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Llama3013

Vintarian
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Everything posted by Llama3013

  1. @l33tmaanGot it working pretty well I think. I should be releasing a public release tomorrow but here is what the mod is looking like currently. I added to your sausage.json attributes herbrackable: true, herbRackTransform: { translation: { x: 0.01, y: -0.15, z: 0.03 }, rotation: { x: 0, y: 0, z: 0 }, origin: { x: 0.5, y: 0, z: 0.5 }, scale: .75 }, It isn't completely lined up but it is fairly close. alchemy-1.3.5.zip
  2. Hmmmm, not sure why that's happening, I don't think I am rotating the herb rack items on the x or z axis. I am busy today but I should be able to work on it tomorrow.
  3. @l33tmaanHere is an update for positioning hopefully everything is rotated properly now. The cuttings now line up nicer with the hooks. I will also try to fix rot falling off in the coming days and put it on the moddb page. alchemy-1.3.5.zip
  4. alchemy-1.3.5.zip@l33tmaanHere is a jsonable herbRackTransform in the cuttings.json. I think its sorta like your meatRackTransform. I am still adding some combability and some small tuning so I will release this later.
  5. Cheers, all credit goes to @Cynthal for making the shape.
  6. I just checked and I think I placed all of the placement data straight into the translateMesh function. So its impossible to change placement at this time. I will work on making it jsonable today.
  7. I should be able to do that if you want. I can work on that sometime today probably.
  8. At the moment it only uses flowers since I don't think herbs spawn without wild farming mod. I am planning on adding compatibility to wild farming mod to include herbs, cactus and seaweed to the recipes for when it is used.
  9. Thanks for the suggestions for the potions. I plan to add some more potions soon and maybe add herbs, cactus and seaweed as potion ingredients.
  10. They are more balanced now as of 1.3 than 1.2 but I will still be tinkering with the values and I am open to balancing suggestions. EDIT: If you want to change any of the values of the potions you can do so by changing the values in assets/blocktypes/potions.json.
  11. Hey, yeah thats a major oversight on my part. I did have a different recipe at first but I changed it before I released the build for balancing. I will create a new build with the recipe using shears soon. EDIT: I have updated the mod to replace the cutting recipe to use shears instead of knife.
  12. Hey, @Streetwind as l33tman said the distiller is coming and I will probably adapt the distillery in some way when it is introduced. Also yes, it is probably a good idea to have the weak variant to be used with early game, I am thinking maybe have clay bottle variant. @l33tmaanthe herb rack works sort of like a shelf. To place things on the herbrack they have to have the attribute: herbrackable: true The herbs would probably work with the meat rack I think. As long as the meat rack has a higher cure rate than perish rate. I wanted it to be dry rate but I don't think its added yet. The potions currently aren't liquids, I keep putting it off changing them to liquids because it will probably break existing potions again and I am not 100% sure how the remapping works. If you want to check out my code its on github here https://github.com/Llama3013/vsmod-Alchemy. Feel free to message me on discord or vintagestory if you need help with any of my code.
  13. There is a new update to this mod, it provides new recipes to have different strengths of potions. To get medium strength potions you need craft cuttings with a flower and a knife and place them on a drying rack. To get strong potions you need to cook the dried herbs on a fire. These recipes are planned to be changed. Any problems report them here, mods page or message me on discord.
  14. Also from my testing I have found that mechanical damage does not seem to work. Might be base game Stat doesn't work or I tested it wrong. At the moment there is no mech damage potion. Also not sure if going above 100% in ranged accuracy makes you more accurate (At least from when I last tested the crosshair reticle didn't seem to change much)
  15. Yes, for example if you are a hunter you then have a base ranged accuracy of 130% and if you drank a Archer's Flask it will add 9% to give a total of 139% ranged accuracy. It should work with all of the classes and potions. The potion effects and classes should be independent of each other. Although at the moment if you drank two different potions with the same effect such as Looter's Delight and Hunter's Flask which both give increased forage amount, it will not give that effect twice and you would only gain the forage effect off of the one potion but all other effects from the two potions would be correct.
  16. Hey, just updated the mod to version 1.2.0, which fixed the server issue (thanks to server testing by SingABrightSong and NalaIsCool) and added new potion flask shapes by Cynthal. Let me know if there are any new bugs. The new shapes requires the old potions if you had any to be remaped. You should be notified on entering the game with the new mod update to remap. If for some reason that doesn't work you can copy and paste into chat these lines: /bir remapq alchemy:potionflask-normal-raw alchemy:potionflask-raw force /bir remapq alchemy:potionflask-normal-burned alchemy:potionflask-burned force /iir remapq alchemy:potion-normal-all alchemy:potion-all force /iir remapq alchemy:potion-normal-alltick alchemy:potion-alltick force /iir remapq alchemy:potion-normal-archer alchemy:potion-archer force /iir remapq alchemy:potion-normal-healingeffect alchemy:potion-healingeffect force /iir remapq alchemy:potion-normal-hungerenhance alchemy:potion-hungerenhance force /iir remapq alchemy:potion-normal-hungersupress alchemy:potion-hungersupress force /iir remapq alchemy:potion-normal-hunter alchemy:potion-hunter force /iir remapq alchemy:potion-normal-looter alchemy:potion-looter force /iir remapq alchemy:potion-normal-melee alchemy:potion-melee force /iir remapq alchemy:potion-normal-mining alchemy:potion-mining force /iir remapq alchemy:potion-normal-poison alchemy:potion-poison force /iir remapq alchemy:potion-normal-predator alchemy:potion-predator force /iir remapq alchemy:potion-normal-regen alchemy:potion-regen force /iir remapq alchemy:potion-normal-scentmask alchemy:potion-scentmask force /iir remapq alchemy:potion-normal-speed alchemy:potion-speed force
  17. Wow cheers, that's awesome. If could use it that would be awesome. If you do the cork or glass top even better.
  18. Yeah you are right, I am going to at some point change the look but I am not to great at making models. Also I was thinking about adding a cork or glass top to the potion that is taken from the top when the player drinks. Not sure how hard that is. At the moment I am adding more potions and maybe adding the ability to add custom json potions. Thanks for the suggestion.
  19. Thanks to @l33tmaan and @jakecool19 I got the contents of the potions to render properly and I have updated my github release and vs mods db release.
  20. Llama3013

