
Mods / Lavoisier
Author: Moby_
Side: Both
Created: Feb 21st 2023 at 10:05 PM
Last modified: Mar 3rd at 12:21 PM
Downloads: 31293
Follow Unfollow 426
Latest file for
Various v1.20.x:
lavoisier_1.3.1.zip
1-click install
WARNING: This mod doesn't really adds anything besides the chemistry crafting system, it's meant to be used by other mods as a library. You can use ChemistryLib or Alchemistry if you want some things to make.
Even though Lavoisier is fixed, my official position is to not use ChemistryLib right now: there's going to be a massive rebalancing update (to balance around the vanilla sulfuric acid recipe, which is currently completely separated from the ChemLib sulfuric acid), but said rebalancing will require a more in-depth Lavoisier update (actually closer to a rewrite)
So, you can play with it now to scratch that itch, but keep in mind that it's going to change, and chemicals are going to get much cheaper
If you find a bug, have a suggestion or want to talk, feel free to join my Discord server!
The mod The Twelve Keys adds an alchemy merchant that sells retort parts!
About the mod
Lavoisier (named after Antoine Lavoisier, the father of chemistry) is a mod that adds a new crafting system based on early chemistry (right when it stopped being alchemy). This mod adds a new modular, multi-block chemistry apparatus, that can be used for anything from simple distillation to complex chemical synthesis.
This mod is a library: it's meant to be used along other mods that would add actual content (the mod by itself adds support for all boiler/condenser distillable liquids, using a boiling flask and a retort neck).
In Lavoisier, you will find a few new blocks:
The boiling flask, meant as a starting point for all synthesis. You can put both a solid and a liquid in a boiling flask to react (similar to a barrel), and after the reaction is complete, you can find up to one liquid and one solid byproduct inside.
The retort neck, that can be used to collect liquids after they reacted (don't forget to add a bowl to collect your distillate!). Including the byproducts, this crafting system can output up to two liquids and one solid.
The dissolver, that can, much like the retort neck, collect products after they reacted. The dissolver, however, can be filled with a liquid that will be used as another input, making it possible to use two liquid inputs in recipes. The dissolver can also gather both liquid and solid outputs.
To access the product content of a dissolver, you can right click it with an empty hand to collect a solid, or empty the reacting liquid first to access a liquid product.
Many components (the condenser, the reaction chamber, the reflux column and the catalyser for now) that are used to make more complex setups.
Be careful: you can only connect a single apparatus to another, and they have to all be oriented in the same direction (the boiling flask, having no orientation, can be placed however you like though)
Adding recipes and components
Adding new apparatus components and new recipes can be done purely using .json modding. A tutorial can be found in the wiki.
Here is an example of a recipe (the mead recipe doesn't actually involves salt, it's just to give an example)
{
"code": "distillingmeadcider",
"setup": [ "alembicboilingflask", "alembicretortneck" ],
"ticksPerItem": 40,
"liquidInput": {
"type": "item",
"code": "game:ciderportion-mead",
"stackSize": 10
},
"solidInput": {
"type": "item",
"code": "game:ciderportion-mead",
"stackSize": 1
},
"product": {
"type": "item",
"code": "game:spiritportion-mead",
"stackSize": 1
},
"liquidByproduct": {
"type": "item",
"code": "game:waterportion",
"stackSize": 9
},
"solidByproduct": {
"type": "item",
"code": "game:salt",
"stackSize": 1
}
}
Other possible setup components are "alembiccomponent-catalyser", "alembiccomponent-reactionchamber", "alembiccomponent-condenser" and "alembiccomponent-refluxvertical". Please note that all setups must start with a boiling flask, and it's recommanded to end with a retort neck if you want to have more than only byproducts.
If you want to add dissolver recipes, use another item stack named "endInput" which represents the dissolver's content. This has to be a liquid, or the recipe can't be matched. You should also end your setup with "alembicdissolver".
Please note that the game will stop checking for setup components after it finds a retort neck, so if you add components after a retort neck in your recipe, it will never be matched.
