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Llama3013

Vintarian
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Posts posted by Llama3013

  1. On 5/1/2023 at 8:13 PM, Amarillo said:

    There is any way to restrict certain players to craft the potion? maybe for as a trait or role?

    I might look into it, today or tomorrow.

  2. On 4/24/2023 at 2:17 AM, Plumeria said:

    Hello, 

    Would it be possible to add a recipe for 4 bottles when making them with clay? 

    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. On 9/10/2022 at 12:11 PM, Nol said:

    is this gonna be updated for 1.17

     

    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. On 6/28/2022 at 5:52 AM, Hexedian said:

    The potion of vitality is... odd.

    If you're fully healed, it increases your health, and maximum health by 50% for 10 seconds, which is fairly useless, unless you know precisely when you're going to take damage.

    If you're not at full health, it increases your maximum health only for 10 seconds, which is useless.

    If you increase your maximum health, then take damage, the extra health stays until you take damage, which is probably a bug?

    Overall, I don't see any reason to make and carry this potion.

     

    Yes, this is definitely a bug. I will try to look into it this week. I think I know what the problem could be.

     

    On 7/3/2022 at 12:09 AM, Hexedian said:

    Bug : placing a flask with partial potion (0.75) on a shelf, then a full flask, then picking them both, stacks them in inventory as 2 full flasks.

     

    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. On 5/28/2022 at 10:50 AM, 1Joachim1 said:


    Raw food could increase some stats if the potion already has them. probably instead of "increase" the word should be "improve" but only if the effect is already present.

    -Grain could increase the time of the settling potion. 
    -Veggies could increase the time for the purging potion (you know, fiber and all that, and being low calories)
    -Meat could increase the time for the potions that have anything to do with hunting and butchering
    -bush meat could increase the time for the potions that have anything to do with pheromones
    -milk could increase the time for the HP potions (either max or healing)
    -mushrooms, if you can separate them from veggies, could be fun. healthy ones could increase the time for the mining. while the poisonous ones could increase the yield itself at the cost of max hp being reduced for the duration of the potion.

    if you add rot the time instead of increasing it decreases. but knowing that rot is valuable AF.. could you detect a rotting ingredient? if it's <50% rotting it increases the time less (like a low quality upgrade) while if it's > = 50 it should decrease the time

    maybe this is overcomplicating the system quite a lot, but it's a way to "sacrifice" food without having an OP effect. at the end you want nourishment and drinking potions shouldn't overwritte the food system. 

     

    i suggest at the expense of something, like losing points due to not being an efficient way to nourish such:

    100 fruit
    100 vegetable
    100 grain 
    100 protein
    0 dairy 

    it should end up being

    90 fruit
    90 veggie
    90 grain
    90 protein
    25 dairy 

    (net loss 15 points out of the 40. which is ~37% loss)

    else you're basically killing the need for having a herd of sheep ready to milk and make cheese.

    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.

    • Like 1
  6. On 3/30/2022 at 5:53 AM, DX65 said:

    Suggestion: Nutrient drinks for the avatars on the go who doesn't have time to track down all their nutrients. Or specific like if they are low on 3 or 1 nutrient. The recipe could be involve juices or leftover mash that don't expire as emergency rations.

    But if you want to make it difficult perhaps you could add time limit how many nutrient drinks that can be drunk over period of time or only effective if for example someone has is already at zero dairy levels.

    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.

    On 3/30/2022 at 10:36 AM, l33tmaan said:

    Nice cauldron. It looks way different from Expanded Food's cauldron, which makes me happy we aren't stepping on each other's toes. :)

    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.

    • Like 2
  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.

    image.thumb.png.c36111e59252234fd46c3e3fa3ecc7ae.png

    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.

    image.png.5a4b8c90e2f758967c5a319762e39f5f.png


    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, animalSeekingRangewholeVesselLootChanceanimalHarvestingTime, 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.

    • Like 2
  8. On 3/26/2022 at 2:01 PM, Cloaked said:

    Hi there! I have a bug to report.

    If you try to dump out potion liquids from a bucket, rather than dispersing into the ground like water or other liquids, the potions instead become physical items you can loot.

    I am magically able to hold liquids in my backpack without containers! XD

     

      Reveal hidden contents

    2022-03-25_23-00-33.thumb.png.f17ae40e8910012ee152a5072f1148bd.png

     

    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. On 2/15/2022 at 2:43 AM, Smeeslug said:

    Suggestion, if it's possible, could empty bottles stack, or have a config option for stackable or not? At the moment they are a bit of a pain to deal with when crafting/storing

    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.