    Alchemy

    This mod (currently) has several potions to choose from: Archer's Flask- Gives the player increased ranged damage, accuracy and charge speed. (Accuracy and charge speed is shown in the character stats dialog) Fighter's Flask - Gives the player increased melee damage. Healing Oil - Gives the player healing over time. Hunter's Delight - Gives the player increased animal lot, forage amount, wild crop amount and reduces animal seeking range. Looter's Delight - Gives the player increased forage amount, rusty gear amount from metal piles, vessel content amount and wild crop amount. Miner's Flask - Gives the player increased mining speed and ore drop rate. (Seems to only work on stone and ores) Potent Oil - Gives the player increased natural healing effectiveness, which means you should heal quicker over time. (Healing effectiveness is shown in the character stats dialog) Purging Brew - Gives the player increased hunger rate to help use all of your food before it spoils. (Hunger rate is shown in the character stats dialog) Predator Pheromones - Animals find the player easier when this is used. Scent Mask - Animals have a harder time to find the player when this is used. Settling Brew - Gives the player decreased hunger rate to help you through the winter. Spiked Oil - Gives the player poison damage over time. You don't want to drink this. Sprinter's Flask - Gives the player increased movement speed. (Walk speed is shown in the character stats dialog) Vitality Flask - Gives the player extra max health for the duration of the potion. Recall Flask - Teleports the player back to their home. Glow Flask - The player will glow brightly. Some notes: This mod is currently balanced slightly better than before but some of it may still be overpowered. Balancing suggestions are welcome. Mining potion increases mining speed only on stone and ores. Poison and Regen potion poison/heal you over time. Potion effects disapear after dying or restart. Potion bases and potion flasks are required to make potions. The ingredients to make potions bases other than the basic one are currently just different combinations of flowers with a mortar & pestle. All the recipes should be in the handbook. (search for "potion"). Wildcraft adds herbs to the game to add more combinations for potions. (previously wild farming did this but now only wildcraft adds herbs. Also currently not all of the herbs are used in potions.) Wild Farming mod is recommended if you want a renewable source of flowers. Any bugs or suggestion please go to my forum post, my github page or post a comment down below. Should be compatible with most mods. You cannot drink the same potion when you already have the potion's effects active. If there are mods that are incompatible with mine let me know and I will try to add compatibility. Modifying/creating potions Developer stuff and To-Do List Suggestions are welcome. Big thanks to Rejn_Bashag for making the new potion flask, herb rack and mortar & pestle shape, creating better names for potions and cover art.
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