Please also note that you have to use stackSize even for liquids. For some reason, I can't get litres to parse correctly. Usually it's 1 item for 0.01L.
The "ticksPerItem" property represents the time it takes for the recipe to be handled once, 1 tick = 50 ms.
Be cautious: the mod doesn't check what you're doing and just lets you do it, and the game might not like it if, for instance, you try to put a solid item inside a liquid container. The game might also straight up crash if it fails to resolve an item sometimes.
If you want to add components, the only thing you have to do is make them orientable and make sure their item id starts with "alembic". The part right before the orientation (items have codes like "lavoisier:alembiccomponent-refluxvertical-north") should also end with "vertical" if your component is meant to be placed on top of another. You can look at the alembic component json for reference.
Development
Roadmap:
- Make a tutorial on how to create components and recipes
- Make an in-game handbook tutorial explaining how the system works
- Adding a new start block: the electrolysis flask (when the Electricity mod is installed)
- Add more sounds
- Randomised/mutliple byproducts/byproduct tables
- Maybe some way to have medium-scale production, I'm not sure I really want to add it but maybe funnels to automatically feed (or at least empty an output) stuff?
- Tiered components (clay, glass, copper)
- A new synthesis system: the athanor (reaction furnace, for higher temperatures)
- Add explosion risk when recipes are done poorly (got too hot, not the right tier...)
- Add actual temperature of reactions, and make it require fuel to heat
I am also planning to make more mods that will use Lavoisier in the (relatively) near future, including:
- A medicine mod, adding some antibiotics and other drugs
- Maybe an engines and transportation mod, since ChemistryLib adds explosive fuels
- Advanced metallurgy, like aluminium and titanium
- PetrochemistryLib, an expansion of ChemistryLib for petrol products (paraffin, bitumen, fuels, cheap benzene...)
Known issues:
- The condenser and the catalyser models don't connect correctly to the reflux column. They work just fine when using in recipes, but they look bad
- If you don't have the correct amounts of reagents, it won't react but it will still say "Will create [...]". It shouldn't say it (or should have another message saying that you don't have the correct amounts).
- When a dissolver finishes reacting and is empty, the last portion of liquid won't be transferred to the accessible liquid slot (for unknown reasons)
Translations:
English and French by myself
Ukrainian by Olexn
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.3.1 | 3705 | Mar 3rd at 12:21 PM | Show | lavoisier_1.3.1.zip | Install now | |
v1.3.0 | 19081 | Jul 25th 2023 at 11:21 AM | Show | lavoisier-1.3.0.zip | Install now | |
v1.2.8 | 2496 | Jun 1st 2023 at 11:25 AM | Show | lavoisier-1.2.8.zip | Install now | |
v1.2.7 | 1672 | Apr 22nd 2023 at 11:57 AM | Show | lavoisier-1.2.7.zip | Install now | |
v1.2.6-pre.1 | 1104 | Mar 5th 2023 at 11:32 AM | Show | lavoisier-1.2.6-pre.1.zip | Install now | |
v1.2.6 | 526 | Mar 3rd 2023 at 4:28 PM | Show | lavoisier-1.2.6.zip | Install now | |
v1.2.5 | 254 | Mar 3rd 2023 at 3:26 PM | Show | lavoisier-1.2.5.zip | Install now | |
v1.2.4 | 222 | Mar 2nd 2023 at 10:25 AM | Show | lavoisier-1.2.4.zip | Install now | |
v1.2.3 | 242 | Feb 25th 2023 at 5:22 PM | Show | lavoisier-1.2.3.zip | Install now | |
v1.2.2 | 212 | Feb 25th 2023 at 5:14 PM | Show | lavoisier-1.2.2.zip | Install now | |
v1.2.1 | 232 | Feb 24th 2023 at 11:02 PM | Show | lavoisier-1.2.1.zip | Install now | |
v1.2.0 | 242 | Feb 23rd 2023 at 11:22 PM | Show | lavoisier-1.2.0.zip | Install now | |
v1.1.3 | 203 | Feb 23rd 2023 at 9:54 PM | Show | lavoisier-1.1.3.zip | Install now | |
v1.1.2 | 208 | Feb 23rd 2023 at 7:48 PM | Show | lavoisier-1.1.2.zip | Install now | |
v1.1.1 | 221 | Feb 23rd 2023 at 10:42 AM | Show | lavoisier-1.1.1.zip | Install now | |
v1.1.0 | 227 | Feb 22nd 2023 at 7:23 PM | Show | lavoisier-1.1.0.zip | Install now | |
v1.0.1 | 211 | Feb 22nd 2023 at 2:18 PM | Show | lavoisier-1.0.1.zip | Install now | |
v1.0.0 | 235 | Feb 21st 2023 at 11:07 PM | Show | lavoisier-alpha1.0.0.zip | Install now |
Moby_ Just saw your response and am super excited! We definitely need more firearms representation in VS! I'm looking forward to seeing what you and the community can do.
