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Llama3013

Vintarian
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Everything posted by Llama3013

  1. I might look into it, today or tomorrow.
  2. Hey, I have just released a new version of Alchemy that adds two new clay bottle recipes to the game. One is it adds a recipe to build two at a time and another that adds 4 at a time.
  3. Hey Nol, as far as I know I think its working with 1.17. I did some quick testing and everything appears to be working. Let me know if that isn't the case and if anything is wrong.
  4. Yes, this is definitely a bug. I will try to look into it this week. I think I know what the problem could be. There seems to be plenty of bugs with liquid containers stacking in the base game. I will investigate this but not sure if I can fix it. Thanks for the bug reports.
  5. So my plan is actually to remove the already existing potions that are made using the grid crafting and just to create new potions solely through the cauldron with the potions effects based on the ingredients. The recommendations for the raw food effects are great, exactly what I was looking for. The rot time calculations are a good idea if I can implement them properly. For the nutrient drinks, (if I get around to implementing them) I would add it like this and probably just have it detect the lowest nutrition value and boost that value. Thanks 1Joachim1, for the great suggestions. I have stopped modding for a bit since I got a new job and had to move but I plan on working on this some more soon.
  6. Hey DX65, yeah might mess around with something like that in the future. Maybe I could make a nutrient equalizer or something that would take from the highest nutrient and spread it amongst the lowest or all the other nutrients. At the moment I will be working on the cauldron update and bug fixing. Yeah at the moment the cauldron is just a barrel with a metal texture. I am thinking that I might change it in the future. I was actually thinking that maybe if it would be alright, I could have my cauldron craftable into yours and vice versa.
  7. Hi everyone, I have been working on an update slowly for a while now to add a new way to make potions (This update is not ready yet). Currently to make a potion in this update I would place up to five items in the new alchemy cauldron with some potion tea or aqua vita in the liquid slot (like a barrel) and then click the mix button to create two litres of a potion that would give the effects that are listed. Anything can go into the alchemy cauldron as long as it has item attributes of potion essences which I have added with json patches into the game. I would like to add crops, various plants and other misc. items from the base game to the alchemy process rather than just flowers/herbs. The increase in ingredients used for potions lead me too making a new handbook specifically for potion ingredients. Currently I have a potion essence handbook that shows every item in the game that has a potion essence attribute. It works the same as the normal handbook, so you can hover over an item, open the potion essence handbook and it will head to that item's page which will tell you the ingredients essences. So at the moment the biggest task is to add potionessence attributes to everything that should be able to mix into a potion. Which is the reason I am making this post, its a big task to give so many items specific values. Here is the list of values that can be added to an ingredient: healingeffectivness, maxhealthExtraPoints, walkspeed, hungerrate, rangedWeaponsAcc, rangedWeaponsSpeed, rangedWeaponsDamage, meleeWeaponsDamage, mechanicalsDamage, animalLootDropRate, forageDropRate, wildCropDropRate, vesselContentsDropRate, oreDropRate, rustyGearDropRate, miningSpeedMul, animalSeekingRange, wholeVesselLootChance, animalHarvestingTime, glow (currently if it has any amount of this it makes you glow at full strength I may make this adjustable) recall (if it has any amount of this it teleports you back home) and duration (This is just how many seconds the potion lasts). All values in the list will add a percentage to your stats except for glow, recall and duration. For example if you drank a potion that has 0.1 units of oreDropRate and -0.1 units of miningSpeedMul, you would gain +10% more ore but would be -10% slower at mining. What I was currently thinking for item essences was herbs/flowers would have higher values giving great buffs but also giving a debuff for example something like 50% rangedWeaponsDamage, 30% rangedWeaponsSpeed but -30% rangedWeaponsAcc. I was thinking for items such as crops that they would provide pure benefits and very little/no negative effects. Maybe something like a carrot would provide a 10% increase in rangedWeaponsAcc. So if anyone has any ideas on what values should go onto what item let me know. Bonus points on anyone who tell me real life benefits or folk lore aspects of certain crops, flowers or items (such as, I have heard that carrots help your eyes so I will probably make carrots give a rangedWeaponsAcc buff since I would say that would be to do with eyesight). Please let me know of any suggestions, feedback, clarifications or ideas with the new direction this mod is taking. All feedback is welcome even if its something as little as what I should rename something too.
