I've been completely re-working how potions work. If you follow me on Twitter, you might have seen (heh, or rather, not-seen) the Invisible Cow picture:
If you look closely, you'll notice that it's not standing in water...it's standing in liquid potion. Yup, that's right...you can dump potions into the world just like you would water:
Standing in the potion liquid will give you the associated effects...which is cool if it's something like invisibility, but standing in a potion of harming is...not good for your health:
Aside from the delightful mechanics made possible by potion rivers, the diffuser is coming along nicely. You can fill it with a potion, rinse it out with water, and watch the potion level decrease as it diffuses the potion into the air:
I still need to do some work on combination potion handling (right now, it only applies the "first" potion effect of a multiple effect potion), and given the possibilities of the potion mixing mechanic, I definitely want to get that working:
Made some progress last night if you guys wanted to test it. Diffusers now apply the potion effect to everyone near them. You can grab the jar from the AlchemyPlusPlus Jenkins (I recommend testing build #35, but you can just grab the "Latest Successful Build")
Fair warning, I've done no balancing yet (a single potion runs out *really* fast), the diffuser bottle color is wrong for the potion type, and only the first effect of a multiple effect potion is applied.
Need a bit of feedback from you guys...should the diffuser start diffusing as soon as you put a potion into it? Or should it wait until you uncork it by right clicking on it?
Made some progress last night if you guys wanted to test it. Diffusers now apply the potion effect to everyone near them. You can grab the jar from the AlchemyPlusPlus Jenkins (I recommend testing build #35, but you can just grab the "Latest Successful Build")
Fair warning, I've done no balancing yet (a single potion runs out *really* fast), the diffuser bottle color is wrong for the potion type, and only the first effect of a multiple effect potion is applied.
Need a bit of feedback from you guys...should the diffuser start diffusing as soon as you put a potion into it? Or should it wait until you uncork it by right clicking on it?
I'd say wait till you uncork it, that way you have time to set up an area if need be (diffuser full of poison or instant damage to mess with someone, anyone? Would it be possible to make it uncork via redstone signal so you could attach it to say a tripwire?). I haven't tested the mod (but am rather interested in it), but can the diffuser be re-corked saving whatever unused amount of potion?
Also, are there any "known" bugs in the current release, you've stated that it can be a bit unstable and I was curious if there would be anything I should keep my eyes out on or anything that could corrupt a map should I throw this onto a small server for me and my buds.
I'd say wait till you uncork it, that way you have time to set up an area if need be (diffuser full of poison or instant damage to mess with someone, anyone?
Duly noted, that's kinda what I was leaning towards anyway.
Also, are there any "known" bugs in the current release, you've stated that it can be a bit unstable and I was curious if there would be anything I should keep my eyes out on or anything that could corrupt a map should I throw this onto a small server for me and my buds.
As far as I know, there's nothing world-breaking. I could be wrong, obviously...so definitely make backups like normal...but mostly what I was meaning is that I haven't finished balancing stuff, so it may be a little OP if you get a lot of them going...
Made a couple of fixes, diffusers save and load properly now (had to set up NBT stuffs for the effects), and I fixed a server crash when filling a diffuser with a potion.
EDIT: Looks like potions of regeneration crash clients, and the fluid color is now (more) derp on servers.
I'll be releasing a stable version once I get the diffuser wrapped up. Shouldn't be more than a day or two, I just need to add a null check and make sure the fluid color is getting communicated properly between server and client.
Hey, Jakimfett, would it be possible to make it configurable on the server side to allow or disallow players to place potions as a liquid (as in you would need to be an OP to do so)?
Hey, Jakimfett, would it be possible to make it configurable on the server side to allow or disallow players to place potions as a liquid (as in you would need to be an OP to do so)?
At the moment, the only way to get potions in liquid form is via creative mode.
