Ever wanted to be in charge of an apothecary? Feel the need to brew the perfect potion? Is the vanilla Minecraft brewing system too simple for your refined tastes? If you answered “yes” to any of these questions, then Alchemy++ might be just what you’re looking for.
What is this mod?
Intended to be a lore-friendly expansion of the potion system and provide a fun “alchemical tech tree” for players to explore, AlchemyPlusPlus allows you to research, combine, and enhance potions and potion-related items. Normal potion effects such as poison, harming, and weakness are fully supported, and normally unavailable effects like blindness, nausea, and withering are now possible.
Stable builds for 1.5.2 and 1.6.2 are available on mokonaModokiDesu‘s original mod thread.
How to play
(subject to change with very little notice, I’m doing an overhaul of the research mechanics)
To combine potions, you’ll want to use a Liquid Mixer. The liquid mixer takes two potions, runs them through a Filter, and outputs the combined potions into two empty bottles.
To brew new types of potions, you currently use the Essence Extractor. The Essence Extractor will be removed once the research overhaul is complete. Here are the recipes for various potions:
Night Vision I + Squid's Eye = Blindness Slowness I + Awkward Feeling = Nausea Swiftness I + Springy Cord = Jump Boost Strength I + Iron Powder = Resistance Poison I + Festering Flesh = Hunger Regeneration I + Fish Oil = Water Breathing Instant Damage I + Nether Star = Wither Ways of getting ingredients: Squid's Eye - Kill a squid with a Silk Touch shears called "Eye choppa" Awkward Feeling - Smash ANOTHER player with an anvil. Springy Cord - Make a slime fall to his death Iron Powder - obliterate Iron Golem with bare fists Festering Flesh - break completely rotten Block of Flesh. Fish Oil - fill the bottle of fish oil using raw fish. Nether Star - Kill the Wither Boss
Potion Bottle A storage block for your potions, and can hold up to 16 potions in one block. Use your potion (regular or splash) on this block to pour it inside or use an empty bottle on it to get some back. You may also SHIFT+Right click it with an empty hand to drink some.
Fish Oil Bottle When you've crafted this item, use it with Shift + RightClick to consume fish from your inventory and fill the bottle with oil. Note that only the full bottle of fish oil is considered a potion ingredient.
Diffuser (previously the “Alchemical Apparatus”) The diffuser is used to spread a potion effect over an area, similar to how a Beacon does. The diffuser has an alcohol burner to heat it up, and uses an internal tank of potion over time. The diffuser is effective in the area of 20x20x20 around it.
To get alcohol or ethanol for your burner, you’ll need to distill it. Currently, you can distill wood alcohol in the Distillery.
Screenshots
Creative page: Being used in a lab: Placed on the ground:
Compatibility Requires Forge v10.13.2.1291. May work with earlier versions, but is not guaranteed to.
If you find a bug, please report it in the Issue Tracker on github.
Source, license, etc.
The license and source are both available on github. If you do something cool with the source, send me a pull request, I might just add it in to the official codebase.
I use goo.gl shortened links to see how many people are visiting Jenkins, download the mod directly, etc.
Feedback I’m always looking for feedback on features, how easy/difficult the mod is, and overall balance. Feel free to leave a post below with any questions or comments. You can reach me on Twitter and in the #alchemypp Esper.net IRC channel, and all bug reports should go into the Github issue tracker.
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Thanks for the video, I'm on my laptop (which is not friends with Flash Player at the moment) so I can't look at it now, but I'll look at it on my desktop once I get home.
It's back? Awesome! I remember playing with it a few months ago... Looks great!
~ Dylan
Yup, back, and under active development. Mokona is busy with life, but has generously agreed to provide high level guidance for the mod. We brainstormed last week, and came up with a bunch of ideas for refining what is already here, and moving forward with a tiered research system.
I'm not going to promise anything specific (we're still deciding on what to implement next), but keep an eye on this thread for updates.
are all of the recipes supposed to require a lot of iron blocks..?
