I can't make elements ._.. In the GUI there are no 'output' box. Help?
I had a note on this before, maybe I should of kept it. The output pops off the top of the table, hence the screenshots of items all around the table. Just put the recipe in, and do the base slot last(middle slot), if nothing goes there, just click it, it behaves like a button.
I was originally going to release the new version today, but it might have to wait until tomorrow. I decided to add Forge sooner rather than later, and it's a lot to take in at once xP I'm also trying to cut down on block and item IDs, which takes a lot of recoding.
And yes, I said cut down on block ids. At the moment, there are 14 blocks, the Table being one of them. The next update is quite bigger than I originally planned. Not everything will be fully implemented, and I may release just SSP first, then add SMP afterwards.
What's new in the next version:
-Forge
-Alchemy Table has a new recipe and matching base texture
-Alchemy Table has an output slot
ITEMS:
-6 Alchemical Dusts (Normal + 5 Elemental)
-6 Alchemical Stones (Normal + 5 Elemental)
-5 Elements (Same items, new sprites :biggrin.gif:)
-5 Elemental Stones: Philosopher's, Harpy's, Siren's, Golem's, and Salamander's
BLOCKS:
-Alchemy Altar (Can place Alchemical or Elemental stones on it)
-6 Alchemical Stones (Fancy carved stones made from 4 of the item counterpart)
-6 Alchemical Stone Pillars (Pillars made of Alchemical Stone)
A few notes though, the Altar will be mostly for looks with the next release, I'm still working through ideas in my head of how it will work. It will replace the table for charging the Elemental Stones, and have other uses. The Elemental Stones will most likely be mostly unfinished, as I'm still not 100% on what they will all do, or how to code all their effects.
Are there plans to keep this mod realistic. I like the idea of an item that allows
having pets. Other alchemy mods start off great but then allow you to make extremely
over powered items. Will future items be balanced or over the top? Using EE in the beginning
was amazing. Being able to repair things at a cost, and create certain things was a ton of fun.
Once it got to the point where I could repair things for free, then to the point where I could
clear massive sections of blocks in seconds it quickly became boring. For others that enjoy
over powered and fun items that is great. Some of us want balanced items and I am just wondering
what direction you intend to go?
I'm glad a few people have commented on the balanced part of this, as that was the goal, which is also why I'm hoping for input on the recipes. I'm sure some of the addons may go a bit unbalanced, but the core I will be attempting to keep as fair as possible. Its one of the things holding me back on the altar.
Also, figuring out forge is proving harder than I thought. I got it working first try with the table's new texture, but it isn't playing very nicely with the new blocks that are sharing a single ID. When I figure it out I'll try to get some new screenshots of the new content, and hopefully by Tuesday I can get r4 out.
It makes little sense to compatibility with EE. Many users including myself would be very interested
in this mod as an alternative to that mod. The problem with alchemy mods is that the authors feel that
the users must be able to work up to crazy god-like items -- when realistically in EE if users were only able to
create the philosophers stone and do repairs the mod would be fantastic. But since the author of the mod felt
inclined to provide extreme benefits to alchemy that literally ruin the game for users like myself.
I am running a variety of mods that include dungeon and city generation etc. It keeps the game fresh with a seemingly
never-ending way to adventure and have a good time. I still have to rely on my home to produce the resources I need etc.
If I was to start using EE what is to eventually stop me from flying around like super man and nuking every dungeon I find.
So for people to troll this topic and say EE is better shows a complete lack of thought. EE to my knowledge has been around longer. If you love the idea of alchemy and formulas and making different things from other things this mod might be what you are looking for. I am going to install it and give it a whirl to see where it goes. I loved EE when I first tried it. But once I reached the so called "end game items" (I am not so sure I want an end game in my minecraft, <-- personal opinion) then I was done with the map. Hopefully this mod does not provide end game functions. If it does go that direction then I would have to agree that EE is better.
If this mod provides a different experience for the users however, then I do not think it is fair to compare them.
I respect others opinions about EE and really do think it is a cool mod for the people that enjoy it. It is just not for me.
how do you install this mod?!?! you should really get some installation videos uploaded for this mod
Again, the download page has a list of requirements, I do plan to update the post with more info with the next release though :smile.gif: The mod itself just needs to go in the mods folder.
Care to upload a pre-release of what you have so far?
I was hoping to do that today, but because of my mix up with forge last night, and a surprise visit from a friend today, I got a little behind. I will be posting up r4 tomorrow, as early as possible, though I have class tomorrow.
This is truly amazing and I would love to see this expand. I think something needed is a way to get the metals without needing the ingots. Even if it was only iron and gold. Also, I do prefer this over EE; can't quite explain why.
Rollback Post to RevisionRollBack
The man who discovered milk... What the HELL was he doing...
How do you pronounce this? :laugh.gif: I don't know why I'm even asking :tongue.gif:
Is it My Alchemy?
Yes :tongue.gif:
Also, sorry it isn't out yet. I noticed a few changes I had to make last minute and have been working on that. Its a bit late right now for me, but in the morning I'll try posting some screenshots, and get the early release for SSP out sometime tomorrow.
Also, sorry it isn't out yet. I noticed a few changes I had to make last minute and have been working on that. Its a bit late right now for me, but in the morning I'll try posting some screenshots, and get the early release for SSP out sometime tomorrow.
There we go, updated SVN, the Recipe wiki page, and the post. Screenshots of the new stuff is there too :biggrin.gif: Enjoy, like I said, I'll try to get the next version for SMP up by tomorrow night, but no promises.
