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Alchemistry mod custom.xml
Alchemistry mod custom.xml










  1. Alchemistry mod custom.xml how to#
  2. Alchemistry mod custom.xml mod#

I just need to figure out how.Īlchemical Reactions by duckingcreepers is licensed under a Creative Commons Attribution Non-Commercial 4.0 International License.Which is just a bunch of legal jargon for what I really need to say here.

Alchemistry mod custom.xml mod#

Also need input on whether to give mods their own reactants, or use Arcanum, or have some shared mod reactant. I'm not sure whether to give each mod its own tree, or to make the mod trees branch off the existing ones wherever it makes sense. Also thinking about integrating Natura and Magical Crops. I know I definitely want to integrate Thermal Expansion and Tinker's Construct items at some point.

Alchemistry mod custom.xml how to#

Any feedback on how to do this is highly appreciated. I would love to make Alchemy support for other mods, but I'm not really sure how to go about it. Blue Netherrack, Yellow Clay Bricks, etc. Crafting it with certain building materials would allow you to get aesthetic alternatives using painterly textures. I was originally going to make this a mod called More Materials, but it could add a lot to the reactant system. Idea is still in very early development.ĭid you know there were alternative Minecraft universes where everything looks different? Me neither. Adding a major reactant adds eight durability, adding a minor reactant adds one durability.Ī fancy shmancy way to create ingots from things that don't normally have ingots (redstone, lapis, obsidian), as well as some use in building material stuff. Special glass flasks that can hold up to ten stacks of major reactant, or eighty stacks of minor reactant. Post feedback on these ideas if you have any. I figured I would add a list of planned features so I could get feedback from you guys about ideas I have for future versions.

  • Blocks tree now uses Solum Reactant and Minor Solum Reactant in the same way the other trees use Arcanum and Minor Arcanum Reactant.
  • Added configuration for Solum Reactant recipe output.
  • Itemstack overflow glitch from recipe outputting 128 reactant fixed.
  • New crafting recipe for Arcanum Reactant.
  • Minor Reactant renamed to Minor Arcanum Reactant.
  • Alchemical Reactant renamed to Arcanum Reactant.
  • Added Primal Matter and mineral infused Primal Matter, the essence from which the world is built.
  • Added Pulverum Ores for configurable ore multiplication.
  • (Acts like a furnace for vanilla smelting recipes)
  • Fixes a syntax error that made Primum Reactants uncraftable.
  • Fixes a few errors in the plants alchemy tree.
  • Primum Reactant and Primal Matter finally works as intended.
  • Or you could put it in cheat mode and give yourself some Alchemized Bedrock, if you're one of THOSE people. Gives you an easy in-game recipe reference by simply right clicking reactants in NEI. I also highly recommend you run chicken_bones's mod Not Enough Items alongside Alchemical Reactions. The Prezi does not fully reflect the 1.1 changes yet. For instance, Coal can be crafted using 4 of any of the 5 dyes in the tier, and Iron Ingots can be crafted using 4 Coal or 4 Nether Quartz. You can cycle through them using Minor Reactant, and the recipes for the next tier can use any of the items in that tier. A tier is a group of items in an Alchemy Tree that are equivalent for all intents and purposes. A quick note before you look at it, the diagram is a little vague on the concept of tiers. So, rather than go through the aggravation of cropping and uploading 50 screenshots, I decided I would compile all the Alchemy Recipes into a nice Prezi with tree diagrams to show all of the Alchemy Recipes. If I were to post all the Alchemy Recipes here, I would need over 50 NEI screenshots. Check downloads and the changelog for info for now. I'm also overhauling the documentation, so the thread will not show the changes for quite a while. It lets you customize your own pack from an insane number of options. Including creating snazzy new building materials. Reactants have the potential to do so many things.

    alchemistry mod custom.xml

    I was originally going to make a mod called More Materials that used them, but I've had so many ideas for the reactant system that I decided it would probably be best to focus my modding efforts here. I would like to thank Rhodox, creator of the Painterly Pack for granting permission for me to use Painterly textures for my mod. Using the mod, you can convert those stacks upon stacks of useless cobble into just about everything from the vanilla game! Item IDs for everything and output quantity of the Arcanum and Solum Reactant recipes are configurable. The mod is designed to have as vanilla a feel as alchemy can possibly have. This mod crams an absurd amount of functionality into powerful items called reactants. This is my first mod, if you were wondering. Since I can't find a 1.6.4 version of Equivalent Exchange 3 and its balance is questionable, I figured I'd take a whirl at coding my own. Alchemical Reactions is a mod I created with the intent of adding a balanced form of alchemy to Minecraft.












    Alchemistry mod custom.xml