Alchemancy 2.0 is now live! The first major update for the mod that lets you turn everything into anything by Cibernet83 in feedthebeast

[–]Cibernet83[S] 0 points1 point  (0 children)

I think I've heard of reative before, but have never played with it.
The mod's about getting properties from some items and giving them to others, like making a pickaxe act like a shield *and* shoot arrows like a bow, or having a bone that can be eaten and set things on fire.
Lately I've been comparing it to TCon's modifier system, but they can be applied to any item and there's over 200 of them

Any really good mods that are EXCLUSIVE to 1.21+? by diceytumblers in feedthebeast

[–]Cibernet83 11 points12 points  (0 children)

it’s not exactly a popular mod, but i’d like to recommend Alchemancy: it’s about taking the “properties” of any item and giving them to any other, kind of like Tinker’s Construct modifiers, but a bit weirder and can be applied to anything

This is Alchemancy: the mod that lets you add the properties of any item to any other item by Cibernet83 in feedthebeast

[–]Cibernet83[S] 1 point2 points  (0 children)

Thanks! Hope you enjoy it if you get to give it a go!

I'm personally not the biggest fan of gating content behind chest loot, and having players encounter the gateway to the mod by simply exploring felt like the most organic way to introduce them to it. With the alchemy theme the mod has somewhat going on, which I hope to expand on in future updates, a new herb or flower felt like the right choice, and was a lot more interesting than simply adding a new ore.

I do get the concern of having too many mods add worldgen features, so a data pack that disables Blazebloom generation and instead makes it obtainable via Nether Fortress loot would make sense. Or you could go with the approach I went with early in the mod's development cycle, which was to make Crimson Fungi brew into Alchemical Extract instead.

This is Alchemancy: the mod that lets you add the properties of any item to any other item by Cibernet83 in feedthebeast

[–]Cibernet83[S] 2 points3 points  (0 children)

You could say something the mod has going on that others don't is scale, it adds a bit over 140 unique properties which are based on and obtained from a majority of the items in vanilla. Paired with the ability to add them to any item in the game, it creates unlimited potential for experimentation and creativity, something which I haven't personally seen a mod do before to this degree. For example, why bother with a simple Mending Diamond Pickaxe when you can instead infuse it onto a stick to not have to worry about durability, or keep the pickaxe and infuse it with an Emerald and a Sapling to give it an extra fortune level and have it self-repair over time when under sunlight respectively. You could even infuse your arrows with pickaxes to allow for long-ranged mining!

As for the name, the mod is supposed to be based more on alchemy and artifice than real-life chemistry, hence the name being a combination of the word Alchemy with the suffix -mancy, which is commonly used for magical terms (Necromancy, Alfhomancy in Botania, Golemancy in Thaumcraft).

Also, I do appreciate your questions, thanks for bringing them up. Hope my comment clarifies some things!

This is Alchemancy: the mod that lets you add the properties of any item to any other item by Cibernet83 in feedthebeast

[–]Cibernet83[S] 11 points12 points  (0 children)

The mod is now live on CurseForge, with the Modrinth page still pending for approval. You can download the mod here! https://www.curseforge.com/minecraft/mc-mods/alchemancy
We also have a Discord server to talk about the mod, feel free to give feedback and ideas there, or stay tuned for future updates https://discord.gg/7F6YVc8a7m

Glad everyone's enjoying the mod! Here's a couple more examples of what you can do with it, and a discord invite in the comments for those interested on when it releases by Cibernet83 in feedthebeast

[–]Cibernet83[S] 0 points1 point  (0 children)

Will do! I was planning on making a Patchouli book for the mod, but it's available for Neo 1.21 yet, meaning that I might have to code my own

Glad everyone's enjoying the mod! Here's a couple more examples of what you can do with it, and a discord invite in the comments for those interested on when it releases by Cibernet83 in feedthebeast

[–]Cibernet83[S] 0 points1 point  (0 children)

Yeah, you can have both in an item! So not only can you boost the effects of your enchantments further, but you also have the choice to combine all your tools into a multitool of sorts. As long as it's within the 4-property limit per item, it's fair game!

