Mods / Alchemy
Author: llama3013
Side: Both
Created: Apr 13th 2021 at 9:01 AM
Last modified: Nov 16th at 4:53 AM
Downloads: 96478
Follow Unfollow 738
Latest file for v1.20.0-pre:
alchemy_1.6.41.zip
1-click install
This mod adds some potions that enhance the player. Currently these are: Archer's Flask, Fighter's Flask, Healing Oil, Hunter's Delight, Looter's Delight, Miner's Flask, Potent Oil, Purging Brew, Predator Pheromones, Scent Mask, Settling Brew, Spiked Oil, Sprinter's Flask, Vitality Flask, Recall Flask, Glow Flask & Water Breathing Flask.
Version 1.5.0 changes the potion to a liquid so all potions previously created will not port over but empty potion flasks will.
Version 1.6.4 trims the herb rack variants so all herb racks previously created will not port over. (Sorry for the inconvenience)
Some notes:
- This mod is currently balanced slightly better than before but some of it may still be overpowered. Balancing suggestions are very much welcome.
- Mining potion increases mining speed only on stone and ores.
- Poison and Regen potion poison/heal you over time.
- Potion effects disapear after dying or restarting your game.
- Potion bases and potion flasks are required to make/drink potions.
- The ingredients to make potions bases other than the basic one are currently just different combinations of flowers with a mortar & pestle.
- All the recipes should be in the handbook. (search for "potion").
- Wild Farming mod is recommended if you want a renewable source of flowers.
- There is a wildcraft patch done by another modder if you have wildcraft herbs and spices. (I have not tested this)
- Should be compatible with most mods.
- If you want a more immersive distilling crafting you can try out Alchemistry. Warning using Alchemistry mod overwrites the original crafting of potions so you will have to follow the alchemistry's crafting recipes for potions if installed.
- You cannot drink the same potion when you already have the potion's effects active.
- At the time of writing 05/12/2023 Simple alchemy mod is incompatible with this mod.
Big thanks to Rejn_Bashag for making the new potion flasks, herb racks and mortar & pestle shape, creating better names for potions and cover art.
Thanks to Dr_Oldman for newest Russian translation.
Thanks to JefferZ for Spanish translation.
Thanks to JustOmi for Ukranian translation.
Thanks to FlayedCrusader for Polish translation.
Thanks to Chrizzlybear for German translation.
Any questions, bug reports or suggestions go to vintage story discord and send a message on the alchemy post. You can still use github, comments below or forum but I will be more likely to see it on discord.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.6.41 | 1492 | Nov 16th at 4:53 AM | Show | alchemy_1.6.41.zip | Install now | |
v1.6.39 | 279 | Nov 10th at 4:36 AM | Show | alchemy_1.6.39.zip | Install now | |
v1.6.37 | 626 | Oct 26th at 1:41 AM | Show | alchemy_1.6.37.zip | Install now | |
v1.6.36 | 1512 | Sep 19th at 1:04 AM | Show | alchemy_1.6.36.zip | Install now | |
v1.6.40 | 1491 | Nov 16th at 4:49 AM | Show | alchemy_1.6.40.zip | Install now | |
v1.6.38 | 461 | Nov 10th at 4:38 AM | Show | alchemy_1.6.38.zip | Install now | |
v1.6.35 | 7617 | Aug 25th at 3:52 PM | Show | alchemy_1.6.35.zip | Install now | |
v1.6.34 | 6658 | Jun 26th at 10:24 AM | Show | alchemy_1.6.34.zip | Install now | |
v1.6.33 | 429 | Jun 24th at 6:17 AM | Show | alchemy_1.6.33.zip | Install now | |
v1.6.32 | 5600 | Apr 29th at 10:40 AM | Show | alchemy_1.6.32.zip | Install now | |
v1.6.31 | 2591 | Apr 5th at 2:59 PM | Show | alchemy_1.6.31.zip | Install now | |
v1.6.30 | 141 | Apr 5th at 10:41 AM | Show | alchemy_1.6.30.zip | Install now | |
v1.6.29 | 576 | Apr 2nd at 1:07 PM | Show | alchemy_1.6.29.zip | Install now | |
v1.6.28 | 686 | Mar 31st at 2:52 AM | Show | alchemy_1.6.28.zip | Install now | |
v1.6.27 | 94 | Mar 31st at 2:14 AM | Show | alchemy_1.6.27.zip | Install now | |
v1.6.26 | 276 | Mar 30th at 7:15 AM | Show | alchemy_1.6.26.zip | Install now | |
v1.6.25 | 3996 | Feb 16th at 3:06 PM | Show | alchemy_1.6.25.zip | Install now | |
v1.6.24 | 1265 | Feb 7th at 1:10 PM | Show | alchemy_1.6.24.zip | Install now | |
v1.6.23 | 2096 | Jan 21st at 5:26 AM | Show | alchemy_1.6.23.zip | Install now | |
v1.6.22 | 1530 | Dec 27th 2023 at 6:35 AM | Show | alchemy_1.6.22.zip | Install now | |
v1.6.17 | 761 | Dec 7th 2023 at 1:29 PM | Show | alchemy_1.6.17.zip | Install now | |
v1.6.21 | 2268 | Dec 13th 2023 at 12:29 PM | Show | alchemy_1.6.21.zip | Install now | |
v1.6.20 | 165 | Dec 13th 2023 at 7:19 AM | Show | alchemy_1.6.20.zip | Install now | |
v1.6.19 | 504 | Dec 12th 2023 at 7:15 AM | Show | alchemy_1.6.19.zip | Install now | |
v1.6.16 | 7326 | Aug 27th 2023 at 4:26 AM | Show | alchemy_1.6.16.zip | Install now | |
v1.6.15 | 3331 | Jul 25th 2023 at 10:43 PM | Show | alchemy-1.6.15.zip | Install now | |
v1.6.14 | 521 | Jul 23rd 2023 at 11:23 AM | Show | alchemy-1.6.14.zip | Install now | |
v1.6.13 | 320 | Jul 22nd 2023 at 3:33 PM | Show | alchemy-1.6.13.zip | Install now | |
v1.6.12 | 3464 | Jun 7th 2023 at 3:14 PM | Show | alchemy-1.6.12.zip | Install now | |
v1.6.11 | 1441 | May 10th 2023 at 10:20 PM | Show | alchemy-1.6.11.zip | Install now | |
v1.6.10 | 1558 | Apr 30th 2023 at 12:35 PM | Show | alchemy-1.6.10.zip | Install now | |
v1.6.9 | 2049 | Mar 2nd 2023 at 7:07 AM | Show | alchemy-1.6.9.zip | Install now | |
v1.6.8 | 252 | Mar 1st 2023 at 11:36 AM | Show | alchemy-1.6.8.zip | Install now | |
v1.6.7 | 1746 | Feb 5th 2023 at 9:27 AM | Show | alchemy-1.6.7.zip | Install now | |
v1.6.6 | 504 | Jan 29th 2023 at 1:33 PM | Show | alchemy-1.6.6.zip | Install now | |
v1.6.5 | 600 | Jan 21st 2023 at 6:28 AM | Show | alchemy-1.6.5.zip | Install now | |
v1.6.4 | 3573 | Jul 23rd 2022 at 1:13 PM | Show | alchemy-1.6.4.zip | Install now | |
v1.6.3 | 5139 | Mar 27th 2022 at 4:52 AM | Show | alchemy-1.6.3.zip | Install now | |
v1.6.2 | 556 | Mar 23rd 2022 at 10:23 AM | Show | alchemy-1.6.2.zip | Install now | |
v1.6.1 | 675 | Mar 19th 2022 at 11:26 AM | Show | alchemy-1.6.1.zip | Install now | |
v1.6.0 | 1101 | Mar 4th 2022 at 7:52 AM | Show | alchemy-1.6.0.zip | Install now | |
v1.5.9 | 1722 | Feb 4th 2022 at 10:33 AM | Show | alchemy-1.5.9.zip | Install now | |
v1.5.8 | 858 | Jan 30th 2022 at 5:48 AM | Show | alchemy-1.5.8.zip | Install now | |
v1.5.7 | 792 | Jan 24th 2022 at 11:45 AM | Show | alchemy-1.5.7.zip | Install now | |
v1.5.6 | 518 | Jan 23rd 2022 at 9:14 AM | Show | alchemy-1.5.6.zip | Install now | |
v1.5.5 | 899 | Jan 16th 2022 at 3:34 AM | Show | alchemy1.5.5.zip | Install now | |
v1.5.4 | 625 | Jan 13th 2022 at 3:47 PM | Show | alchemy-1.5.4.zip | Install now | |
v1.5.3 | 475 | Jan 12th 2022 at 7:46 AM | Show | alchemy-1.5.3.zip | Install now | |
v1.5.2 | 348 | Jan 12th 2022 at 1:55 AM | Show | alchemy-1.5.2.zip | Install now | |
v1.5.1 | 528 | Jan 11th 2022 at 1:50 AM | Show | alchemy-1.5.1.zip | Install now | |
v1.5.0 | 337 | Jan 11th 2022 at 1:16 AM | Show | alchemy-1.5.0.zip | Install now | |
v1.4.02 | 969 | Nov 26th 2021 at 2:06 PM | Show | alchemy-1.4.02.zip | Install now | |
v1.4.01 | 593 | Nov 15th 2021 at 12:14 PM | Show | alchemy-1.4.01.zip | Install now | |
v1.4.0 | 413 | Nov 14th 2021 at 5:36 AM | Show | alchemy-1.4.0.zip | Install now | |
v1.3.9 | 714 | Oct 31st 2021 at 11:56 AM | Show | alchemy-1.3.9.zip | Install now | |
v1.3.8 | 611 | Oct 19th 2021 at 10:20 AM | Show | alchemy-1.3.8.zip | Install now | |
v1.3.7 | 985 | Sep 11th 2021 at 6:00 AM | Show | alchemy-1.3.71.zip | Install now | |