My plan (which may change slightly in details, although not in intent...) is to have everything configurable. By default, you'll be able to craft three potions and a bucket and get a bucket of potion. That can be placed, but doesn't place a source block. Both of these things (potion buckets craftable, potions are source blocks) will have config options.
I won't probably have any sort of check against players placing creative items (down that path lies madness...), as it's assumed that if you have creative mode, you can do whatever you want.
NPE has been fixed, you can use any potions in the diffuser now. Once I finish a bit more testing, I'm going to set up a CurseForge page for AlchemyPlusPlus.
Most of the really fun stuff is happening behind the scenes, and the only way to get access is via the Creative tab, but within a short time, the potion fluid framework will be in place, and I'll start working on the next step...adding more features.
Current list of known bugs:
Diffuser directional placing is weird
Unleavened brew is treated like a water bottle by the diffuser
Fluid mixer sets names to "potion"
Fluid blocks/buckets have no localized name
Right clicking with an empty bottle gives you a water bottle when right clicking on potion fluid
Fluid mixer rendering derpage: http://pics.jakimfett.com/2014-11-04_21-59-55.png
Potion colors don't match between held item and diffuser
Diffuser empty doesn't respect stack size
Shift clicking a filter into the fluid mixer places it in the potion slots
Shift clicking a completed potion out of the fluid mixer places it in the third hotbar slot
Played around with the latest version tonight, a few thoughts:
-Ran into a crash, wasn't able to recreate it, where I right clicked a vanilla Instant Health II potion against a Diffuser and it caused the game to crash. Oddly enough on reloading, it worked again, but the Potion Jug I had placed next to it had lost all of its contents. Crash report can be found here: http://pastebin.com/TbG6CG2R
-Ran into a duplication glitch. Potion Jugs will drop two jug items when you break them. If you break a jug in creative mode it will drop a single jug item.
-Model Error: The distiller seems a bit off in its model. The tube that connects the white bottle to the orange one seems to be off center slightly causing the tube to clip through the side of the orange bottle's neck. Not a big issue, but it is noticeable. I can provide an image if needed.
-Quality of Life Suggestion: Would be that if the player is in creative mode, a potion jug does not consume a potion that is right clicked against it. The diffuser does this already. Would make testing/potential OP server use a lot easier.
-Feature Request: Would it be possible to make jugs work similar to the essentia jugs from Thaumcraft in that the jugs remember what their contents are when you break them? The potion jugs are great for storage and quick potion refilling, but if you needed to rearrange a room full of jugs it would take ages. At the very least could they not instantly break? A single mis-click and you lose so much.
-I'm not sure I get how to use the Distillery or even its purpose. The OP could use some better laid out instructions :X From what I gather its supposed to provide fuel for the Diffuser? I'm guessing this is not an implemented feature as of yet. Lot of potential recipe use for this though!
Looks like you have a lot of potential here, going to play around with this more tomorrow, keep up the great work!
-Ran into a crash, wasn't able to recreate it, where I right clicked a vanilla Instant Health II potion against a Diffuser and it caused the game to crash. Oddly enough on reloading, it worked again, but the Potion Jug I had placed next to it had lost all of its contents. Crash report can be found here: http://pastebin.com/TbG6CG2R
I'm almost 100% sure this was from an old version of AlchemyPlusPlus...this was a bug in pre-#45 builds. Thanks for reporting it though!
-Ran into a duplication glitch. Potion Jugs will drop two jug items when you break them. If you break a jug in creative mode it will drop a single jug item.
-Model Error: The distiller seems a bit off in its model. The tube that connects the white bottle to the orange one seems to be off center slightly causing the tube to clip through the side of the orange bottle's neck. Not a big issue, but it is noticeable. I can provide an image if needed.
Yeah, the diffuser was my first model, and had some...problems...I need to re-do it, sometime.
-Quality of Life Suggestion: Would be that if the player is in creative mode, a potion jug does not consume a potion that is right clicked against it. The diffuser does this already. Would make testing/potential OP server use a lot easier.