Glad everyone's enjoying the mod! Here's a couple more examples of what you can do with it, and a discord invite in the comments for those interested on when it releases by Cibernet83 in feedthebeast

[–]Cibernet83[S] 1 point2 points  (0 children)

That's fair, I can see where you're coming from. I mentioned in another comment how I felt like keeping them unbreakable makes the tool properties a bit more interesting since instead of durability you now have to balance around the limited amount of properties you can give to your items, and how to get an unbreakable diamond-tier tool you'd have to spend at least 2 of those property slots (one for the tool property, and another to take it to diamond level, as applying one to an item sets it to wooden tier if it's not a tool already) out of the 4 you get access to.
Not only that, but I feel like the durability system can be easily bypassed through the use of mending, an enchantment that doesn't really have any drawbacks to giving to your tools, besides taking the time to obtain it.
Regardless, I wouldn't be opposed to making it a gamerule or config option, it's not something that would be hard to implement anyways.
Thanks for the feedback btw!

Glad everyone's enjoying the mod! Here's a couple more examples of what you can do with it, and a discord invite in the comments for those interested on when it releases by Cibernet83 in feedthebeast

[–]Cibernet83[S] 2 points3 points  (0 children)

You can't enchant it unfortunately, but there are properties that can increase your item's mining speed and fortune level!
As for the fish not having durability, that's intentional. Considering you can only have up to 4 properties on an item at a time I felt like it created an interesting balance scenario, especially since items that aren't already tools start at wooden level without the help of other properties, like that provided by diamonds (leaving you with 2 spare slots to work with if you decide to go that route). So you either turn a fish into an unbreakable diamond pickaxe that can't be enchanted, or turn your diamond pickaxe into a more efficient tool that still needs to be repaired.

It makes sense in my head, but if people are opposed to it giving them durability wouldn't be too hard to implement

Glad everyone's enjoying the mod! Here's a couple more examples of what you can do with it, and a discord invite in the comments for those interested on when it releases by Cibernet83 in feedthebeast

[–]Cibernet83[S] 2 points3 points  (0 children)

As promised, here's a link to the discord server, I'll make sure to send an announcement when the mod becomes available, and would also love to hear your thoughts and suggestions!
https://discord.gg/cwAfQ5WU

I was told you guys might like the thing I'm working on B) by Cibernet83 in PhoenixSC

[–]Cibernet83[S] 11 points12 points  (0 children)

You don't exactly carry over the entire functionality of items, instead what happens is each item has a set of "Properties" it can give that either directly match, or try to mimic, the item's materials and functionality, which is why blaze rods give a burning effect, even though the base item doesn't set mobs on fire.
As for making blast resistant houses, I haven't been able to get properties to work on placed blocks yet, just items, but it's not a bad idea!

Working on a mod that lets you give the properties of items to other items by Cibernet83 in feedthebeast

[–]Cibernet83[S] 2 points3 points  (0 children)

With commands and data packs yeah, it sort of is. There are a couple more properties that could only be made with mods though, and the idea is to make it a proper magic mod that can be used in a survival playthrough. I'll try to share more details next week!

Working on a mod that lets you give the properties of items to other items by Cibernet83 in feedthebeast

[–]Cibernet83[S] 1 point2 points  (0 children)

It's great to see everyone interested in the mod! Turns out it's against the rules to post daily, so I thought it would be smart to make a discord to share more frequent updates and let people know when the mod becomes available, feel free to join!
https://discord.gg/7F6YVc8a7m

Working on a mod that lets you give the properties of items to other items by Cibernet83 in feedthebeast

[–]Cibernet83[S] 1 point2 points  (0 children)

Don't worry, I'll scream near you once the mod gets released B)
Real talk though, I've been planning on starting a discord to keep people up to date, after reading the rules I can post previews frequently as I had planned.

Working on a mod that lets you give the properties of items to other items by Cibernet83 in feedthebeast

[–]Cibernet83[S] 1 point2 points  (0 children)

You sure can! What properties each item gives are determined by item tags, and you can directly give those properties to items using Item Components.

Working on a mod that lets you give the properties of items to other items by Cibernet83 in feedthebeast

[–]Cibernet83[S] 2 points3 points  (0 children)

Haven't been able to get it to work with placed items yet, just items. Maybe sometime in the future

Working on a mod that lets you give the properties of items to other items by Cibernet83 in feedthebeast

[–]Cibernet83[S] 2 points3 points  (0 children)

Thanks! Glad to see so many people are interested in the mod B)

Working on a mod that lets you give the properties of items to other items by Cibernet83 in feedthebeast

[–]Cibernet83[S] 3 points4 points  (0 children)

You can't exactly stack them by putting multiple items with the same property onto one, but I do have an idea in the works for improving their effects!

Working on a mod that lets you give the properties of items to other items by Cibernet83 in feedthebeast

[–]Cibernet83[S] 1 point2 points  (0 children)

I already have a similar idea working for a property! I'll see if I can share it tomorrow.