v1.3.6 | 992 | Jul 24th 2021 at 7:02 AM | Show | alchemy-1.3.6.zip | Install now | |
v1.3.5 | 663 | Jun 7th 2021 at 4:19 AM | Show | alchemy-1.3.5.zip | Install now | |
v1.3.4 | 498 | May 30th 2021 at 12:15 AM | Show | alchemy-1.3.4.zip | Install now | |
v1.3.3 | 602 | May 13th 2021 at 4:32 AM | Show | alchemy-1.3.3.zip | Install now | |
v1.3.2 | 455 | May 12th 2021 at 8:03 AM | Show | alchemy-1.3.2.zip | Install now | |
v1.2.2 | 696 | Apr 21st 2021 at 1:19 AM | Show | alchemy-1.2.2.zip | Install now | |
v1.2.1 | 463 | Apr 19th 2021 at 8:18 AM | Show | alchemy-1.2.1.zip | Install now | |
v1.2.0 | 438 | Apr 19th 2021 at 3:36 AM | Show | alchemy-1.2.0.zip | Install now | |
v1.1.4 | 476 | Apr 15th 2021 at 1:27 PM | Show | alchemy-1.1.4.zip | Install now | |
v1.1.2 | 434 | Apr 15th 2021 at 2:48 AM | Show | alchemy-1.1.2.zip | Install now | |
v1.1.1 | 391 | Apr 15th 2021 at 1:48 AM | Show | alchemy-1.1.1.zip | Install now | |
v1.1.0 | 443 | Apr 15th 2021 at 1:34 AM | Show | alchemy-1.1.0.zip | Install now | |
v1.0.2 | 439 | Apr 14th 2021 at 3:25 AM | Show | alchemy-1.0.2.zip | Install now | |
v1.0.1 | 417 | Apr 14th 2021 at 12:18 AM | Show | alchemy-1.0.1.zip | Install now | |
v1.0.0 | 413 | Apr 13th 2021 at 11:17 AM | Show | alchemy-1.0.0.zip | Install now |
llama3013 Thanks for all!!!
Francya_Vanh Golden poppy is quite rare. Apparently its only found in areas that's temperature is on average 22-25 degrees celsuis and has good amount of rain from what I glimpsed from the vintagestory files.
@llama3013, can you give me some advice?
I can't find the golden poppy.
@llama3013 I would say that this happens more often when I run very far away and then return to the barrels
Francya_Vanh Thanks for the extra details it helps a lot. Last question, do you know if this occurs more often if you are travelling away from the barrels while they are turning into a potion? It's okay if your not sure.
llama3013
Usually the problem is related to the runner's potion. but sometimes this happens with other potions.
there are no completely white or pink textures, I did not notice.
sometimes it happens that barrels of potions become invisible and when you click on them, the game crashes. but this happens extremely rarely.
Thanks for the recommendation! I'll install this mod, see what changes.
Francya_Vanh Damn still have this problem. Still not 100% sure how this crash happens but I think the root cause is too many texture images being loaded. Installing Bigger Texture Atlas usually fixes the problem. Although I have never seen the crash on such a small modlist and I tested with your modlist and it looks to be plenty of room left over. Do you know which potion is in the barrel that you are trying to take? Do all potions have this problem? Does any of the textures look completly pink or white?
llama3013 thanks for answer.
I'm use version 1.20.0.rc-1. and next list of mods: alchemy_1.6.41, foodshelves_1.4.3, FromGoldenCombs-1.20-v1.8.0, primitivesurvival_3.7.3.
In crash error log says next:
Running on 64 bit Windows 10.0.19045.0 with 32607 MB RAM
Game Version: v1.20.0-rc.1 (Unstable)
11.12.2024 13:59:36: Critical error occurred in the following mod: alchemy@1.6.41
Loaded Mods: primitivesurvival@3.7.3, game@1.20.0-rc.1, alchemy@1.6.41, foodshelves@1.4.3, fromgoldencombs@1.8.0, creative@1.20.0-rc.1, survival@1.20.0-rc.1
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Alchemy.FlaskTextureSource.get_Item(String textureCode) in C:\Users\Llama3013\Documents\Coooooddinng\Alchemy-7.0net\Alchemy\Alchemy\Block\BlockPotionFlask.cs:line 614
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElement(Int32 indexForLogging, MeshData meshdata, ShapeElement element, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 400
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 309
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 250
at Alchemy.BlockPotionFlask.GenMesh(ICoreClientAPI capi, ItemStack contentStack) in C:\Users\Llama3013\Documents\Coooooddinng\Alchemy-7.0net\Alchemy\Alchemy\Block\BlockPotionFlask.cs:line 179
at Alchemy.BlockPotionFlask.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) in C:\Users\Llama3013\Documents\Coooooddinng\Alchemy-7.0net\Alchemy\Alchemy\Block\BlockPotionFlask.cs:line 29
at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 315
at Vintagestory.GameContent.EntityPlayerShapeRenderer.RenderHeldItem(Single dt, Boolean isShadowPass, Boolean right) in VSEssentials\EntityRenderer\EntityPlayerShapeRenderer.cs:line 261
at Vintagestory.GameContent.EntityPlayerShapeRenderer.DoRender3DOpaque(Single dt, Boolean isShadowPass) in VSEssentials\EntityRenderer\EntityPlayerShapeRenderer.cs:line 167
at Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderFrameShadows(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 164
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 813
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 824
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 127
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 329
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 10.12.2024 12:35:02, Site = , Source = Application Error, Message = Name of the failed application: Vintagestory.exe , version: 1.200.0.0, timestamp: 0x66470000
The name of the failed module: openal32.dll , version: 1.23.0.0, timestamp: 0x63dd31ad
Exception code: 0x40000015
Error offset: 0x00000000000df046
The ID of the failed process is 0x11c78
Launch time of the failed application: 0x01db4ae6b21a9883
The path of the failed application: C:\Games\Vintagestory\Vintagestory.exe
The path of the failed module: C:\Games\Vintagestory\Lib\openal32.dll
Report ID: cfd0ce44-eac4-423a-acad-d9f669653e23
The full name of the failed package:
The code of the application associated with the failed package: }
--------------
{ TimeGenerated = 12/10/2024 12:34:18, Site = , Source = Application Error, Message = Name of the failed application: Vintagestory.exe , version: 1.200.0.0, timestamp: 0x66470000
The name of the failed module: openal32.dll , version: 1.23.0.0, timestamp: 0x63dd31ad
Exception code: 0x40000015
Error offset: 0x00000000000df046
ID of the failed process: 0x11d40
Launch time of the failed application: 0x01db4ae636a0f254
The path of the failed application: C:\Games\Vintagestory\Vintagestory.exe
The path of the failed module: C:\Games\Vintagestory\Lib\openal32.dll
Report ID: 9ba5a83f-99d2-40e3-8f0d-9e088bfc4ace
The full name of the failed package:
The code of the application associated with the failed package: }
--------------
{ TimeGenerated = 09.12.2024 15:59:49, Site = , Source = Application Error, Message = Name of the failed application: Vintagestory.exe , version: 1.200.0.0, timestamp: 0x66470000
The name of the failed module: openal32.dll , version: 1.23.0.0, timestamp: 0x63dd31ad
Exception code: 0x40000015
Error offset: 0x00000000000df046
ID of the failed process: 0x5c7c
Launch time of the failed application: 0x01db4a3a1ad64e13
The path of the failed application: C:\Games\Vintagestory\Vintagestory.exe
The path of the failed module: C:\Games\Vintagestory\Lib\openal32.dll
Report ID: 6c682adf-1317-42c0-8b2b-338bef7155ce
The full name of the failed package:
The code of the application associated with the failed package: }
Francya_Vanh I'm not sure what the problem would be. I would need alot more info. Such as which version of vintage story and the mod are you using? What does the crash error log say? What's your mod list? Also if you are using Alchemistry it changes the crafting recipes.
