There are some nifty potions in extra alchemy, and with the potion ring disabled you cannot make them permanent via gear.
Spectrum has the Lesser Potion Pendant, which allows potions crafted through the Potion Workshop to be applied to it.
I actually thought I could brew them with the Potion Workshop at first, because shows up on the side in the brewing recipe for all potions.
There are also a couple of potions added through Ecologics and Biome Makeover that could be added as well.
#Add Extra Alchemy Potion Recipes to Spectrum Potion Workshop
10 messages · Page 1 of 1 (latest)
I haven't played with these other mods yet, but if someone that is knowledgeable of the other mods (how powerful these effects are, items connected to then, ...) and wants to create recipe.jsons I can add them to Spectrum directly to support them in every pack :)
This is a good breakdown of the extra alchemy potions:
https://www.youtube.com/watch?v=ANl1feYqpG8
Ecologics' Slippery just makes an entity treat the ground like ice.
I have created the recipe json files.
Here is a description of my logic for what can't be made permanent:
+Biome Maker Antidote removes negative effects, its a one shot potion, won't go on fillables.
+Biome Maker nocturnal is supposed to stop phantoms for the duration, making it permanent would just be a duplicate of the Whispy Circlet. (Though Phantoms still spawned on me while using the basic nocturnal potion, so...)
+Extra Alchemy concentration removes particle effects from active potions, it is a one shot.
+Extra Alchemy Fuse explodes when the duration expires, since it relies on duration, it shouldn't be eternal. (I know pendants constantly refresh duration, but just exploding every 20 seconds seemed a bad idea, and being reliant on the fuse duration seemed counter to permanency)
+Extra Alchemy Pacifism gives attackers slowness and weakness when they attack, making that permanent seems to fly in the face of it being a temporary effect for escaping, and was very strong. (Enemies with ranged weapons can still hurt you, but they do get slowed)
+Extra Alchemy Recall teleports you to where the potion was consumed on duration expiration. (Teleporting back to where you put on the pendent every minute seemed kind of pointless)
+Extra Alchemy Returning teleports you to your bed, it is a one shot potion.
The rest of them have effects that do not rely on duration but still had one, and didn't seem too OP if permanent, but I could see crumbling and combustion being added onto the list, due to greifing potential (though honestly they break blocks rather slow compared to what someone could do with a fancy bedrock tool.)
Pics:
Combustion VIII:
Crumbling VIII:
Growing VIII:
Shrinking VII:
Fuse VIII:
Perception VIII:
This Mod adds new Potions and Effects into Minecraft | The Extry Alchemy
mod . Very funny Minecraft Video.
Mod : https://www.curseforge.com/minecraft/mc-mods/extra-alchemy
Music :Hidden Agenda by Kevin MacLeod is licensed under a Creative Commons Attribution 4.0 license. https://creativecommons.org/licenses/...
My Twitter : https://twitter...
If you want the files, how should I send them over?
Feel free to PM them to me or paste a link to download here, both is fine
thank you lots, btw!
This must have been quite a bit of work
Do all mods store recipes in the Data Pack format, or was that a deliberate choice by you?
Either way, made it rather easy.
You can define recipes either in code, or as json via data pack. Both works, but having it in data pack format makes it easier to understand and modpack makers are able to overwrite them/add new ones, so I very much prefer that route