle/vial. Again, modifying them in a brewing stand won't work.
Brewing Stand Tweak
There are two kind of people in this world, those who like the blaze powder requirement for brewing stands, and those who don't. I belong to the latter. A config now allows brewing stands to be powered by a fire underneath, or really anything made of fire/lava material. It is kinda slow, but I feel like it is a good compromise for fuel, it makes so much more sense to me. Note that blaze powder will still work, this is just an alternative. The option can be turned off in the config.
In 1.15+ versions, heat sources and conductive materials can be specified through the tags extraalchemy:heat_source
and extraalchemy:heat_conductor
.
Vials
Vials are my version of a stackable potion system. Craft a potion with an empty vial to get a vial of the potion, or right click an empty vial to fill with the first potion found in your inventory. Vials apply the effect on the player immediately and can be stacked up to 16. To craft an empty vial make the same recipe of a glass bottle in the bottom rows and put a flint in the top-center slot.
Potion Bag
The potion bag is a handy way to carry around your potions. You can store any drinkable brew inside, and select one type to have quick access to. To access the bag interface shift-right click the bag. Using a simple right click will administer the potion, or it will select the next available type when you run out of the selected one.
In 1.15+ versions a keybind can be used while holding a bag to decide what happens when a potion runs out: deselect everything, select next potion, or keep unavailable potion selected.
Since version 1.3.1 you can also dye them like leather armor! (They should retain their settings and inventory in doing so, too)
Potion Rings
The potion rings are a way to have a semi-persistent potion effect. Combine an empty ring with any valid vanilla potion to get the corresponding ring.
This feature can be disabled or configured through the config file.
This mechanic is slightly different in fabric/forge versions:
1.12.2:
The ring will apply the potion over time to the wearer at the cost of a flat amount of XP, with higher level potions requiring exponentially more XP.
You can specify new potions to have in ring form by adding them, one per line, to the appropriate file generated in the config folder.
There is currently no data-driven way to disable existing rings.
Some potions will also stop being renewed automatically when not in use, like photosynthesis when not exposed to sun and magnetism when toggled off.
If you have Baubles installed, every ring will work in a ring slot! And in that case I highly suggest my other mod, Bring Me The Rings!, to add a few more native ring slots for every player to enjoy!
1.15+:
The ring will apply the potion over time to the wearer, and every available potion is customized to allow different xp costs for more powerful potions.
Every potion also has a customized duration when applied, and XP cost and renewal time can be defined separatedly (aka: no more flashing night vision potion, as the renewal time is at 18s, making the potion go from 36s to 18s, instead of waiting for it to go all the way to 0).
New potions with custom XP cost, level, duration and renewal time can be defined through the vanilla recipe system which is automatically fetched from the server on connection. Example.
Using the same name of a mod-defined json, and setting the output to be a "useless potion" (water/awkward/mundane/thick...) will disable that ring.
Support for bauble-like libraries is currently being worked on, and is still unavailable.
Bug Support
1) Install the latest available version for your minecraft version and try again
2) If the bug still persist, open a new issue on Github
3) Don't report bugs in the comments. It's useless, we both waste time as the bug won't be fixed.
Will you port to...?
- Past versions: No. Stop asking.
- Future versions: Sure, on fabric, when I have time. Keep in mind I have a life, university and sometimes a job.
- Forge post 1.12: No. Gretchen, stop trying to make Forge happen, it's not going to happen. Not even if someone else offers. I don't want to have a forge version. I will delete all comments regarding this because I'm tired of people complaining.
Currently supported versions:
1.9.4: Dropped
1.10.2: Dropped
1.11.2: Dropped
1.12.2: Bugfixes only
1.14.x: Dropped
1.15.x: Supported (might have significant delays)
1.16.x: Supported
Modpack policy
Do whatever you want, really, as long as you don't redistribute this or make money out of it.
If you want to directly link to the file, please, do not link to a specific file but to the latest build. If you link to a specific file your users won't receive the proper updates and report bugs fixed ages ago. Please, don't do this.