Hi!
I met with a problem. The game crashes when I try to collect a potion from a barrel into a flask. what could this be related to?
Kara Yeah this sounds good. Might try this next weekend, been a little busy with other projects at the moment though.
would you be able to make a potion that hides the players nameplate? (while players crouch it hides it, so code for hiding the name plate exists.) using silver/gold dust could allow such a potion to be semi expensive.
FireVentus
To access this option you have to edit the alchemy mod's json files. To do this just go to a file inside the mod's folder of {alchemy_1.*.*}/assets/alchemy/liquid/potionportion.json search for for something called "ignoreArmour" in this file (it should be underneath regen and poison), either remove the line or change the true to false. To turn off this feature for herb balls as well you will also need to go to {alchemy_1.*.*}/assets/alchemy/herbball.json and do the same thing.
llama3013 how do you access the options?
Thanks for the change! It's highly appreciated.
GalloViking Cheezboi9 I have added the option to have healing/poison potions to ignore armour. By default the mod has it on but can be turned off if the setting is removed. I did not go with Cheezboi9's suggestion although I might add it in at a later date or something similar. Might even have potion drinking cancel if you are hit by an enemy but not sure if that would just be annoying.
I second what GalloViking said about the potions not being affected by healing reduction. A balance suggestion could be making it so that if you get hit, perhaps a debuff that makes it take longer to consume potions or just reduce efficacy of said potions for a set period could be an option.
GalloViking I might try this, next weekend. I agree it would make more sense for it to not be affected by healing effectiveness reduction by armour but not sure how hard it will be.
Hello! This is a fantastic mod and I loooove it. Though I have a request if you don't mind.
Would it possible for healing potions to bypass the healing effectiveness reduction given by armor? I can understand a bandage being less effective when applying it on a piece of armor, but a potion that you drink should not be affected by it.
Thank you :3
NukoSan I figured somebody might want it if all their food is about to expire and they want to eat it. I figured it might be helpful for getting extra nutrition by eating alot of food but not sure how the game calculates the loss of nutrition so it might not even help.
SioxGWolf The latest update that is only for the pre-release, is exactly the same as the previous update but it works for the pre release. No new content were added and there was some small fixes but they rely on the pre-release version of the game.
Hey, was it nessicary to have the update be pre-release only? Or could you set it up to work on the prior version as well?
Nice, Thanks - noticed it now, why would one want to have higher hunger rate? #JustCurious ;-)
NukoSan There is a potion that reduces hunger rate it's called a settling brew.
Thought it would make sense to have a potion that reduces the food consumption, not sure why would one make a potion - put the effort to need to eat more
Cuddly_Khan NukoSan Might try to impement these but kinda busy with making my own video game lately. NukoSan Also yes the purging potion increases hunger so you can eat more. Not sure if it's helpful in any way but thought to include it anyway.
Is the Purging potion supposed to increase the hunger rate and make the player eat more?
Any chance to get a Poison Arrow/Spear recipe?
Hi! Love the mod so far! Have been using it along with Alchemistry and it's been great!
I'm wondering how possible it would be to make the mortar and pestle work similarly to how the mixing bowl in A Culinary Artillery works, where you put in the ingredients and then hold right click on the subject placed on the table or ground to grind them up. Would make the process a lot more immersive.
If anyone encounters an error like Pvt_Prometheus as far as I know it's to do with too many mods with large textures causing the max texture atlas size to be exceeded and the unique way of rendering potion flasks. I have done my best to mitigate the crashes but I never could recreate the crash on my machine. My only reccomendations are to lower your modlist or to use Bigger Texture Atlas mod which might cause a performance hit.
Hexis The latest update should fix your problem. Let me know if it doesn't.
Hei, we play on a server, and we were able to reproduce this bug reliably.
when a potion is consumed, and then the vial filled with something else, like water, and consumed, we get a potion effect. Ephka drank sprinters flask, then wine, and got speed. I tested recall, then filled vial with water, and recieved glowing, which is a potion i drank a while ago. so, it seems to only apply to potions giving a lasting effect rather than an instant use.
Sorry for the late replies.
merryclefairy Sorry about that. I will remove the old compatability patch from alchemy in the next patch and at the moment I don't think I will add any new patch for wildcraft. I will update this page to not link to it. I might add a compatibility patch when wildcraft spices/herbs is at a stage that they say is done but right now it says it's incomplete.
Chrizzlybear Thanks for the translation. Luckily I downloaded it earlier before the link expired. I will include it in the next release.
As for the feedback.
Pvt_Prometheus I'm looking through this error now, still not sure why this happens but hopefully will figure it out this weekend.
Running on 64 bit Windows 10.0.19045.0 with 32690 MB RAM Game Version: v1.19.8 (Stable) 2024-08-07 08:22:59: Critical error occurred in the following mod: alchemy@1.6.34 Loaded Mods: aculinaryartillery@1.1.5, weaponpacka@1.3.1, backpackpackplus@1.0.3, cattailsfromgrass@0.1.0, extrachests@1.8.0, FlexibleTools@3.2.1, burntimetimes2@1.0.0, justmoreruins@0.9.8, skymetalpanning@1.0.1, moreenemyloot@1.2.2, moremolds@1.4.2, MoreTreeSeeds@1.0.0, nightlight@1.3.6, primitivesurvival@3.6.4, ragnamans-seeds-from-crops-recipes@1.0.0, superfuel@2.0.7, usefulscrap@2.0.2, game@1.19.8, wildcrafttrees@1.2.4, alchemy@1.6.34, betterbloomeriesreborn@1.0.5, betterruins@0.3.7, configureeverything@1.1.1, hudclock@3.2.1, knapster@2.10.0, lavoisier@1.3.0, metalunittooltip@1.0.0, meteoricexpansion@1.2.5, petai@2.2.6, claywheel@1.1.1, rustboundmagic@1.9.74, steamandpower@1.6.0, stickscrafting@1.0.16, vpeatp@1.1.0, creative@1.19.8, vsimgui@1.1.5, survival@1.19.8, xlib@0.8.6, alchemistry@1.0.2, chemistrylib@1.1.5, configlib@1.3.13, feverstonewilds@1.5.0-rc.2, xinvtweaks@1.6.6, xskills@0.8.8 System.IndexOutOfRangeException: Index was outside the bounds of the array. at Alchemy.FlaskTextureSource.get_Item(String textureCode) in C:\Users\Llama3013\Documents\Coooooddinng\Alchemy-7.0net\Alchemy\Alchemy\Block\BlockPotionFlask.cs:line 703 at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElement(Int32 indexForLogging, MeshData meshdata, ShapeElement element, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 394 at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306 at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 302 at Alchemy.BlockPotionFlask.GenMesh(ICoreClientAPI capi, ItemStack contentStack) in C:\Users\Llama3013\Documents\Coooooddinng\Alchemy-7.0net\Alchemy\Alchemy\Block\BlockPotionFlask.cs:line 185 at Alchemy.BlockPotionFlask.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) in C:\Users\Llama3013\Documents\Coooooddinng\Alchemy-7.0net\Alchemy\Alchemy\Block\BlockPotionFlask.cs:line 57 at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 315 at Vintagestory.GameContent.EntityShapeRenderer.RenderHeldItem(Single dt, Boolean isShadowPass, Boolean right) in VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 475 at Vintagestory.GameContent.EntityPlayerShapeRenderer.DoRender3DOpaque(Single dt, Boolean isShadowPass) in VSEssentials\EntityRenderer\EntityPlayerShapeRenderer.cs:line 257 at Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderFrameShadows(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 164 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324 at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Hi, i updated the german translation.
de.json
Feedback:
1. Text Duplication in Potions: Avoid redundancy in the phrase "When potions is used". Instead, consolidate this information into a single instance. Consider creating a new string and removing the duplicate text from the +%..
2.1 To distinguish between medium and strong potions, consider applying the established method for strong potions exclusively to the medium ones. However, replace aqua vitae with Potion Tea as the liquid for medium potions.
Strong Base Creation: for example - Create a strong base using the following items, crushed by the pulverizer (or reinforced Mortar and Pestle):
Healing Oil: Gold (Aurum) - Associated with healing and health.
Potent Oil: Lead (Plumbum) - Symbolizes strength and potency.
Purging Brew: Silver (Argentum) - Represents purity and detoxification.
Settling Brew: Tin (Stannum) - Symbolizes calmness and stability.
Hunter's Delight: Copper (Cuprum) - Linked with hunting and exploration.
Looter's Delight: Copper (Cuprum) - Also associated with luck and success.
Fighter's Flask: Iron (Ferrum) - Symbolizes strength and combat prowess.
Miner's Flask: Copper (Cuprum) - Associated with mining and minerals.
Spiked Oil: Salt - Represents strength and endurance.
Predator Pheromones: Sulfur - Symbolizes attraction and allure.
Scent Mask: Tin (Stannum) - Used to neutralize or mask odors.