I tried to make a vid. But its just too complicated for meh.
I'm assuming thats a joke at the "Alchemy Made Simple" line? Because 1 minute isn't enough time to download the mod, read the recipes, and actually try
The recipes are all up at the top of the post("[Recipes]") and are quite simple. Just mix the items together to make new items, there isn't any shape or order to them, other than the base slot item needing to be in the middle. Then just press the big craft button in the middle to start.
I had a note on this before, maybe I should of kept it. The output pops off the top of the table, hence the screenshots of items all around the table. Just put the recipe in, and do the base slot last(middle slot), if nothing goes there, just click it, it behaves like a button.
And yes, I said cut down on block ids. At the moment, there are 14 blocks, the Table being one of them. The next update is quite bigger than I originally planned. Not everything will be fully implemented, and I may release just SSP first, then add SMP afterwards.
What's new in the next version:
-Forge
-Alchemy Table has a new recipe and matching base texture
-Alchemy Table has an output slot
ITEMS:
-6 Alchemical Dusts (Normal + 5 Elemental)
-6 Alchemical Stones (Normal + 5 Elemental)
-5 Elements (Same items, new sprites :biggrin.gif:)
-5 Elemental Stones: Philosopher's, Harpy's, Siren's, Golem's, and Salamander's
BLOCKS:
-Alchemy Altar (Can place Alchemical or Elemental stones on it)
-6 Alchemical Stones (Fancy carved stones made from 4 of the item counterpart)
-6 Alchemical Stone Pillars (Pillars made of Alchemical Stone)
A few notes though, the Altar will be mostly for looks with the next release, I'm still working through ideas in my head of how it will work. It will replace the table for charging the Elemental Stones, and have other uses. The Elemental Stones will most likely be mostly unfinished, as I'm still not 100% on what they will all do, or how to code all their effects.
I say yes!
Good, I can use this with Equivalent Exchange!
The Equivilent Exchange mod is better
having pets. Other alchemy mods start off great but then allow you to make extremely
over powered items. Will future items be balanced or over the top? Using EE in the beginning
was amazing. Being able to repair things at a cost, and create certain things was a ton of fun.
Once it got to the point where I could repair things for free, then to the point where I could
clear massive sections of blocks in seconds it quickly became boring. For others that enjoy
over powered and fun items that is great. Some of us want balanced items and I am just wondering
what direction you intend to go?
I'm glad a few people have commented on the balanced part of this, as that was the goal, which is also why I'm hoping for input on the recipes. I'm sure some of the addons may go a bit unbalanced, but the core I will be attempting to keep as fair as possible. Its one of the things holding me back on the altar.
Also, figuring out forge is proving harder than I thought. I got it working first try with the table's new texture, but it isn't playing very nicely with the new blocks that are sharing a single ID. When I figure it out I'll try to get some new screenshots of the new content, and hopefully by Tuesday I can get r4 out.
http://strt.cc/?ref=ZGVhdGhseWFuZ2VsNDdAZ21haWwuY29t
Is better only for Forge users sometimes Forge is annoying because only allows to use Forge mods
in this mod as an alternative to that mod. The problem with alchemy mods is that the authors feel that
the users must be able to work up to crazy god-like items -- when realistically in EE if users were only able to
create the philosophers stone and do repairs the mod would be fantastic. But since the author of the mod felt
inclined to provide extreme benefits to alchemy that literally ruin the game for users like myself.
I am running a variety of mods that include dungeon and city generation etc. It keeps the game fresh with a seemingly
never-ending way to adventure and have a good time. I still have to rely on my home to produce the resources I need etc.
If I was to start using EE what is to eventually stop me from flying around like super man and nuking every dungeon I find.
So for people to troll this topic and say EE is better shows a complete lack of thought. EE to my knowledge has been around longer. If you love the idea of alchemy and formulas and making different things from other things this mod might be what you are looking for. I am going to install it and give it a whirl to see where it goes. I loved EE when I first tried it. But once I reached the so called "end game items" (I am not so sure I want an end game in my minecraft, <-- personal opinion) then I was done with the map. Hopefully this mod does not provide end game functions. If it does go that direction then I would have to agree that EE is better.
If this mod provides a different experience for the users however, then I do not think it is fair to compare them.
I respect others opinions about EE and really do think it is a cool mod for the people that enjoy it. It is just not for me.
I play Slave Hack, give it a try!
The download page has a list of requirements.
Again, the download page has a list of requirements, I do plan to update the post with more info with the next release though :smile.gif: The mod itself just needs to go in the mods folder.
I was hoping to do that today, but because of my mix up with forge last night, and a surprise visit from a friend today, I got a little behind. I will be posting up r4 tomorrow, as early as possible, though I have class tomorrow.
Is it My Alchemy?
Yes :tongue.gif:
Also, sorry it isn't out yet. I noticed a few changes I had to make last minute and have been working on that. Its a bit late right now for me, but in the morning I'll try posting some screenshots, and get the early release for SSP out sometime tomorrow.
If you need a tester/artist gimme a pm!
I play Slave Hack, give it a try!
I'm assuming thats a joke at the "Alchemy Made Simple" line? Because 1 minute isn't enough time to download the mod, read the recipes, and actually try
The recipes are all up at the top of the post("[Recipes]") and are quite simple. Just mix the items together to make new items, there isn't any shape or order to them, other than the base slot item needing to be in the middle. Then just press the big craft button in the middle to start.