  8. Hey thanks for letting know. I had already fixed this previously a in big update that I will release eventually. I just forgot to release it.
  9. Hi @Smeeslug, I have added an update to allow stacking for potion flasks. I think there are some cases where you could gain or lose some of the contents from stacking them but it is rare and base game buckets seem to have the same problem.
  10. Hi Smeeslug, yes that's what I plan on doing in the future. Having the flasks stack at the moment is a bit buggy. I am just working on other things at the moment but hopefully I can get it too work soon.
  11. That's okay, let me know if there are any problems.
  12. Expanded Foods will be updated eventually, l33tman is working on it but there is a lot to do, so it it will be updated when its updated. I will look into the marjoram cuttings and other herbs crafting a bit deeper tomorrow, I did only a quick fix for compatibility with wildcraft and only tested a couple of herbs. Also glad you like the mod.
  13. I have added some wildcraft compatibility in the latest alchemy update. Let me know if there are any problems. (Apologies for the late reply) Yes, the base vintagestory game and wildcraft actually have different items even though they look exactly the same. I think the author of wildcraft added a new item to make it easier to edit instead of json/harmony patching. It will probably now flash the herbs twice as much now since it will flash the base game herb and the wildcraft herb.
  14. Cool, I didn't know it worked like that. It will be a while till I actually use the cauldron atm. Gotta work on alot more first.
  15. Fixed the shelf rendering slightly. (Still not showing correct liquid amounts)
  16. Yes, much like your cauldron. Would I be able to use your cauldron down the line. If so how would we provide compatibility and if someone has only one mod installed how would we handle that.
  17. Thanks for finding these. I have fixed the handbook entry for potion tea. The potion on the shelf looks really strange but I know exactly what is causing the problem I will try to fix it today.
  18. Hey 1Joachim1, thanks for the suggestion and I'm glad you are enjoying the mod. Yes I agree the crafting for potions was a bit silly. I have just done a major update in the latest alchemy version which changes the potions to be an actual liquid now. I have also changed the crafting recipes so now you have to use the barrel to craft the potions. I would like to add a cauldron that requires some heat in the future but we will see.
  19. Hey, thanks for the suggestion. Yes I think I can get a night vision or at the very least, a strong glow potion (maybe both). I am currently away from my computer for a couple of days so I probably won't be able to work on it for a while. Also I am currently working on trying to get potions converted into liquids so I will hopefully have that out in my next update.
  20. Thanks, I will provide this in the next update.
  21. That's okay, I think I do need to make a handbook guide to help people understand the mod better. I have just been putting it off.
  22. As l33tmaan says you will need wild farming mod to access the herbs. If you install wild farming after you created a world it should still spawn herbs in the wild, you will just have to go to chunks of the world that haven't been generated yet to my understanding. You don't need access to the herbs I believe, as I made the recipes to have ways to craft everything with just flowers that are in the vanilla game. Thanks for the suggestion. I believe the toxicity system will probably be hard to implement and I haven't played much Witcher, so I don't see this happening sorry. Although if you or someone else would like to use my code to make their own mod or maybe an add on for this mod, feel free too.
  23. Sorry about the late reply, haven't been checking the forums lately. I have investigated the issue and hopefully this quick patch should fix it. I haven't tested it too much though I will look into it tomorrow and hopefully release it on the mod page. alchemy-1.3.7.zip
  24. Yes, you can't use cut/dried herbs/flowers in food. I don't have plans to implement dried herbs used in food in this mod. At the moment all of the cut/dried herbs/flowers are just used for making stronger potions. It's probably a bit annoying for other mod makers to make it compatible since the potion making and cut/dried herbs/flowers will probably change eventually and having to rely on my code. I do have plans to eventually overhaul a lot of things and more potions in this mod but have not had the time lately.
  25. Hey, I have updated the mod to 1.15.1 now. Your probably using the prerelease version. If the problem persists let me know.
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