At the current time, multiple websites are violating this policy, so if you downloaded the mod from them or you visualized their ad-gates, you are actively supporting this practice; please, try to access the files from the original source.
Just to mention a few that you should avoid:
- minecraft-forum.net
- 9minecraft.net
- ign.com
- 8minecraft.com
- 9minecraft-mods.blogspot.it
- minecraft-inside.ru
Read more here! (You can also download and install a browser plugin from this link, it will help you block malicious sites)
Thanks to Vazkii and wiiv for kindly providing the textures for the potion effects! <3
In reply to almaember1098:
Lex, one of the main developers and project leader, is an extremely rude, entitled person with a god complex. He won't think twice about insulting you for asking a legitimate question. I have been personally banned and made fun of, in both cases because he had to flex how godly he was. On top of that, he uses offensive "slurs" to insult.
In reply to Socialanxietyreborn:
I don't think it was there when I asked
In reply to almaember1098:
Yeah, it was not. Since you're not the first one I decided to put the warning back on the page, it was there a few months ago
is there a site or something that has an explanation of what each potion actually does? i wanna use the potions but some i dont wanna breww in case its not what i thought and i waste stuff.
In reply to WilsirBlue:
There is, even though it's a little outdated: https://github.com/zabi94/ExtraAlchemy/wiki/Potions
Not all potion listed there are available yet in new versions, I'm slowly porting them over, and the recipes might be different, install REI to check those.
In reply to zabi94:
OK, thanks!
please update
In reply to kevinouyng:
I'm working on it, I'm waiting for a library update because 1.16.2 broke stuff. If you are in a hurry you can download and compile source, it works but I temporarily disabled what's broken
In 1.16.1, the potion bag gui cannot be opened in an online game, it works fine in single player.
In reply to rikka0w0:
If you could open a bug report on github it would be awesome
In reply to zabi94:
I'm still trying to figure out what's going on, because this problem does not occur in my friends game, he can open the Gui but I cannot. Might be something wrong with my input method or Fabric API version... I will open an issue if I confirm this is a bug.
In reply to rikka0w0:
When connecting to a server make sure all mod versions and configs match up (except maybe client-side only ones)
In reply to rikka0w0:
Did you ever figure it out? I'm experiencing the same issue and it's driving me nuts.
In reply to Kingofrunes_R:
Github issues are still an option btw. No issue = no way for me to help
In reply to Kingofrunes_R:
I'm still trying to locate the problem. My mod uses almost identical method for handling the GUI part and it does not have this kind of weirdness. It could be my problem or a incompatibility between other mods.
I have a very large (private) Fabric modpack, so the issue could be somewhere else, but...
In version 1.2.0, having "enableBrewingStandFire" set to true causes a server crash when loading a village which features a brewing stand, and the issue seems to be the brewing stand checking the block beneath it for a heat source.
While I already fixed this issue by setting the config to false... I forgot to grab an actual crash log. I can easily reproduce the issue and get a crash log if needed by setting the config back to true, though.
Thank you for the expanded alchemy gameplay, and thank you for developing for Fabric~!
In reply to Kitaensilva:
If you could get me a crash log, it would be fantasic. Without I can't even imagine what's wrong. Please make sure to also install not enough crashes, so that the crash report is humanly readable
In reply to Kitaensilva:
Fixed in 1.2.1, should be available in a couple minutes
In reply to zabi94:
Oh, awesome news~!
Sorry about the lack of crashlog and timely response - I do have Not Enough Crashes included in my pack by default so I can diagnose conflicts and such a lot easier, I simply forgot to grab one initially since there seemed to be an available workaround, and then have been very busy for the last several hours focused on doing some weekly server maintenance and updates, followed by some offline stuff, so I didn't actually see your response until just now.
Since I didn't see this until after I'd finished my weekly maintenance, and I've kinda restricted myself to one update per week for personal and user sanity, I have to exercise restraint and assign this to the next week's update, but I greatly appreciate the fix and your content~!
I look forward to applying the fix as soon as I can!
In reply to Kitaensilva:
No worries, another user reported it on github. Let me know if it fixes it. Remember to turn the feature back on!