Sprinter's Flask: Iron (Ferrum) - Represents speed and agility.
Vitality Flask: Gold (Aurum) - Associated with vitality and life force.
Glow Flask: Copper (Cuprum) - Can reflect and generate light.
Water Breathing Flask: Silver (Argentum) - Traditionally associated with water and purification.
Stability Flask: Iron (Ferrum) - Symbolizes stability and steadfastness.
Nutrition Flask: Tin (Stannum) - Linked with nourishment and growth.
Recall Flask: Lead (Plumbum) - Due to its heaviness and stability, associated with recall or return.
(According to alchemy, ChatGPT has assisted me.)
Refine the base into strong potions by smelting the metals into ingots and molding them into bits with a chisel. Combine these crushed bits with the medium base to create a strong base, then mix it in a barrel with aqua vitae.
2.2 Forge a Reinforced Mortar and Pestle (maybe only iron). This will provide the necessary hardness to effectively crush metal bits. Use the reinforced mortar and pestle to crush for example bits of gold, silver, and tin into a fine powder on a crafting grid to create enhancement powder. Finally, combine a medium base with the enhancement powder to create a strong base.
3. Recall Flask Adjustment: Consider crafting the Recall Flask with aqua vitae due to its potency:
Recall Flask: iron bit + crushed temporal gear
Alternatively, you can make the recipe for the base much harder, as using one temporal gear for 4 uses is too overpowered.
4. If you decide not to implement point 2, please adjust the stats to ensure the effects remain balanced within the specified price range. Alternatively, let me know if you'd like to explore altering the process further, and I can provide additional ideas on how to adapt it accordingly. It will require some time because these are my current good ideas. :)
Thank you for your work on this mod.
Hello,
I noticed the Wildcraft dependency is the old version that isn't being supported anymore. There are new Wildcraft/fuits & nuts, etc, that also use Herbarium I guess? Are there any plans to update this mod to be compatible with the newer version of Wildcraft/etc? Thank you. I just felt like, so stupid until I came to the mod page and happened to click the Wildcraft link and see that it was the unsupported version, because nothing was making dry cuttings. TwT
Chrizzlybear Thanks for this report. Yes the medium strength (excluding healing oil and spiked oil) potions were being incorrectly being calculated for some time. Should be fixed in the latest update.
Jenpai I tested both medium and strong healing oil. They appear to have the right values set. Do you have any armour equipped? Healing effectiveness can be lowered due to armour and it does change how much you heal much like the vallina game's poultice.
Sorry. I wanted to write that I was NOT able to test the following portions (medium):
- Hunter's Delight
- Looter's Delight
- Miner's Flask
- Potent Oil
- Fighter's Flask
- Nutrition flask
- stability flask
- Scent Mask
- Predator Pheromones
I want to report some portions (medium) that are not working properly:
- Purging Bew only 18% hunger rate increase
- Archers Flask -> only 8 % ranged speed
- settling Brew -> +18 % hunger rate rather than 60% hunger decrease
- Vitality Flask 1,9 not 50 hp
- Sprinter's Flask only 12% not 50%
I was able to test the following potions (medium):
- Hunter's Delight
- Looter's Delight
- Miner's Flask
- Potent Oil
- Fighter's Flask
- Nutrition flask
- stability flask
- Scent Mask
- Predator Pheromones
Strong Healing oil is only healing 0.50 per 3 seconds when it should be healing 1.50
llama3013 I might check how possible it would be to have potion effect duration (or strength) depend on the amount that you drink so it would be possible to move them to using 0.01L like everything else (+ could make them a whole lot nicer when working with alchemistry, not having nothing happen then boom, an entire potion)
Will make a push request if/when I figure this out
Ghaelen Settling and purging are potions that decrease hunger rate and increase hunger rate. The description for the potion was wrong. I have fixed it in the latest relase.
Jenpai Moby_ Moby is correct I think and I'm not sure how to fix it other than rebalancing all of the liquid to use 0.1L of 0.25L. I don't think there is a way to disable liquid transfering to bowls or to set specific liquids to transfer at specific amounts.
What's the difference between settling and purging? They both say "melee damage".
Jenpai My guess is that it's because potions have 4 items per litre (so 1 item is 0.25L) and when shift+clicking with a bowl it's going to try transferring 0.1L, but it can't because that's smaller than one item
Game crashes when trying to pour potions from a bowl to a bucket while crouching.
Inabikari Alchemycompat I have not tested this but somebody made a wildcraft compatibility mod. Currently I don't really have any plans for making new compatibility with wildcraft. Might do so in the future when wildcraft: herbs and spices is finished or when they say the mod is polished. The mod page says that they are working on polishing the mod.
@Rexxia
huh, weird. Aqua vitae is created by distilling any distilled alcohol one more time.
The handbook doesn't show what makes Aqua Vitae?
Since Wildcraft is now splitting its components into seperate modules, the herbs from their new mod are no longer compatible with this mod. Are there any plans on reintroducing compatibility with them?
Kanahaku I updated the mod hopefully a fix for your problem but I can't recreate the crash. If this update doesn't fix it then the only thing left would be if you could provide your world or more details on the crash.
no , not using that mode
Drakoflame
Kanahaku this is just a shot in the peverbial dark.. but are you by chance also have the kobold model mod? I checked to see which mods you have but just wanted to double check
That problem occured while opening inventory , opening chest (containing potion) , holding the potion (also from having potion in hotbar) or simply from seeing potion in someones hands
llama3013
Kanahaku Do you have any details about what you were doing when it crashed? Was it on startup or opening an inventory? I don't seem to be able to cause the crash on my game.
Dnd and NateDoesLife This bug should be fixed in the new update. Thanks for the bug reports. The reason was when you finished drinking a potion, if the flask became empty and stayed in the same slot it would reset all of the effects that needs to be reset at the end of the duration.
As DnD reported the endless potion bug is still happening. Mine is specifically for the mining potion. I am using the smallest glass flask.
llama3013 I tested the fix for never-ending potions and may have further figured out the bug which is still happening for me. When I drink a potion from a ceramic flask which only has .25 capacity for the speed potion (medium), the effects will not disappear. When drinking from a glass flask, the buffs do disappear except if I drank the last portion (only .25 portion left) from the glass flask, then the effects don't go away when they should. Hope this will help narrow down the problem.
Game version 1.19.6 (stable) Client Crash
Running on 64 bit Windows 10.0.22631.0 with 16088 MB RAM
Game Version: v1.19.6 (Stable)
01/04/2024 13:08:21: Critical error occurred in the following mod: alchemy@1.6.28
Loaded Mods: aculinaryartillery@1.1.3, bettercrates@1.7.0, extrachests@1.8.0, millwright@1.1.4, primitivesurvival@3.5.1, shnurse@3.2.0, game@1.19.6, zoombuttonreborn@1.6.0, abcsreborn@0.2.1, alchemy@1.6.28, animalcages@3.0.2, betterjonasdevices@1.1.0, betterruins@0.3.4, carryon@1.7.4, commonlib@2.3.7, cooperativecombat@1.1.1, flowerfarming@1.1.0, fromgoldencombs@1.4.25, sailboat@1.3.0, rivers@2.7.0, Spear-Expantion-by-Kanahaku@0.0.5, stonebakeoven@1.1.3, temporalstormtimer@1.1.1, th3dungeon@0.2.1, usefulstuff17@1.3.2, creative@1.19.6, survival@1.19.6, woodensmp@0.5.4, workbenchexpansion@1.8.0, metalrecovery@0.1.19-pre.1, helvehammerext@1.6.0, playercorpse@1.9.0, stonequarry@3.2.1, tpnet@1.14.3
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Alchemy.FlaskTextureSource.get_Item(String textureCode) in C:\Users\Llama3013\Documents\Coooooddinng\Alchemy-7.0net\Alchemy\Alchemy\Block\BlockPotionFlask.cs:line 705
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElement(Int32 indexForLogging, MeshData meshdata, ShapeElement element, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 394
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 302
at Alchemy.BlockPotionFlask.GenMesh(ICoreClientAPI capi, ItemStack contentStack) in C:\Users\Llama3013\Documents\Coooooddinng\Alchemy-7.0net\Alchemy\Alchemy\Block\BlockPotionFlask.cs:line 186
at Alchemy.BlockPotionFlask.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) in C:\Users\Llama3013\Documents\Coooooddinng\Alchemy-7.0net\Alchemy\Alchemy\Block\BlockPotionFlask.cs:line 57
at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 315
at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 194
at Vintagestory.API.Client.GuiElementItemSlotGridBase.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 509
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 716
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 385
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 318
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 2
==================================
{ TimeGenerated = 01/04/2024 13:05:00, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.6.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process ID: 0x0x23b8
Faulting application start time: 0x0x1da842443d38095
Faulting application path: D:\Vintage Story\Vintagestory.exe
Faulting module path: D:\Vintage Story\Lib\openal32.dll
Report ID: 7874add5-0526-4c60-bff0-fa3eb8fe0203
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 01/04/2024 13:03:38, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.6.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process ID: 0x0x1888
Faulting application start time: 0x0x1da842408c08832
Faulting application path: D:\Vintage Story\Vintagestory.exe
Faulting module path: D:\Vintage Story\Lib\openal32.dll
Report ID: 00fe3a53-d4d3-470b-b1ac-75d37ce3e216
Faulting package full name:
Faulting package-relative application ID: }
StraudBeryl I tested this with the latest version of the mod and I was not able to cause a crash. So hopefully it's fixed now.
