Starbound

Starbound

Alchemical Reactions
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Update: 16 Sep, 2018 @ 3:42am

1.2.7 Hotfix

Flasks
[Spiritual Tonic]
- Fixed a misprint where the Energy Regen buff was actually printed as "Energy Boost" and caused errors
- Credit to: [loudwhitenoise] for finding it

Update: 9 Sep, 2018 @ 1:06am

1.2.7 Hotfix

Flasks
[Shadow Elixer]
- Empty Shadow Elixir output increased to 3, from 1.


Update Notes:
Forgot the Shadow Elixir in the original 1.2.7 update. Woops

Update: 9 Sep, 2018 @ 12:50am

1.2.7

Flasks
[Empty Flasks]
- All Empty Flasks creation output increased to 3, from 1.
- - Empty Vial
- - Empty Potion
- - Empty Tonic
- - Empty Elixer
- - Empty Brew

[Salves]]
- All Salve-type Flasks output increased to 5, from 1.


Recipe Unlocks
[Golis Powder]
- Fixed an issue with old code that caused Golis Power to give the recipe for an item that didn't exist.


Update Notes:
After my Mod being out for a while now, there has been a good deal of praise, and critiques associated with different aspects of the mod. I wanted to originally allow the player to have something to work towards with my Mod, being the later-tier potions. I now see (thanks to a comment by Reysol) the potion costs could use some tuning.

With this update, I allowed the player to make more potions by allowing more empty flasks when creating from scratch, and to completely remove the burden of farming for healing flasks increasing the output across the board.

Hopefully these changes will help the mod feel more like an easy side project, instead of a full devotion over everything else.

I wanted to make sure to also say that, This mod is not dead. It is complete in a sense where the entire Mod is how it was designed, and is complete in that regard. The weapons were a side-note for something I wanted to see if I could do. There is no intention to abandon the update of this mod (if more issues arise), but as for the missing Codex entries... Those are still in the air. I haven't recieved any complaints that people need the second half of the story, so as such, they may not be necessary.

Update: 10 Sep, 2017 @ 11:36am

1.2.6
[Prices and Furniture]

Prices
[This added prices to the Powders that didn't already have one]
- All Powders changed
- Powders from Ore Material defaulted to '10 Pixels' to avoid exploits

Furniture
[Added a new 'AlchemicR' colonyTag to all of the crafting stations]
- All Stations changed

(These two changes were to make it more compatible with other mods wishing ot use the assets for colonies, and sales merchants.)


Powders
[Dark Alchemy Table]
- Corrupted Erchis Powder now grants 2 Dark Matter upon conversion.

(I wanted to make the end-game less demanding on the player, as this mod was designed to be played alongside other mods or vanilla. Having to grind for potions was tedious enough, let alone a secondary resource which has multiple steps.)


Update Notes:
I am not saying this mod is Discontinued, but it is essentially complete in it's own right. I will continue to add more when I see there is a need, but as it currently stands, the mod does everything it set out to do. It was never a lore-heavy mod, niether an equipment-heavy one, but with potions and elixirs, it delivers more than enough content across 5 different tiers of potions, and a couple for fun and laughs.

This mod was originally my project to do when I had nothing else planned in the day. This was also before I started working, and recently I've been accepted into college and have been working on pursuing that. As such, college is taking all of my creative writing and beating it out of me, so the chances of the lore books being finished are looking less and less likely. The story as it is now seems a bit incomplete, I understand that, but with the timeline book already out, theres a good chance that you can assume what came next.

It was really enjoyable to make this mod, and I will continue to read comments, and reply back. This mod will not die, and I will update it if it ever runs into compatability issues or starbound updates to a new coding system.

Update: 21 Feb, 2017 @ 3:27pm

Hotfix 1.2.5
[Swift Remedies]

Alchemy Lab
[Added the Recipe for Swift Remedies]
- Swift Tonic now craftable
- Swift Elixir now craftable

Update Notes:
This was caught on forums by user @PoisonCraft
The Swift Remedies were suppose to be craftable from the start, and are required for the Traveling Remedies.
They allow the user to swim really fast in the water vertically, or retain height when floating.
An Interesting interaction is that the Swift Remedies also allow you to move in Morph Tech while underwater (Not the Water Morph).
Regardless, Thank you again @PoisonCraft, and this update was just a quick hotfix. The next version is coming soon.

Update: 19 Feb, 2017 @ 4:04pm

Release 1.2
[Story Update 1]


Codex Forge
[Chapters Three through Six Now Available]
- Alchemy's Glory
- Lethal Matter
- Alchemy's Tragedy
- Scientific Measures

Prism Infuser
[Increased Output Powder Amount to Two Each for most Prisms]
- Kiris Bolis
- Kiris Livis
- Kiris Neosis
- Kiris Pacis
- Kiris Pryis
- Kiris Saris
- Kiris Shinis

BugFixes
- Bug with Charis Powder not appearing in Alchemy Table/Lab should be fixed now (Let me know if it isn't).

Update Notes:
I wanted to push out the story update as soon as possible as many of you are lore-enthusiasts, unfortunately, I could only type up to the sixth chapter. There plans to be at least 12 main chapters, and 4 subchapters. Look forward to those!
Along with the story, I increased the base amount of powders obtainable with the Prism Infuser.
This change was to allow players to essentially obtain a nearly-endless amount of materials for potion brewing. The Shadow Potions cost more in the long run, however by that time, you should have enough tables and extra materials to self-sustain shadow potions.
Regardless, This mod isn't suppose to be a grind from beginning to end. The only Prisms that did not get an increase are Catalis, Cryalis, and the default Kiris Prism. Catalis and Cryalis are too powerful on their own to give more than one powder per prism.

Update Schedule:
The next major update WILL be the Armory.
It will come with a tier-selection and a choice to make. You will be able to craft a tier 4 weapon and increase its power up to tier 8 (maybe more if starbound does a tier 9-10 update).
I wont give away any spoilers, but rest assured, I will be attempting to make more than just broadswords.

I also know that the Codex names are clipping on the craft menu, and there is an over-extending page in Chapter 4. Those will be fixed in the next story update.

Update: 9 Feb, 2017 @ 5:54pm

Release: 1.1

Codex Forge
- Added new Recipe: Master Recipe Book

Codex
[Master Recipe Book]
- Details recipes for all of the Powders and Essences for the Dark Alchemy Table.


Update Notes:
This update was to allow everyone who was having issues with the mod an alternative.
The intention of the mod was to discover the recipes yourself through trial and error, however I cannot expect everyone to just accept that kind of mechanic and still enjoy the mod.
The Master Recipe Book was made to make use of the extra Scientist's Plea in player inventories, and also give players an option to "take it easy" or not.

Update Schedule:
I have a hard time coding and working on the mod during the week; as a result, most of the updates will come on the weekends, if there are any.
Next Update will be the story (Promise!)

Update: 4 Feb, 2017 @ 5:03pm

Release: 1.0

Seven Potion Tiers
- Vials
- Potions
- Tonics
- Elixirs
- Shadow
- Party
- Brews

Intense Storyline
- Chapter 1 & 2 Available
- Timeline
- Easter Eggs and Development Logs
- 6 Reports on various materials

Elemental Weapons
- Alloy
- Searing
- Shadow

Interesting Mechanics
- No "Scroll to Craft" worktables for materials
- Experimental material gains
- No Hand Holding