    • Like 1
  11. 3 hours ago, JarielEledan said:

    Please do disregard my last post, for I am indeed an idiot and I forgot to restart the server to fix the changes. Now the herbs seem to be working properly.
    Once again, I do apologize for my brain being dumb.

    That's okay, let me know if there are any problems.

    • Like 1
  12. 2 hours ago, Yvette Forty said:

    There are a couple mods I really would like to see kept up "expanded foods and wild farming (although I don't like the trees on tilled ground, it's unnatural), I would love to help but I've never modded anything before, I'm only a retired graphic designer.

    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.

     

    47 minutes ago, JarielEledan said:

    I tried the update, it seems like the objects are still different. I can find (for example) marjoram cuttings on the handbook and the recipe calls for shears+marjoram, but the marjoram from Wildcraft still seems like a different object that only makes the seeds :o It's all kinda confusing :I Still absolutely loving the mod and gods, I *adore* the new implementation of the liquid system, it makes making different strength potions actually more viable with the fact you get more uses (with potion tea getting 1 liter instead of the single use herb bundle). Great job ♥

    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.

    • Like 1
  13. On 1/16/2022 at 4:49 PM, Yvette Forty said:

    Can this mod be used in someway with Wildcraft v1.1.0! Just a thought seeing how the other is not updated.

     

    I have added some wildcraft compatibility in the latest alchemy update. Let me know if there are any problems. (Apologies for the late reply)

    16 hours ago, JarielEledan said:

    Ah...at the moment it seems that none of the wildcraft plants work for alchemy. None of them seems to have the capacity to create either clippings or potion preparations, while the preparation recipe still flashes them as being viable. I can't even find the clippings/etc in the handbook 😧

    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.

    • Like 1
    • Sad 1
  14. 2 hours ago, l33tmaan said:

    You could just create an expandedfoods domain in your mod, next to your alchemy domain and put the cauldron code in there. If someone has both mods installed, it should be fine. However, the cauldron code... needs much improvement before I would recommend actually doing that. It's pretty rough right now.

    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. 17 hours ago, Scout said:

    Some bugs in 1.16:

    - Potion flasks on shelves display like you can see in the image.
    - Recipe for potion tea missing in the handbook
    - searching for potion tea in the handbook outputs the recipe for wooden bucket
     

    2022-01-11_15-29-20.png

    Fixed the shelf rendering slightly. (Still not showing correct liquid amounts)

    • Thanks 1
  16. 23 hours ago, l33tmaan said:

    A cauldron, you say? 🤔

    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. 11 hours ago, Scout said:

    Some bugs in 1.16:

    - Potion flasks on shelves display like you can see in the image.
    - Recipe for potion tea missing in the handbook
    - searching for potion tea in the handbook outputs the recipe for wooden bucket
     

    2022-01-11_15-29-20.png

    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.

    • Amazing! 1
  18. On 1/10/2022 at 2:28 AM, 1Joachim1 said:

    can i suggest that the potions are crafted in a cooking pot or something similar? i mean, all the proces is super great but the last step (crafting the potions using the ingredients+ the phial) i feel like it would be more fitting if they were produced in a cooking scenario. it doesn't make much sense to mix two dusts (because the plants have to dry and then heated and then mashed together, they would be quite quite dry) to make a liquid-looking potion. l

    anywho it's just a suggestion i'm really loving this mod, my world is quite barren of minerals (and plants to say the least) and it's being super super helpful! 

    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.

    • Like 3
  20. 18 hours ago, Lyra_Sunsong said:

    It's possible I'm a blind idiot but, how do I use the herb racks/dry or cure flowers and plants. I've tried everything that I personally can think of but to no avail? It keeps telling me I can only place them on fertile ground when I try to use the herb rack.

    Apologies if this is dumb question.

     

    EDIT: Nevermind, I was exceedingly dumb. Have to use shears on them first.

    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.

    • Like 1
  21. On 10/12/2021 at 12:34 AM, CoB_Kai said:

    So how are we supposed to craft potions with herbs like lavender, marjoram etc if these are creative items only? They do not grow anywhere as they have not been implemented into the survival game yet. @Llama3013

    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.

    On 10/20/2021 at 4:52 AM, Jan Hošek said:

    Implement Witcher potions. Would be hype.

    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.