ManaWei hopefully the mod that Dekkan linked here https://mods.vintagestory.at/show/mod/11503 should be compatible with wildcraft. (I haven't tested it though)
RomixERR The newest version of alchemy should fix this problem.
Dnd This problem should also be fixed hopefully because I do not seem to be able to recreate this anymore but I did not find out the root cause of it.
The tooltip on the Sprinter's Flask (medium) states it lasts for 300 seconds. On my multiplayer server running 1.19.5, the buff does not wear off until relog. The text pops up saying 'You feel the effects of the potion disapate', but my walk speed does not change. I see on your description it says potion effects dissappear after dying or restart, but does that mean it is supposed to last that long past the stated timer, or is it really supposed to wear off after the timer runs out?
Curious if this: https://mods.vintagestory.at/show/mod/11503 is necessary to have Alchemy function with Herbs and Spices... I haven't seen conflicts on our server but maybe I've missed something? I haven't really played around with this stuff yet in game.
Problem with placing cones on the ground. They are not visible. I confirm.
I really love both this and the Wildcraft mods.. But i can see it being a huge pain in the bum to make it compatible with wildcraft..
Hello! I've run into a bug where a player has picked up a small amount of Cranberry juice in the potion bottle and it has crashed their game. Any attempts to view their inventory using other mods have caused my game to crash.
Game Version: v1.19.4 (Stable)
3/3/2024 6:01:47 PM: Critical error occurred in the following mod: alchemy@1.6.25
Loaded Mods: aculinaryartillery@1.1.3, bedrespawner@1.0.0, cellardoor@1.4.0, chiseltools@1.10.4, decor@1.0.14, millwright@1.1.4, primitivesurvival@3.4.7, rpvoicechat@2.3.9, game@1.19.4, abcsreborn@0.1.9, alchemy@1.6.25, animationmanagerlib@0.7.1, beehivekiln@1.5.1, betterfirepit@1.1.4, betterruins@0.3.3, blacksmithenhancements@1.0.4, canmarket@0.3.24, carryon@1.7.4, citadelfix@1.0.9, civbastion@1.3.0, coinage@1.10.1, commonlib@2.3.0, expandedfoods@1.6.8, grassiergrass@1.0.0, medievalexpansion@3.13.1, pileful@1.1.5, playerlist@1.8.0, scarecrow@1.4.3, stonebakeoven@1.1.3, trailmod@1.0.7, creative@1.19.4, survival@1.19.4, wildfarmingrevival@1.1.8, workbenchexpansion@1.8.0, xlib119@0.7.4-dev.1191, bullseye-continued@2.5.7, em@2.5.0, playercorpse@1.9.0, rifteye@0.3.4, simplewinddirection@1.0.2, stonequarry@3.2.1, xskills119@0.7.5-dev.1191, bricklayers@2.5.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Alchemy.BlockPotionFlask.GenMesh(ICoreClientAPI capi, ItemStack contentStack) in C:\Users\Llama3013\Documents\Coooooddinng\Alchemy-7.0net\Alchemy\Alchemy\Block\BlockPotionFlask.cs:line 81
at Alchemy.BlockPotionFlask.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) in C:\Users\Llama3013\Documents\Coooooddinng\Alchemy-7.0net\Alchemy\Alchemy\Block\BlockPotionFlask.cs:line 181
at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 387
at Vintagestory.Client.NoObf.RenderAPIGame.GetItemStackRenderInfo(ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\API\RenderAPIGame.cs:line 189
at Vintagestory.GameContent.EntityItemRenderer.DoRender3DOpaque(Single dt, Boolean isShadowPass) in VSEssentials\EntityRenderer\EntityItemRenderer.cs:line 146
at Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderOpaque3D(Single deltaTime) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 93
at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 83
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 200
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 806
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 901
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 730
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
We think it has something to do with the mesh of the potion conflicting, since Vintage Story as of version 1.19.4 has changed it.
So not sure if its an error with the HUD icon or not but when the potion were's off (atleast from the chat box) the icon remains and says you still have the boost going.
Edit: I tested it and it SEEMS you continue to get the boosted effects with the HUD up even after the potion were's off in the chat. IF you don't use the HUD it seems the potion were's off normally.
NateDoesLife I will try to work on this next when I get the time.
JonR Thanks for the heads up. Not sure If I will bother with fixing this I haven't used wildcraft since I added this. If you or someone else wants to go to the effort to make the compatibility files, I can add it to the mod though.
Chesoku I have updated the mod which should hopefully fix your problem. Potion effects should now only check values for the hud when the hud is active and be more efficent with checks.
I just wanted to let you know, it looks like your old Wildcraft compatability recipes will not work anymore with the new refactor for Wildcraft into the separate modules. They changed the namespace to "wildcraftherb" now instead, and added some more herbs in the recent release as well.
Seems to be in an issue in 1.19 where when you put the flask (filled or unfilled) on the ground it shows there as invisible. You are able to pick it up but shortly after it bugs and its like you lost the flask completely until you restart your world. I've only tried this with small glass flask so far.
I added this mod to a server of mine a couple days ago, and a few of my users have all reported occasional lag spikes as a result.
Having them run debug commands and send them to me, I am getting some results showing that this mods hud, even if not actually active, is causing problems for them.
7086.39ms, 1 call : gmleAlchemy.GuiHudPotion
I'll note once again that none of my users have interacted with potions yet, so nobody should have been triggering the gui hud to begin with.
I can confirm we're running the latest version of the mod as of this writing, so 1.6.24.
Hypnotique Sorry for the late reply but the wild farming just makes the flowers renewable. As long as your okay with rare flowers being harder to get more of and traveling longer distances for more flowers. From my experience it works fine without it.
Hello! I am considering adding your mod to my playthrough/series on YouTube and have a question! You suggest the Wild Farming mod in addition to this, but I would rather not add it. Are the recipes doable from the veg without it? Or is it a struggle to get enough flowers and such without the Wild Farming mod? TIA
Verdygris There is already a potion for this, its the recall flask.
Maybe add a potion which can teleport you back to spawn point ?
Corvix Most potions last only 10 minutes and have their description tells you how long they last. If they are still giving the effects after the time limit then thats a bug. I have had one instance that skipped the removal of the effects but I think that was because I was lagging and I think it skipped the thread it was on. It was annoying to track down exactly what happened. If this is happening constantly let me know your mod list and steps to reproduce the problem and I might be able to fix it.
Will there eventually be a decay time on when the potion effects disapear? i think them lating until death or restart is definetly a bit too strong. maybe making at most the strongest lasting only around 10 minutes? and have most start at a small timer but depending on th emix to make it more potent increases the effect time up to a mx of 10?
Jozhin_z_bazhin I have now added a temporal stability potion. Let me know if I should change the recipe or any suggestions.
llama3013 Can i suggest one more potion? Something for restore of temporal stability?
Rapidash
Try looking at the ground when drinking. We noticed last night that when using potions, we couldn't drink them if we were looking at certain things, like Grass or Doors, or if we were just looking into the air, but if we looked at blank ground we could drink.
Not sure why, maybe there is some interaction with a surface, similar to when placing certain objects?
I went over to the discord forum post to see if there where any others with a similar issue. I read that player Zolgrim had a few odd issues on a multiplayer server. I only play with myself and a friend occasionally so i cant say about the other things they mentioned but the throwing the potions on the ground and picking them back up seems to make them drinkable, sometimes i have to do it each time i want to drink it. I have the potion HUD up so i am certain there is no current affects on me. I am using the english version. No rush, i am fortunate that i can just jump into creative to drink and switch back to survival as a temp work around.
Rapidash Sorry to hear that. Are you using a different language in game? I had to change the condition on whether you can drink a potion in a recent update because drinking utility potions weren't working when using russian translation so maybe something went weird there. When a character leaves the world they should have all of their existing effects removed, so not sure why this would persist after server restart. Creative mode shouldn't affect being able to drink potions. Also turn on the potion hud if you can to see if you still have effects active (default key to turn it on is "[").
I am currently away from home and won't be back until after christmas sometime, so I won't be able to look into exactly what went wrong until then.
I am unable to drink potions now for some reason. I am running v1.6.21. I have restarted the server to make sure i didnt have any affects still on me. If i go into creative i can drink them fine. My mods are as follows-
@Thankyou thankyou! 😁
BraniyaKz version 1.6.21 of alchemy should fix your problem.
