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Custom Potions

The Custom Potions Module!

Lag Level ???
Made By Littleman9Mew2
Game Standard Varies
Module Dimensions

?x? | 2 High

(Base Only)

Module Dimensions

?x? | ? High

(Base Pack)

So it's been a while...(insert undertale joke here)

You know, being bored really does provide some interesting brainstorming ideas. I have returned to this with a better, less buggy, and even smaller version than what was! Drinkers Delight! I have been sick of command blocks for a while, but after some thought and some inspiration with modding on Starbound, I have found some more motivation to get to MC! (And some real-life panic attacks wtih upcoming college/money stuffs, but I'm calm now.)

I deleted the old work (oops) and looked at my 1-Click text file, but HATED the old version, and I went to design a whole new version from the ground up and with less bugs! With this in mind, I may also release some minor modules in the next few hours/days/weeks

1-Click

I may introduce a 1-Click, but as a TEMPORARY solution, I'll post a structure block schematic on here and that will be the module for the moment.

Structure Block Schematic:

[Nothing here, but 100Gil]

What in this module?

  • (MAJOR)Added support for offhand. Which can be designed to have different effects from the mainhand and offhand slots.
  • (MAJOR)Added custom colors (1.11 only guys, sorry)
  • Less command blocks, from 32(?) to about 17(?)
  • Expansions now use 2 command blocks instead of 3/4 for each hand, now without conditionals.
  • Now has better potion detection.
  • Removed the blueschist "vanilla potion repair module" thing, as I came up with a new solution.
  • Vanilla potion compatible, can use a potion of instant health while holding a custom potion with no ill effects.
  • Mainhand takes priority, like anything else. Seriously, it took a bit of thinking to make the mainhand work in a higher priority than the offhand as it kept glitching out.
  • Custom ID system may support negative numbers, but I'm not too sure.
  • Creative and Survival friendly.
  • Any effect that MC couldn't do before. (i.e. a command, a non-potion effect, summon something, message in chat, etc)
  • Uses the "Uncraftable" potion, so to not confuse it with others.

What changed for the worse than before

  • Has to run on 20Hz clocks, as the only way to prevent it from bugging out (exploit with drinking potions).
  • No legit way to obtain the potions, but another module can craft the custom potions for now or by giving the appropriate data of the potion.
  • ID's are a pain to work with expansion packs, so an official list of effect will come out soon! Then again, Starbound mods have the same problem lol!
  • (MC-108934 )Enchantment glint doesn't appear on potion. (Lol, I reported that funny enough)
  • Splash Potions and  Lingering potions are nearly impossible to recreate

Potential stuff

Now this is all stuff I wish it could do in conjunction with the other modules, but who knows:

  • Make custom liquids in Liquid Tanks 100% possible, like what sparks wanted (if the ID system is the same at least)
  • "Bed in a bottle"
  • Make the "Audre Message Bottles" a thing with Tellraw
  • An actual way to obtain the potions for one
  • A custom brewing stand.
  • Not writing a wiki page at 12:59 AM.'
  • A new potion type to add with splash/Lingering potions(?!) (Name Hint: "Leaky Potion")
  • Custom potion like effects. Like the "Lifeforce" potion and teleportation potion
  • A "reusable/infinite" potion.

Scoreboard Values

There's 2 scoreboard objectives: (Names Aren't Final)

potionState

stat.useItem.minecraft.potion

State of the player with potion, main

potionStOff

stat.useItem.minecraft.potion

State of the player with potion, offhand

potionID tracks custom potion ID in hand.

SUDDENLY! nothing, nothing at all.

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