Akaston You don't need to wait, it's going to work
Probably not perfectly, since afaik Alchemy got some changes so 1.20 is untested, but it will work
Moby_
oki xD
wojtek16 I'm never saying no to help with modeling, especially with what's ahead x)
Basically if anyone sends me a better model for one of my mods i'll just add it, and I'll have a lot of modeling work for vehicles and various other projects that I could definitely use help with :D
AcidNight C'est pas trop dur de faire une traduction, il faut "juste" copier un fichier du dossier "lang" du mod, puis tout traduire, le renommer en genre fr.json pour le français, puis soit l'envoyer au dev pour qu'il l'ajoute soit faire un mod de traduction. Le dev d'Alchemy est pas hyper réactif en revanche
Thank you so much Moby_ for this update!
If you do want some help with modeling, I would love to give a hand anyway I can! Of course with your approval, I've been working on a project myself into some of the water features that are added to VS, but it's going slow due to coe knowledge barrier, but I do love doing things in the model applicaiton if there is anywhere I can help :)
You are killing it! Thank you for all your work you do!
Moby_
Nooon j'avais jamais fait le rapprochement xD, vivement la suite pour la V2 et Alchemistry ^^ et manquera plus que le mode Alchemy soit traduit en français intégralement,
c’est facile à faire de donner une traduction ?
à la limite je regarderais bien pour la faire xD
Yay I can't wait for your other mods to update. I need my victorian vibes back <3
oneil champions du monde en impôts on est là xD
Jumping on the hype train. Can't wait for photography to come back
Moby_ "because unemployment in my country works in a way that you'd be giving money to the government and not to me " je crois comprendre d'ou tu viens ;)
thegerman643 Mercury fulminate is definitely possible (mercury + nitric acid + alcohol), but a future ChemistryLib update is also going to make potassium chlorate a thing and Armstrong's mixture is much cheaper to make percussion caps from x) Could be neat to have both options
I've been thinking about giving firearms a go myself for a while, especially now that Maltiez made his guns require Combat Overhaul (CO is a great mod, but it changes the game a lot)
If I do it, they're going to be much more simplistic than Maltiez's, but making my own guns would also give me the possibility to add blackpowder revolvers to Fire&Explosions, and let's face it: the Kingdom of Science series definitely goes into the western vibe :D
This is huge! Now we just have to convince Maltiez or someone as skilled to make cap and ball or primer based firearms! With this mod mercury fulminate is now feasible I believe!
wojtek16 The KoS series is definitely getting an update, starting with Photographic Memories (now that more explosives were added to vanilla, I'll have to rethink Fire & Explosions, and KoS:GAE is already working), and later at least two new instalments (Pulp & Polymers, and Engines & Transportation, which have been on hiatus because tyron announced that the rideable entity system was going to change completely in 1.20, which it did. P&P will come at least in part after Lavoisier 2, E&T is mostly limited by the time it takes to model good-looking large vehicles).