@llama3013 - After running the new 1.6.19 version of the mod with the error reporter turned on, I noticed quite a few tesslation errors related to the herb ball textures. Like, all of 'em. Just figured I'd let you know. Wish I knew how to fix.
AcceLerator The latest version of the mod which is 1.16.19 should fix your problem let me know if its not the case.
Последняя версия мода, которая является 1.16.19, должна решить вашу проблему, дайте мне знать, если это не так.
I found the problem for some reason when using Russian (and maybe other languages) it breaks all utility potions. These potions are recall, glow, water breathing and nutrition flasks. I am not sure exactly why this is happening but I will try to look into it and maybe fix some of the hardcoded English on the way. AcceLerator
Обнаружил проблему почему-то при использовании русского (а может и других языков) ломает все служебные зелья. Эти зелья представляют собой колбы для напоминания, свечения, дыхания водой и питания. Я не уверен точно, почему это происходит, но я попытаюсь разобраться в этом и, возможно, исправить некоторые из жестко закодированных английских по пути.
Hi AcceLerator. Do you have other mods enabled? They still appear to be working for me. A mod called simple alchemy breaks this mod. If you could provide a mod list in English I could maybe narrow down the problem. I don't know Russian so this has been translated.
Привет. У вас включены другие моды? Похоже, они до сих пор работают на меня. Мод под названием simple alchemy ломает этот мод. Если бы вы могли предоставить список модов на английском языке, я, возможно, смог бы сузить проблему. Я не знаю русского языка, поэтому это было переведено.
Здравствуйте, не работают зелья для возврата на место спавна, светлячка, подводного дыхания и сытости на 1.18.8. Можете исправить? Их не возможно выпить.
Ohhhh god, that's what I meant lol. Thx a lot for the update
Yes, is what I meant, hope to see them soon, thx for this amazing mod btw ^^
Hi all found out that Simple Alchemy mod is incompatible with this mod. At the current release (1.6.16) of this mod I would reccomend to only use this mod or simple alchemy mod because all potions do not work when simple alchemy is enabled.
XurxoMF Do you mean potion base's? I was working on having diferent textures for each potion base, based on the flowers it uses. Might try to get that done sometime soon.
SoloBlood All potions do have a description in the handbook and on the potion itself. Do you have the simple alchemy mod enabled?
Screwy Did you ever end up finding a solution to your issue? I'm suffering from a similar problem, though using the english language pack. Even our modlist is pretty similar as far as I can tell.
llama3013
I could not find the discription of what each potion does in the handbook. I see thier uses on the forum posts. Can you add those descrition to the handbook?
Could you make different textures and/or shaper for the different potions? All of them have the same texture, a green strange thing, and it's a pain having to go through all of them reading the name to find the one you want...
It's just a suggestion, if it's not possible is understandable ^^
BranTuna There is a posibility I will try to do this but at the moment, I haven't been doing much with this mod. If I get motivated in the future then I will give it a go but there seems to be bugs still with the current state of the mod that will take priority.
Such as the recall flask not working for JunidO and water breathe flask for Hevil. I have tried using both potions on my single player save and new world and for me the potions are still working fine. So I am really not sure why this is happening.
Recall Flask no longer works v1.6.16
@llama3013 - I saw on the Lavoisier mod page that it's possible to create brewing/distilling recipes with the JSON mod format. I was thinking... Would it be possible for a separate release version of this mod that integrates with ChemLib/Lavoisier for the potion recipes, as opposed to using the barrel? I'm familiar with utilizing JSON, but not at all familiar with VS's modding or the format/layout it uses, but would love to see this if at all possible. I am aware that there's a simple alchemy mod, but it looks very much incomplete and no longer utilizes Lavoisier's crafting mechanics in the recent updates.
Hi all, Yes it should still work in the latest version. I see no reason why it wouldn't. If it doesn't work feel free to let me know on vintage story discord in the alchemy mod thread or on github.
Great to hear it's working Inabikari.
szynian I tried to do a overhaul of crafting and make it use a cauldron but never got around to finishing it, plus it was pretty buggy. I have the code for that change on another branch on my github if anybody wants to try to finish it but I sort of gave up on it.
Does this mod still work in version 1.18.15?
May I ask if this is updated?
llama3013 It was a false alarm. Just me being stupid. Xskills adds a skill called 'vampire' that reduces your healing effectiveness in a weird way, and I had that skill. Sorry about that.
Hi, this mod is awesome, although as it is in the description it's a little bit overpowered, especially when it comes to making potions. Personally, I think that adding actual brewing would be a very nice addition. It could use cauldrons from "A Culinary Artillery" mod, or mod itself could add some kind of cauldrons or brewing kettles. This would also add such immerse in making those potions :)
Kaofan That should be fine the game handles it gracefully 95% of the time, but I will do a small cleanup of that regardless.
Inabikari Not sure how that would ever happen but I will look into it regardless. I don't do anything special for compatibility with wild farming. Also I will update the mod description to use the latest wild farming mod. Do you know exactly the steps to recreate the problem? Which healing oil (herb ball, medium or strong strength)? Also do you have a large amount of mods maybe another mod is interacting with it.
The newest update of Wild Farming has a bug with Alchemy where the healing oil flask damages you roughly equal to the amount healed, resulting in a health total close to before drinking it in the first place. I have no idea how this interaction even exists.
llama3013
I found a bug in this mod
I'm sending a path to it: \assets\alchemy\recipes\smithing
15.9.2023 16:17:56 [Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code alchemy:herbrackhook-blistersteel in smithing recipe alchemy:recipes/smithing/2hooks.jsongame:ingot-blistersteel
15.9.2023 16:17:56 [Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code alchemy:herbrackhook-leadsolder in smithing recipe alchemy:recipes/smithing/2hooks.jsongame:ingot-leadsolder
15.9.2023 16:17:56 [Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code alchemy:herbrackhook-silversolder in smithing recipe alchemy:recipes/smithing/2hooks.jsongame:ingot-silversolder
15.9.2023 16:17:56 [Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code alchemy:herbrackhook-blistersteel in smithing recipe alchemy:recipes/smithing/8hooks.jsongame:ingot-blistersteel
15.9.2023 16:17:56 [Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code alchemy:herbrackhook-leadsolder in smithing recipe alchemy:recipes/smithing/8hooks.jsongame:ingot-leadsolder
15.9.2023 16:17:56 [Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code alchemy:herbrackhook-silversolder in smithing recipe alchemy:recipes/smithing/8hooks.jsongame:ingot-silversolder
15.9.2023 16:17:56 [Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code alchemy:herbracktop-blistersteel in smithing recipe alchemy:recipes/smithing/herbracktop.jsongame:ingot-blistersteel
15.9.2023 16:17:56 [Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code alchemy:herbracktop-leadsolder in smithing recipe alchemy:recipes/smithing/herbracktop.jsongame:ingot-leadsolder
15.9.2023 16:17:56 [Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code alchemy:herbracktop-silversolder in smithing recipe alchemy:recipes/smithing/herbracktop.jsongame:ingot-silversolder
15.9.2023 16:17:56 [Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code alchemy:herbrackhook-blistersteel in smithing recipe alchemy:recipes/smithing/4hooks.jsongame:ingot-blistersteel
15.9.2023 16:17:56 [Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code alchemy:herbrackhook-leadsolder in smithing recipe alchemy:recipes/smithing/4hooks.jsongame:ingot-leadsolder
15.9.2023 16:17:56 [Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code alchemy:herbrackhook-silversolder in smithing recipe alchemy:recipes/smithing/4hooks.jsongame:ingot-silversolder
llama3013 I've tried that already, but it surprisingly didn't work. I'm still going with the hotfix to delete the german language file. Next thing I'm going to try out is rewrighting it, using the en.json, may be that would work. It's on my schedule, but not this month anymore.
llama3013 Thank you so much for your consideration, I really appreciate it! I really look forward to having more fun with potions. <3
Exmortis Glad that it is fixed and thanks for testing and confirming it. Without feedback like this it's hard to know if things really are working or not.
Chaebennon Potion bases probably do look weird becauses I just used the shape of rot and the textures of grass and temporal gear. If its pink or transparent something is broken.
Screwy Sorry for the late reply on this but my best guess on whats breaking if it is the german language file as the cause, would be the guide at the bottom might be the cause. So maybe just delete the last two entries of the de.json file. I have no idea how this would break the alchemy mod though.
Rivernoodl I will try to make a simple guide this weekend.
I just want to say I really hope that a new guide gets added soon. I think I have a strong idea how it works, but it's taken a lot of tial, error, and scouring the forums just to get any useful bits of info.
Okay, I'm getting close to it. The problem is in the language data. I'm playing in german and can't drink potions on v1.6.13 or higher, as long as there is a de.json in the lang folder. Something must be messed up there. I could come up with a fixed de.json, but that would be of little help for everyone who is not German and doesn't want to play in English.
