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Minecraft: Java Edition
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Alchemia
Essentially a rough replication of Potion Craft: Alchemist Simulator, rebuilt for Minecraft and stripped down a bit.
This allows you to brew potions by moving a potion icon around a map of effects. Every ingredient pushes the potion along a fixed path. Land on or near an effect and the potion will now have said effect, potency of the effect depends on how close to the centre of the effect you land, The map is generated per world, so recipes aren't the same between saves.

The cauldron interface. The map fills most of the book. Icons are effects, the bottle is where your potion brew currently sits, and the dotted line is the path your queued ingredients will take. The panel on the right shows the effects you've picked up so far.
The row of slots along the bottom is the ingredient queue.

A ruined brew. Go over the total potency cap, or teleport into dead space, and the brew is spoiled. The water goes murky and the cauldron is stuck until you empty it. The map warns you with a skull before you commit, so it's avoidable, I wasn't able to replicate the potion craft mechanism here exactly but I feel this is close enough.
Getting started
Place a vanilla cauldron on a lit campfire. That turns it into an Alchemical Cauldron. Break it and you get the cauldron and campfire back.
Craft an Alchemist's Guide with a book and any ingredient. It records every potion you make, tracks the effects you've discovered, and lists the ingredients you've used along with the ingredients path.
You can pick a saved recipe and sneak + right-click the cauldron to brew it again.
Effects and potency
Each effect on the map covers a 5x5 area:
- Dead on the effect: potency 3
- One cell out: potency 2
- Two cells out: potency 1
A brew has a potency budget of 5 by default, configurable up to 10 in the server config. Every effect strength level is tied to this potency system.
Effectively this means that you can have five level 1 effects, or one level 3 and one level 2. Unlike in potion craft you don't cycle effects, instead going over this will just ruin the potion.
On the map are dead space. Normal ingredients paths will stop when they hit it. The map also has a hard edge so path will also get cut short there, teleports will go into dead space but will truncate at the map edge in blue.
Ingredient paths
Every ingredient will eventually have its own path shape, currently I have a few templates.
A few examples:
- Terraria (root): straight down, 5 cells
- Flameweed (herb): 5 cells left, with a bump up and down along the way
- Spellbloom (flower): an arc that curves out and back
- Rainbow Cap (mushroom): a clockwise spiral
The ingredient type effects how it spawns in world.
Example in game:

Normal pathing. Rainbow Cap spirals clockwise. Uncrushed it ends directly below where it started. Grinding it extends the same spiral further around so it can be a fairly powerful ingredients.
Crystals teleport as they do in Potion craft, so this can make navigation easier and also allow access to some effects if they're encased within a dead zone.

Teleportation. Arcane Crystal jumps a fixed distance. Teleports are drawn as a dotted line and skip everything in between. As mentioned before, land in dead space and the brew is ruined, so check the preview first.
Crushing
Craft a Mortar and Pestle. Hold right-click with it and an ingredient in your other hand to grind. There are 12 grind steps and the item shows a durability bar for progress.
As you grind an ingredients it will allow you to use the full path, rather than just the first part it. This can help with getting a more accurate potion.
I've also added a display that shows up while you're grinding. The path is drawn on screen so you can tune the length easier.

Vanilla ingredients
Vanilla items still work, in two ways.
Mob drops and parts have a homing path for specific effect. They will always go to a specific effect from wherever your potion brew currently is, so they always make progress toward it:
- Rotten Flesh -> Hunger
- Spider Eye -> Poison
- Ghast Tear -> Regeneration
- Blaze Powder -> Strength
- Shulker Shell -> Levitation
Harvested and crafted items have a fixed bearing instead. The direction is worked out from the middle of the map to that effect, and it never changes, so they're most useful early on, but these take into account the world seed so they will always have a path that goes towards their effect.
- Sugar -> Speed
- Golden Carrot -> Night Vision
- Chorus Fruit -> Invisibility
There are also three modifiers that go in their own slots:
- Redstone: Adds a minute of duration, costs 1 potency slot. This stacks like a normal effect and allows you to create things like a Regeneration I potion with a 5 minute duration.
- Gunpowder: Makes it a splash potion, it'll be consumed per bottle however.
- Dragon's Breath: Use this instead of a glass bottle for a lingering potion. Needs gunpowder in the slot to work however.
The Magnum Opus
A long crafting chain done in a normal crafting grid, using specific potions you need to brew.
Each stage needs specific potions at exact potencies:
Nigredo -> Albedo -> Citrinitas -> Rubedo -> Philosopher's Stone
Spoiler
The Magnum Opus
Nigredo
- Slowness III
- Resistance III
- Poison III
- Strength III
- Blindness III
Albedo
- Nigredo
- Invisibility III
- Speed III
- Night Vision III
- Haste III
- Levitation III
- Dolphin's Grace III
Citrinitas
- Albedo
- Glowing III
- Fire Resistance III
- Conduit Power III
- Bad Omen III
- Instant Damage III
Rubedo
- Citrinitas
- Saturation III
- Regeneration III
- Absorption III
- Wither III
- Health Boost III
Philosopher's Stone
- Rubedo
- Luck III
- Nausea III
- One potion: Poison I + Fire Resistance I + Instant Damage I + Slow Falling I + Slowness I
- One potion: Absorption I + Glowing I + Instant Health I + Health Boost I + Dolphin's Grace I
- One potion: Bad Omen I + Wither I + Weakness I + Invisibility I + Instant Damage I
- One potion: Absorption II + Fire Resistance I + Resistance II
The Philosopher's Stone works like a Totem of Undying with 3 charges.
Also in the mod
- 38 ingredients that generate in the world.
- Crystal geodes with growing clusters, one per crystal type.
- Advancements for the main progression and the Magnum Opus.
- JEI support.
Notes
Art is the best pixel art replication I could manage for the ingredients Potion Craft has. Some didn't work so there's placeholder stuff in a few spots. I'm not much of an artist, so if anyone's interested in contributing or wants to talk commission work, I'd be glad to hear from you.
Also if enough interest is there, I'll look at using some IMC or perhaps config files to allow other mod effects to be enabled, or perhaps different potion bases, currently water is the only one available, but that'll be for later.
I will add the new status effects that soon, just need to find a better method for map placement.
I'll revamp this page more later on. Hopefully others enjoy the mod as much as I do.
- Muddykat