Yup, I'm intending to do this with everything...eg, washing the diffuser out with a water bottle won't consume it in Creative mode, potions aren't consumed...basically mimic bucket mechanics.
-Feature Request: Would it be possible to make jugs work similar to the essentia jugs from Thaumcraft in that the jugs remember what their contents are when you break them? The potion jugs are great for storage and quick potion refilling, but if you needed to rearrange a room full of jugs it would take ages. At the very least could they not instantly break? A single mis-click and you lose so much.
Ahhhh...good question. In theory, yes...I'll have to see how difficult it is to store data in dropped items.
-I'm not sure I get how to use the Distillery or even its purpose. The OP could use some better laid out instructions :X From what I gather its supposed to provide fuel for the Diffuser? I'm guessing this is not an implemented feature as of yet. Lot of potential recipe use for this though!
The distillery was originally made to produce wood alcohol for the alcohol lamp. When I removed the lamp, I left the diffuser in, because I intend to use it for other things, like making alcohol for tinctures.
I'm really glad you're liking it! Info like this helps me know what people want, and what stuff is broken.
Bah. I can't get multiquotes to work in a non-broken fashion.
I've been completely re-working how potions work. If you follow me on Twitter, you might have seen (heh, or rather, not-seen) the Invisible Cow picture:
If you look closely, you'll notice that it's not standing in water...it's standing in liquid potion. Yup, that's right...you can dump potions into the world just like you would water:
Standing in the potion liquid will give you the associated effects...which is cool if it's something like invisibility, but standing in a potion of harming is...not good for your health:
Aside from the delightful mechanics made possible by potion rivers, the diffuser is coming along nicely. You can fill it with a potion, rinse it out with water, and watch the potion level decrease as it diffuses the potion into the air:
I still need to do some work on combination potion handling (right now, it only applies the "first" potion effect of a multiple effect potion), and given the possibilities of the potion mixing mechanic, I definitely want to get that working:
All work licensed under the Don't Be a Jerk license.
Fair warning, I've done no balancing yet (a single potion runs out *really* fast), the diffuser bottle color is wrong for the potion type, and only the first effect of a multiple effect potion is applied.
Need a bit of feedback from you guys...should the diffuser start diffusing as soon as you put a potion into it? Or should it wait until you uncork it by right clicking on it?
All work licensed under the Don't Be a Jerk license.
I'd say wait till you uncork it, that way you have time to set up an area if need be (diffuser full of poison or instant damage to mess with someone, anyone? Would it be possible to make it uncork via redstone signal so you could attach it to say a tripwire?). I haven't tested the mod (but am rather interested in it), but can the diffuser be re-corked saving whatever unused amount of potion?
Also, are there any "known" bugs in the current release, you've stated that it can be a bit unstable and I was curious if there would be anything I should keep my eyes out on or anything that could corrupt a map should I throw this onto a small server for me and my buds.
Duly noted, that's kinda what I was leaning towards anyway.
Yaknow, I was just thinking about trying this. I'm going to see how hard it'd be to set up...no promises, but I'll check.
Yup, although I just realized that diffuser effects aren't getting saved to NBT, so I'll need to fix that...
As far as I know, there's nothing world-breaking. I could be wrong, obviously...so definitely make backups like normal...but mostly what I was meaning is that I haven't finished balancing stuff, so it may be a little OP if you get a lot of them going...
All work licensed under the Don't Be a Jerk license.
Note that certain redstone arrangements don't activate it properly...not sure what's up with that.
Latest build from the AlchemyPlusPlus Jenkins should have the update.
All work licensed under the Don't Be a Jerk license.
EDIT: Looks like potions of regeneration crash clients, and the fluid color is now (more) derp on servers.
All work licensed under the Don't Be a Jerk license.
I'll wait a bit till' the mod stabalizes itself.
All work licensed under the Don't Be a Jerk license.
At the moment, the only way to get potions in liquid form is via creative mode.