I don't know if it's because of culinary artillery, but I can't drink any of the potions. Please help! I would love to finally get startet with potions on my server.
I have a waterbreathing potion in a small potion flask and try to drink, but rightklicking in the air does nothing. Rightklicking an walls or the floor will do the drink animation, but not give any effects, nor consume any potion.
I think I remember it working, but that was before some minor version updates of some mods, including this one.
My Modlist is:<6>aculinaryartillery@1.0.12, ancienttools@1.5.4, atwatersedge@1.3.1, betterruins@0.1.1, demonHeart@1.0.9, capreolinae@1.0.0, pantherinae@1.0.4, furniturelibrary@1.0.9, hackedlocusts@1.0.0, hideandfabric@1.3.0, immersivecorpsedrop@1.0.0, indappledgroves@0.4.9-rc.8, mannequinstand@1.0.1, medieval@2.01.17, meteoricexpansion@1.2.4, noisybears@1.1.0, pondfrogsiii@1.0.0, primitivesurvival@3.2.4, qptech@1.13.02, RangedWeapons@0.6.2, ruststones@1.0.5, she1fish@1.1.0, sortablestorage@1.8.0, ssppvv@1.0.5, translocatorengineeringredux@1.4.5, usefuldrifterloot@1.0.3, viescraftmachines@2.2.1, game@1.18.7, wildcrafttrees@1.2.3, wildcraft@1.6.5, worldgenfix@1.2.0, abcsreborn@0.0.6, alchemy@1.6.15, animalcages@2.1.5, beehivekiln@1.2.2, blacksmithgloves@1.0.1, carryon@1.2.0, commonlib@2.1.1, cooperativecombat@1.0.0, expandedfoods@1.6.6, fromgoldencombs@1.4.16-rc.2, glidervar@1.1.1, hudclock@3.2.1, kreaturesandkritters@1.0.3, lavoisier@1.2.7, medievalexpansion@3.9.2, petai@1.7.10, primitivetools@1.4.1, scarecrow@1.2.3, stillnecessaries@1.0.0, stonebakeoven@1.0.2, stonerailings@1.1.0, th3dungeon@0.1.2, usefulstuff17@1.1.4, creative@1.18.7, survival@1.18.7, wildfarmingrevival@1.0.7, xlib@0.7.4, cats@1.7.0, chemistrylib@1.1.1, cavebeacons@1.0.7, doffanddonagain@3.0.0, extraoverlays@1.3.1, feverstonehorses@1.5.0, feverstonewilds@1.2.0, playercorpse@1.7.1, wolftaming@1.7.3, xskills@0.7.4, kosfire@1.1.3, kosphotography@1.2.0, wildcraftxskillspatch@0.2.0
All of the potion bases seem to have a weird teal texture that looks broken. Is that how they normally look, or is something busted on my end?
Edit: It seems all of the herb cuttings are also bugged out except for daisies.
Hey llama3013
I had the exact same problem as Vortaine, doing a debug log showed a gui issue with the Alchemy Mod every few seconds, taking about 40-50ms to resolve.
This doesn't appear to be occuring after your update, and I am no longer getting the regular FPS spike.
Cheers for the fix!
Moon_Dew I am not sure, I have never tried but I would say its probably compatible.
Can I use this along side the Simple alchemy mod?
Dear llama3013,
I've run into a substantial bug that has required me to remove your mod. For some reason with only your mod installed (tested with 70 other mods and then only yours installed on a fresh install) I am encountering a perfect heartbeat-like lagspike while turning. The problem also becomes less of a dip per "heartbeat" while I have another window opened over the top of the game. I will post a screenshot of this activity:
https://www.dropbox.com/scl/fi/i2rb4a80iyl8mes0ugcem/20230715004612_1.jpg?rlkey=fdcahhvw593grik0pkdrnbm10&dl=0
I have also done a lot of testing on my own graphics settings in my NVIDIA settings as well as in-game to try and mitigate this issue. I finally caved and started mod sorting to find out that it was your mod causing this issue. Please let me know if there is anything I can do to gather information for bugtesting. I love your mod, it adds so much to the game, thank you very much for your time and effort for creating this content and I hope you will be able to fix this issue.
Ah, I see! I wasn't using any potions at the time and it was still dimly visible, so it seems like it doesn't go completely transparent?
Burneddi This isn't a watermark its a hud for when you use a potion, it will tell you the effects you currently have active when you hover over it with your mouse. You can turn it off if you don't want it. The default key to turn off is [ or ] if you want to move where it is. If the keys don't work you can check your controls. It should be underneath the heading "User interface".
Why does this mod add a watermark in the bottom right corner of the game visible at all times? Once you see it it's very annoying!
Your mod can be partially automatically localized without using internet connection at all
JefferZ, can you turn that into a Gist, and post that, instead. It's not very nice to add such a huge amount of spam to someone's mod page here. Mod makers do not have the ability to moderate what gets posted here. So, your posts just clutter the page.
https://gist.github.com/
Hey there, reported a crash on the github
I leave here the translation into Spanish in case someone wants it
es-es.json
NateDoesLife The flask sizes did change, the handbook description is probably a bit old.If you want to change the size of the bottles manually you should be able to edit the json file located inside the mod with the path of resources\assets\alchemy\blocktypes\flasks\potionflask.json. open that up with a text editor and you can increase the number next to capacity litres to increase the amount each flask can hold.
llama3013 awesome thank you for replying!
Also I had a quick question. I see the flask sizes in the handbook are "just for looks" but yet they take a different amount of the liquid .25/.50/1 litre of the potion? Is there anway for it not to do this since there is no change in use's as you get more out?
Vogi Nah, it's fine. That is just what they look like.
NateDoesLife Yeah I have had some cases of the effect not dissapearing from the hud, it was inconsistent so it was hard to track down. From what I can tell though the effects are still working. I did a quick test with vitality flask and potent oil both worked fine and saw them update in the character menu stats. I might look into today or tomorrow.
Might be a bug, but on multiplayer the icon that says you have a potion effect does not go away even after the 600secs until a player logs off and back on. Not sure if the buff is still applied or not.
Hey, all dried cuttings on herb rack are blue (same texture), seems like a bug. Newest version for 1.18.1
imgur.com/a/QHvCknv
Do we get a patch for gameversion 1.18.x stable?
Come it out for 1.18 rc2 ? and some next patches? ... it will be nice
Hello, I will ask the same question as the previous speaker. Does anyone know of an alternative to the wildfarmig mod? As far as I understood, the developer left the mod to his own devices, now it is much more difficult to get mushrooms for potions.
It doesn’t look like wild farming works with the current version of the game (1.17.11), are there any alternative mods to farm flowers?
EDIT: I found an updated version fix buried in the comments - https://github.com/snakeriot/vs-wildfirming-fix/blob/main/vs-wildfarming-1.3.4.zip
Blackmare Cheers I will look into it.
Mining potion and vitality potion both crash the client when looking at the handbook. looking at the json's for the potions its because the californiapoppy was renamed to goldenpoppy
Germugulgon Glad your enjoying it.
Falco Still sorta looking into it but its been annoying to fix and haven't been able to spend too long on tracking it down.
Just reaching out to say how much i've been enjoying playing with this mod. The gameplay that this adds is awesome; I'm intentionally playing without the ability to farm flowers, and as a result I'm running all over the world and finding flowers.
Was just out in the forest picking mushrooms, which I normally would be ignoring completely. Thanks for your hard work on this.
Hey Falco, thanks for letting me know. I will look into it tomorrow sometime.
when i try to fill a bottle in a water hole it just vanishes when the bottle already has some liquid inside of it.
llama3013 Messaged you directly in Discord
PeterSanderson No there shouldn't be any radical changes. What is your modlist?
Trying to track down a bug - is there any radical change to textures in this update that would trigger the "Texture Atlas Is Full" error?
great!! :D 1.17.10
Maxwell The mod should be working on the latest version, I see no reason why it shouldn't be and nobody has mentioned anything. If someone wants to update this mod they can let me know always happy to collaborate. Just haven't really seen any need to do any updates, haven't had any new ideas and haven't been playing much lately.
Are there plans to update this mod to the latest version? Do you need someone to take over development?
Oh thank you so much for letting me know, would have never guessed to try the crafting grid.
I am having a problem placing the wooden pestle & mortar on the ground, I am shift + right clicking and it doesnt want to be placed anywhere. I didnt see any guide about how to place it so I assume its shift right click. Can it be placed on the ground?
I was honestly just hoping I could make it so your potion class & effects gets added to my drink when Alchemy is installed. Is that a bad idea?
Hey l33tmaan, You will need to add/edit an itemclass to whatever drink you want to have effects. You need to read the drink's effects from the json on interactstart and stop methods, then send it to the TempEffects. If you want to discuss anything you can message me on discord.
Hey, I'd like to make a new drink in Expanded Foods that has some extra effects when Alchemy is installed... Should I just look at the "effects" attribute in your potions and use those, or what? Would it need a specific item class?