The answer to that is both yes, and no.
Originally, the mod required the use of Orichalcum to make any of the items. One of the first things I did was swap the Orichalcum blocks out for Iron blocks so that the basic tier of the mod isn't dependent on worldgen'd ores, and also so I can use Orichalcum later on.
That said, I want to make things more balanced. Right now, for the utility you get from the various different apparatus, the cost is pretty high. I need to reduce the cost and change around some of the recipes, but I'm doing it after I finish the Diffuser overhaul.
tl;dr - yes (for now), but I'm going to fix the balance later
now... I may have a kind of stupid question but: are you going to only focus on potion alchemy, or are you going to go into the transmuting things? ie: gold to iron and back, combinding obsidian, wither heads, and a few diamonds to make a wither star. That kind of stuff? if so, that would be awesome!
Also: I'm trying to develop a modpack for a few of my friends that we'll use on a private server (this may or may not happen, honestly, we don't even have a server set up yet), and we may or may not invite other people to come play just to add people
now... I may have a kind of stupid question but: are you going to only focus on potion alchemy, or are you going to go into the transmuting things?
Definitely not a stupid question. A month ago, I would have said "yes", but then Pixlepix handed off Minechem to me...
My current focus is getting the 5.0.5 version of Minechem stable and released for 1.6.4, which won't have any extra stuff. However, 5.1.1 will feature some interactions between Minechem and Alchemy++. Moving forward, Minechem and Alchemy++ will be designed to play together (but not required, cuz where's the fun in that?).
Also: I'm trying to develop a modpack for a few of my friends that we'll use on a private server (this may or may not happen, honestly, we don't even have a server set up yet), and we may or may not invite other people to come play just to add people
Sweet! Let me know if/when you get it put together, I'd be interesting in hopping on and saying hi!
Ever wanted to be in charge of an apothecary? Feel the need to brew the perfect potion? Is the vanilla Minecraft brewing system too simple for your refined tastes? If you answered “yes” to any of these questions, then Alchemy++ might be just what you’re looking for.
What is this mod?
How do I get it? (aka, downloads)
Download it from the AlchemyPlusPlus CurseForge page, or use the Curse Launcher.
Older versions:
To brew new types of potions, you currently use the Essence Extractor. The Essence Extractor will be removed once the research overhaul is complete.
Here are the recipes for various potions:
Slowness I + Awkward Feeling = Nausea
Swiftness I + Springy Cord = Jump Boost
Strength I + Iron Powder = Resistance
Poison I + Festering Flesh = Hunger
Regeneration I + Fish Oil = Water Breathing
Instant Damage I + Nether Star = Wither
Ways of getting ingredients:
Squid's Eye - Kill a squid with a Silk Touch shears called "Eye choppa"
Awkward Feeling - Smash ANOTHER player with an anvil.
Springy Cord - Make a slime fall to his death
Iron Powder - obliterate Iron Golem with bare fists
Festering Flesh - break completely rotten Block of Flesh.
Fish Oil - fill the bottle of fish oil using raw fish.
Nether Star - Kill the Wither Boss
Potion Bottle
A storage block for your potions, and can hold up to 16 potions in one block. Use your potion (regular or splash) on this block to pour it inside or use an empty bottle on it to get some back. You may also SHIFT+Right click it with an empty hand to drink some.
Fish Oil Bottle
When you've crafted this item, use it with Shift + RightClick to consume fish from your inventory and fill the bottle with oil. Note that only the full bottle of fish oil is considered a potion ingredient.
Diffuser (previously the “Alchemical Apparatus”)
The diffuser is used to spread a potion effect over an area, similar to how a Beacon does. The diffuser has an alcohol burner to heat it up, and uses an internal tank of potion over time. The diffuser is effective in the area of 20x20x20 around it.
To get alcohol or ethanol for your burner, you’ll need to distill it. Currently, you can distill wood alcohol in the Distillery.