  22. On 9/1/2021 at 7:15 AM, Thundathighs said:

    I drank a healing oil potion right as I died (before the hot could kick in), and preceded to get spammed with the message below. It makes my character super laggy on the server I'm on as well, as if I was in a temporal storm.

    I assume that the game is trying to remove the healing buff, and when it doesn't find it it due to it being lost on death, it just keeps erroneously trying. 

    image.png

    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

  23. On 7/24/2021 at 3:00 AM, Pamela Wild said:

    Sooooo, we can cut & dry them to make them last longer, but then they can't be used in food, correct??

    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.

  24. On 7/18/2021 at 5:20 PM, Katlamos said:

    Hey there! I got a crash today on 1.15.1 with the latest version of your mod, and the log suggests that your addon is the cause of the error:

    Running on 64 bit Windows with 16 GB RAM 
    Version: v1.15.1 (Stable)7/18/2021 3:17:38 AM: Critical error occurred
    System.TypeLoadException: Could not load type 'Vintagestory.API.JsonObject' from assembly 'VintagestoryAPI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
       at Alchemy.BlockPotion.OnLoaded(ICoreAPI api)
       at Vintagestory.Client.NoObf.ClientMain.OnServerBlocksItemsReceivedStep5(Action onCompleted)
       at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime)
       at _KjTDoKZjuKUC1UTaOBisQ6AZ4AqA._8DJtlEnHO7F1NYfVFrSNJNuDZpD(Single )
       at _RWDpUP9pNIFCL1enbZzYqmh8eRe._rmjRcUg6ZZy8gFclAtdmfo8RemC(Single )
       at _RWDpUP9pNIFCL1enbZzYqmh8eRe._uf2x7pSJniCpFh7nbMvuI5iHIsh(Single )
       at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
       at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
       at OpenTK.GameWindow.DispatchRenderFrame()
       at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
       at _dWMiVfUAappivvjgQTrHbayLaP6._JCfAsRVSY5s6xyZG4pMiBR26lu(_mzzuiHzecediUg7OL4KPB2bLyPO , String[] )
       at _75U2lTywrsd0KIurOPIOvOxQoiH._JCfAsRVSY5s6xyZG4pMiBR26lu(ThreadStart )
    -------------------------------
    
    Event Log entries containing Vintagestory.exe, the latest 3
    ==================================
    { TimeGenerated = 7/18/2021 3:17:42 AM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1441907903510307422, type 4
    Event Name: APPCRASH
    Response: Not available
    Cab Id: 0
    
    Problem signature:
    P1: Vintagestory.exe
    P2: 1.15.1.0
    P3: 60f1d839
    P4: KERNELBASE.dll
    P5: 10.0.19041.1110
    P6: 4809adf2
    P7: c0020001
    P8: 0000000000034ed9
    P9: 
    P10: 
    
    Attached files:
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER600C.tmp.dmp
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER63D6.tmp.WERInternalMetadata.xml
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER63E7.tmp.xml
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER63F4.tmp.csv
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER6424.tmp.txt
    
    These files may be available here:
    \\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_4196bbbe9dd9c3bd6fb911631f4eb28e61b73e_0fc5e02c_45fdaf1a-5b85-4fbd-9cd0-624e43f7d6e7
    
    Analysis symbol: 
    Rechecking for solution: 0
    Report Id: b103e8e3-52e2-4e11-a727-7ff723e6ba3e
    Report Status: 268566528
    Hashed bucket: 48f2ebef2d2f21df9402af99438f625e
    Cab Guid: 0 }
    --------------
    { TimeGenerated = 7/18/2021 3:17:40 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.15.1.0, time stamp: 0x60f1d839
    Faulting module name: KERNELBASE.dll, version: 10.0.19041.1110, time stamp: 0x4809adf2
    Exception code: 0xc0020001
    Fault offset: 0x0000000000034ed9
    Faulting process id: 0x12d0
    Faulting application start time: 0x01d77ba18882d795
    Faulting application path: C:\Users\starb\AppData\Roaming\Vintagestory\Vintagestory.exe
    Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll
    Report Id: b103e8e3-52e2-4e11-a727-7ff723e6ba3e
    Faulting package full name: 
    Faulting package-relative application ID:  }
    --------------
    { TimeGenerated = 7/18/2021 3:17:39 AM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
    Framework Version: v4.0.30319
    Description: The process was terminated due to an unhandled exception.
    Exception Info: exception code c0020001, exception address 00007FFDE2104ED9
    Stack:
     }

     

    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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