If anyone does have any issues with the latest version let me know. From what I can tell though it working for 1.17.
Seems to be working on the 1.17.6 server I am on, though I have only made a few potions.
Has anyone tried this with 1.17?
Too much ids still can affect performance a lot, though no longer affect loading times (thanks to 1.17), but definitely can affect RAM consuming as well.
I think this was the reason why Tyron made shields the way he made it
Zaldaryon Thanks for the report I will look into it, sometime in the next couple of days.
Kirona Sorry but I don't think I have the time to do that. Wildcraft or wild farming should help when they are updated. I haven't even looked at the latest prerelease yet, so its just lucky that it is working with the latest prerelease.
Craluminum Thats a cool way of doing things but I don't think it will be worth the effort and I don't know if its even that much of a performance increase. Plus all the herb racks would still have wouldn't have ported to the new version and I don't want to break them porting over yet again. Thanks for the recommendation though.
in 1.17rc4:
```Running on 64 bit Windows with 16 GB RAM
Game Version: v1.17.0-rc.4 (Unstable)
Loaded Mods: backpackpackplus@1.0.3, bettercrates@1.4.2, buzzwords@1.1.0, chiseltools@1.5.4-pre.1, FindResin-texturepack@1.1.0, guicompositesettingsex@1.0.1, midnight-texturepackNS@1.1.0, nooffhandhunger@1.0.0, notradermoneylimit@1.0.0, SustainableForestry@1.0.0, visibleore@1.0.1, game@1.17.0-rc.4, zoombuttonreborn@1.3.0, alchemy@1.6.4, betterdoors@1.0.0, carrycapacity@0.6.5, deathwaypoints@1.0.3, farmlanddropssoil@1.4.0, medievalexpansion@3.7.1, prospectorinfo@3.2.0, resinlightsbymad@1.0.1, stepup@1.2.0, stonequarry@2.0.0-pre.5, toggly@3.0, translocatorlocator@1.0.2, useplanksinpitkiln@1.0.0, creative@1.17.0-rc.4, survival@1.17.0-rc.4, worldconfiggui@1.0.0, accessibilitytweaks@2.3.1, campaigncartographer@2.2.2, bricklayers@1.0.0-pre.3, carryablelogwithresin@1.0.0, ferrospear@1.0.1, moremolds@1.2.0
07/08/2022 17:26:12: Critical error occurred
System.MissingMethodException: Método não encontrado: 'Void Vintagestory.API.Client.ITesselatorAPI.TesselateShape(System.String, Vintagestory.API.Common.Shape, Vintagestory.API.Client.MeshData ByRef, Vintagestory.API.Client.ITexPositionSource, Vintagestory.API.MathTools.Vec3f, Int32, Byte, Byte, System.Nullable`1<Int32>, System.String[])'.
em Alchemy.BlockPotionFlask.GenMesh(ICoreClientAPI capi, ItemStack contentStack, BlockPos forBlockPos)
em Alchemy.BlockPotionFlask.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo)
em Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) na C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Render\InventoryItemRenderer.cs:linha 385
em Vintagestory.Client.NoObf.SystemRenderHeldItem.RenderFpHandItem(ItemSlot inSlot, Boolean left, Single dt) na C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\Render\RenderHeldItem.cs:linha 230
em Vintagestory.Client.NoObf.SystemRenderHeldItem.OnRender3dOpaque(Single deltaTime) na C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\Render\RenderHeldItem.cs:linha 165
em Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) na C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Util\ClientEventManager.cs:linha 199
em Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) na C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientMain.cs:linha 1176
em Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) na C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientMain.cs:linha 1104
em Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) na C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:linha 125
em Vintagestory.Client.ScreenManager.Render(Single dt) na C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ScreenManager.cs:linha 666
em Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) na C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ScreenManager.cs:linha 610
em Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) na C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientPlatform\GameWindow.cs:linha 132
em System.EventHandler`1.Invoke(Object sender, TEventArgs e)
em OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) na C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:linha 479
em OpenTK.GameWindow.DispatchRenderFrame() na C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:linha 454
em OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) na C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:linha 375
em Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
em Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) na C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:linha 87
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```
Would it be possible to make the various herb cuttings also act as seeds for those herbs, so I don't have to get a different mod for that? Right now Wild Farming isn't actually working for the 1.17rc updates, while Alchemy still does seem to work.
You could use something like ItemShield does, it allows to convert 999999 variants into 1-4 block id.
Example
Hi, all I have released a new update, it will not use as much ram but the problem is it will break existing herb racks. The problem was that there was thousands of herb rack variants so I trimmed them down. I can't remap them (as far as I know) since there are so many variants.
Hey, when this mod is enabled, my single-player game consumes about 3-5 GB more RAM than normal.
Without Alchemy:
With Alchemy:
So that's probably not intentional! Figured I'd let you know.
Hi all, I am working on a new update for the mod and if anyone could provide feedback or suggestions that would be awesome. Info about it is here.
Hey Mamessu, thanks for the bug report. I know of the potion flasks while stacked will not use up any potion portions. I am slowly working on finding what changed in the latest vintage story update that has caused this. I did not know of the empty flask into barrel bug, I am assuming it is related to the other bug.
Hey there! There are a couple duplication bugs you should know about.
1) If you have two of the same potion flasks in your inventory, and drink a portion of one and then restack the flasks, the potion portions will refill. You can have infinite portions this way.
2) If you try to empty the contents of a medium potion flask into a barrel, the level in the barrel will go up, but the contents will not empty, making infinite potions.
github.com/Llama3013/vsmod-Alchemy/issues/2
These bottles are absolutely adorable!
MadAlchemist, Yes thanks for finding this. I will look into fixing it later today.
Cannot fire clay potion bottles - unable to construct pit kiln while raw potion flask is in the pit. Clicking with straw just does nothing.
Hey VincentMorgan, thanks for finding this and letting me know. I have done a very quick update to make the fired clay potion flasks to not be shelvable for now. I will try to fix this properly later.
First time testing out the mod and it works nicely on 1.16
Only issue I've found for now is that attempting to put an empty fired ceramic flask on a shelf causes a CTD. Haven't tested with a full one, only when empty. Not going to post a crash log because the crash is very easy to replicate. Crash happens both on worlds created with the mod enabled and pre-existing worlds. If not else, crash doesn't persist and you get rolled back to your previous autosave. Tests were done on both creative and survival mode, but both on an originally creative world.
It looks like Wild Farming is broken for 1.16. I downloaded Wild Farming first since the discription said it was required for the herbs and it has issues that cause crashes.
Hey all, this update to alchemy v1.5.0 changes a lot so let me know if there are any bugs or problems that arise from it. Also my next update will hopefully be a full rework of the crafting recipes and potion effects. Lastly the guide is outdated and I will add to it in the next update.
"Trust in your Alchemist Eyes.
Follow your haywire heart.
Stand and be enchanted,
open minded to what may come.
We are the spark of becoming.
Stand and be enchanted,
open minded to what may come.
We are the spark of becoming, becoming one."
- S. J. Tucker "Alchemist Eye's"
Buggi Fixed the problem, I was missing a commar in the json.
11:52:41 [Server Error] Grid Recipe 'alchemy:recipes/grid/potion/utilitypotion.json': Output Block code alchemy:utilitypotion-normal-quartz-recall cannot be resolved
11:52:41 [Server Error] Grid Recipe 'alchemy:recipes/grid/potion/utilitypotion.json': Output Block code alchemy:utilitypotion-normal-smoky-recall cannot be resolved
11:52:41 [Server Error] Grid Recipe 'alchemy:recipes/grid/potion/utilitypotion.json': Output Block code alchemy:utilitypotion-normal-pink-recall cannot be resolved
11:52:41 [Server Error] Grid Recipe 'alchemy:recipes/grid/potion/utilitypotion.json': Output Block code alchemy:utilitypotion-normal-green-recall cannot be resolved
11:52:41 [Server Error] Grid Recipe 'alchemy:recipes/grid/potion/utilitypotion.json': Output Block code alchemy:utilitypotion-normal-violet-recall cannot be resolved
DArkHekRoMaNT I have fixed the dropped item scaling in the latest update.
Empty vs. Speed potion
update 1.3.9 adds potionflask variants for different glass types. If you are prompted to remap when starting a world with this new version, make sure to toggle on the backup option and let me know if any problems arise.
update 1.3.8 adds a russian translation to the mod. Big thanks to ZigTheHedge for making the translation and sending it too me.
@Ravenrune Yes the updates on this page will be for 1.14.10. Until 1.15.+ is in a stable build and is added as an option for moddb.
EDIT: Currently the latest updates are for the latest vintage story release 1.15.2
Is the update on this page still for 1.14.10?
I have updated the mod to v1.15.0-pre.1 but I cannot set the download's game version to 1.15.0-pre.1 so I have put the download into the homepage forum.