My plan (which may change slightly in details, although not in intent...) is to have everything configurable. By default, you'll be able to craft three potions and a bucket and get a bucket of potion. That can be placed, but doesn't place a source block. Both of these things (potion buckets craftable, potions are source blocks) will have config options.
I won't probably have any sort of check against players placing creative items (down that path lies madness...), as it's assumed that if you have creative mode, you can do whatever you want.
All work licensed under the Don't Be a Jerk license.
All work licensed under the Don't Be a Jerk license.
All work licensed under the Don't Be a Jerk license.
All work licensed under the Don't Be a Jerk license.
Most of the really fun stuff is happening behind the scenes, and the only way to get access is via the Creative tab, but within a short time, the potion fluid framework will be in place, and I'll start working on the next step...adding more features.
Current list of known bugs:
Diffuser directional placing is weird
Unleavened brew is treated like a water bottle by the diffuser
Fluid mixer sets names to "potion"
Fluid blocks/buckets have no localized name
Right clicking with an empty bottle gives you a water bottle when right clicking on potion fluid
Fluid mixer rendering derpage: http://pics.jakimfett.com/2014-11-04_21-59-55.png
Potion colors don't match between held item and diffuser
Diffuser empty doesn't respect stack size
Shift clicking a filter into the fluid mixer places it in the potion slots
Shift clicking a completed potion out of the fluid mixer places it in the third hotbar slot
All work licensed under the Don't Be a Jerk license.
-Ran into a crash, wasn't able to recreate it, where I right clicked a vanilla Instant Health II potion against a Diffuser and it caused the game to crash. Oddly enough on reloading, it worked again, but the Potion Jug I had placed next to it had lost all of its contents. Crash report can be found here: http://pastebin.com/TbG6CG2R
-Ran into a duplication glitch. Potion Jugs will drop two jug items when you break them. If you break a jug in creative mode it will drop a single jug item.
-Model Error: The distiller seems a bit off in its model. The tube that connects the white bottle to the orange one seems to be off center slightly causing the tube to clip through the side of the orange bottle's neck. Not a big issue, but it is noticeable. I can provide an image if needed.
-Quality of Life Suggestion: Would be that if the player is in creative mode, a potion jug does not consume a potion that is right clicked against it. The diffuser does this already. Would make testing/potential OP server use a lot easier.
-Feature Request: Would it be possible to make jugs work similar to the essentia jugs from Thaumcraft in that the jugs remember what their contents are when you break them? The potion jugs are great for storage and quick potion refilling, but if you needed to rearrange a room full of jugs it would take ages. At the very least could they not instantly break? A single mis-click and you lose so much.
-I'm not sure I get how to use the Distillery or even its purpose. The OP could use some better laid out instructions :X From what I gather its supposed to provide fuel for the Diffuser? I'm guessing this is not an implemented feature as of yet. Lot of potential recipe use for this though!
Looks like you have a lot of potential here, going to play around with this more tomorrow, keep up the great work!
I'm almost 100% sure this was from an old version of AlchemyPlusPlus...this was a bug in pre-#45 builds. Thanks for reporting it though!
Whoops...I'll fix this in the next build...
Yeah, the diffuser was my first model, and had some...problems...I need to re-do it, sometime.
Yup, I'm intending to do this with everything...eg, washing the diffuser out with a water bottle won't consume it in Creative mode, potions aren't consumed...basically mimic bucket mechanics.
Ahhhh...good question. In theory, yes...I'll have to see how difficult it is to store data in dropped items.
The distillery was originally made to produce wood alcohol for the alcohol lamp. When I removed the lamp, I left the diffuser in, because I intend to use it for other things, like making alcohol for tinctures.
I'm really glad you're liking it! Info like this helps me know what people want, and what stuff is broken.
Bah. I can't get multiquotes to work in a non-broken fashion.
All work licensed under the Don't Be a Jerk license.