A proper Alchemistry update will have to wait a little longer, partly because Lavoisier 2 is going to make it so much cooler, and much easier to deal with Alchemy
The possibility for new KoS installments (besides P&P and E&T) include:
- Metallurgy adding real-life-accurate aluminium making (I found a very complicated non-electric process for making aluminium in a book from the 1920s)
- Medicine, although I'll also have to add diseases for them to be useful
- Nuclear power, using uranium from vanilla and insanely expensive heavy water, possibly with Fire&Explosions compatibility for mass destruction if I can figure out how to optimize it
- Aircrafts (hot air balloons are going to be part of the Joy of series, but early airplanes and dirigibles would be part a KoS mod)
All I can say is big hype, can't wait to go back to learning alchemy :)
omg omg omg it's happening!!
Time to get hyped, Lavoisier is updated to 1.20! Do you think you might update the companion mods like KOS mods too? I would love to scrap book my server world with pictures of my travels :)
Its back!!!
oh look new update
Cantos Turns out, it was pretty damn easy to update lol, I just had to remove a legacy patch for liquid containers and it worked again, so yeah i'll do that :D
IAmAmica Thank you :D
I don't have a donation page yet, because unemployment in my country works in a way that you'd be giving money to the government and not to me if you were to donate. Since I'm being asked that more and more regularly, I'll probably set something up once I find a job again (probably a few months from now)
Love this mod.
As for a big rework vs quick fix. If you can just put out the quick fix for now for people who want it now, then have the big rework take a bit longer, I think that should do best to satisfy all parties.
This looks rad, love the model work and concept and I'm excited to use this once its updated. I hope you have a good day if you're reading this <3
as an aside, can't really advise as to whether to throw out a quick patch vs. rewrite with new features but do you have a donation page or something? Seems like the kind of content I'd like to support.
I personally feel as though I'd prefer to play with a fully updated system, but I understand that there are people out there who probably want the "quick fix".
my personal : take the time needed ! your ideas are cool
I think it all depends on the time needed for the big update, you need 1 month or more, for example a small update to allow the player to wait, it's cool, the mod was great, I miss the chemistry
Announcement: There will be an update, I'm working on updating Joy of Sailing first, but Lavoisier (along with ChemistryLib and related, and Alchemistry) will be updated next, in that order.
One question being that I have a pretty big update planned for Lavoisier, and I'm not sure whether to get a basic compatibility patch out quickly and work on the actual update later, or release the (considerably better, but considerably longer to make) updated version directly
That update would be pretty much an entire rewrite, with a bunch of added functionalities (like other chemical processes, more tools, possibly introducing dangers to certain reactions, maybe making retort cooking actually use fuel...)
When will there be an update for 1.2.3? The "Alchemistry" mod already worked at 50% for the "Alchemy" mode like no craft for strong potions and here the mode does not work in the new version :(
Dear author, we are waiting for your mod to be updated to version 1.20.1 (stable). We really liked this mod.
Crashes game when trying to use with RC8 of Vintage story 1.20. Crash is severe enough the game doesn't generate a crash window, and couldn't see any info in the logs as to which mod was causing the crash till I disabled some of the last mods added today.
So this isn't compatible with 1.2? I guess that must be why Alchemistry is 1.19 only. Hmm.
UPDATE TO 1.20 PLEASEE
Wanna update your mod to 1.20 game version?
ty man
DarkWalf88 As far as I know it does. Some things might break in 1.20 (dimension awareness isn't really optional anymore), but 1.19.8 shouldn't be an issue. 1.19.0 wasn't, and the code didn't changed much
Moby_ does the mod work in 1.19.8? It's the last stable version before 1.20.x.
ty!
RagondinMan it's not touching worldgen in any way so it's fine to add it to an existing world :D
can this be added to a world?
Yes an alchemy mod is essential for this!
Russian lang translation
ru.json
I agree big time with Filvandrel
This would be a great thing to integrate with the Alchemy mod, it would make the process of making potions more immersive :D
OMG, someone made the idea I wanted to do!! Very well done. :) Might slam out an addon or two for this.
Leightz0g If by msg you mean monosodium glutatmate, there's everything needed to make it in ChemistryLib, I thought about it recently and I was planning to ask l33tmaan if he wants it for Expanded Foods.
It's not there right now, but I'm definitely considering it
can i make msg
Nice! I'll be watching.
A brilliant and vanilla-friendly addition!