Screenshots
Being used in a lab:
Placed on the ground:
Compatibility
Requires Forge v10.13.2.1291. May work with earlier versions, but is not guaranteed to.
If you find a bug, please report it in the Issue Tracker on github.
Source, license, etc.
Original mod ©2013 Eugene Rebedailo (mokonaDesu) and is the intellectual property of the author. This mod is continued with the full permission of mokonaModokiDesu, and continues the intent of his original mod of the same name.
I use goo.gl shortened links to see how many people are visiting Jenkins, download the mod directly, etc.
Feedback
I’m always looking for feedback on features, how easy/difficult the mod is, and overall balance. Feel free to leave a post below with any questions or comments. You can reach me on Twitter and in the #alchemypp Esper.net IRC channel, and all bug reports should go into the Github issue tracker.
All work licensed under the Don't Be a Jerk license.
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Any specific part you'd like summarized? I'm planning to add recipes once I have some time, although I may just link to the wiki for that.
All work licensed under the Don't Be a Jerk license.
Thanks for the video, I'm on my laptop (which is not friends with Flash Player at the moment) so I can't look at it now, but I'll look at it on my desktop once I get home.
All work licensed under the Don't Be a Jerk license.
Yup, back, and under active development. Mokona is busy with life, but has generously agreed to provide high level guidance for the mod. We brainstormed last week, and came up with a bunch of ideas for refining what is already here, and moving forward with a tiered research system.
I'm not going to promise anything specific (we're still deciding on what to implement next), but keep an eye on this thread for updates.
All work licensed under the Don't Be a Jerk license.
I am actually gonna do this. Alright, just click the damn things. Now. You must.
This other mod have an other great potion ideas, you can take 2 or 3 of them
http://www.minecraftforum.net/topic/1581870-164sspsmpforge-more-potions-mod/
The answer to that is both yes, and no.
Originally, the mod required the use of Orichalcum to make any of the items. One of the first things I did was swap the Orichalcum blocks out for Iron blocks so that the basic tier of the mod isn't dependent on worldgen'd ores, and also so I can use Orichalcum later on.
That said, I want to make things more balanced. Right now, for the utility you get from the various different apparatus, the cost is pretty high. I need to reduce the cost and change around some of the recipes, but I'm doing it after I finish the Diffuser overhaul.
tl;dr - yes (for now), but I'm going to fix the balance later
All work licensed under the Don't Be a Jerk license.
Also: I'm trying to develop a modpack for a few of my friends that we'll use on a private server (this may or may not happen, honestly, we don't even have a server set up yet), and we may or may not invite other people to come play just to add people
Definitely not a stupid question. A month ago, I would have said "yes", but then Pixlepix handed off Minechem to me...
My current focus is getting the 5.0.5 version of Minechem stable and released for 1.6.4, which won't have any extra stuff. However, 5.1.1 will feature some interactions between Minechem and Alchemy++. Moving forward, Minechem and Alchemy++ will be designed to play together (but not required, cuz where's the fun in that?).
Sweet! Let me know if/when you get it put together, I'd be interesting in hopping on and saying hi!
All work licensed under the Don't Be a Jerk license.
FYI, it is mis-categorized on notenoughmod.net, lists it as be a 1.7.10 mod.
It's actually midway through the process of being updated to 1.7.10. I've got working builds, I just need to get a releases page set up.
All work licensed under the Don't Be a Jerk license.
Can I please use this epic mod of yours in a modpack?
This one because Hatfilms are awesome!
Minefactory Reloaded avid fan:
Magical Crops. Magical.
The real expansion, the best expansion.
The best logical mod no one in Mojang thought about.
It's grown on me!
Sure, all my mods are licensed under the DBaJ non-commercial license, so as long as you're not making money off it, you're good to go!
That said, the mod is a bit on the unstable side at the moment, so you might want to check out Minechem instead.
All work licensed under the Don't Be a Jerk license.