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Morghoula

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Morghoula

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  1. Morghoula
    Morghoula
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    Thank you for checking out Alchemistry! I hope you have as much fun playing it as I did making it. <3


    Before looking for support, asking about mod compatibility, or submitting bug reports, please ensure you have thoroughly read over the mod main page - it likely has the answers you're looking for. Also, the spreadsheet should tell you all the information you need regarding how to unlock recipes, where to get certain crops and forage, etc. The Lookup Anything mod will also be a big help to you.

    It takes a lot of time and mental energy to answer the same questions over and over :( Please be kind to mod authors and READ THE MOD PAGES!


    ------------------------------------------------------------------------------------------------------

    PSA #1: Alchemistry is designed for NEW SAVES.
    Nothing is stopping you from installing it mid-save, however all of the events, dialogue, etc., are meant to be experienced from Spring 1, Year 1 as you are building relationships with the villagers. If you install the mod mid-save, the dialogue experience will feel out of sorts. IF YOU CHOOSE TO USE THE MOD ON EXISTING SAVES, PLEASE KEEP THIS IN MIND BECAUSE I WON'T BE "FIXING" THIS - THERE IS NOTHINGTO FIX.

    PSA #2: Please Keep Post Comments On-Topic and Repeat-free!
    Like many other mod authors, I use this page to keep track of bug reports, suggestions, and to offer support specific to Alchemistry. I ask that you kindly keep all posts on-topic, and that you have already checked to see if the main page or another comment has answered your questions before asking, or I will remove your comments. This is nothing personal, I just need to keep this page tidy so I can support the mod efficiently! <3

    PSA #3: If you need technical help, please post your SMAPI log!
    Without your log and a detailed description of the issue you are having (Expected Result vs Current Result), I cannot assist you.

    PSA #4: Please Do Not Create Derivative Mods At this Time
    Alchemistry is still in development. I have plans to expand on key items such as crops and forage, and thus I would appreciate if other authors would not make derivative mods for Alchemistry at this time. To be clear, a derivative mod is a mod that expands on an existing parent mod. As an example, a derivative mod of Alchemistry could be a mod that adds additional crops or forage to what already exists.

    Thank you and enjoy!
  2. Morghoula
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    Changelogs
    I'm making this post to highlight major changes during updates. Please check the actual changelogs to see everything.

    Version 1.3.0
    **This is a MAJOR update. Please do a clean install when updating (completely delete Alchemistry and do a fresh installation).***
    The latest version introduces several big balancing changes to foraging. Check the changelogs for details.

    v1.3.0 also introduces built-in forage compatibility for SVE and Distant Lands. If you previously used the Distant Lands compatibility file, you may now replace it with the default file.

    Version 1.2.4
    Previously, Alchemistry used to automatically accommodate other mods such as Lunna, Lost in the Woods, and Ranger Taro by adding in a auto-compatibility patch to change the warp location in the forest. Due to several mod authors all trying to make compatibility patches with each other and it creating conflicts, this is no longer the case. Now, players must select where they want the warp location to be via an option in GMCM or through setting it on the config file. This gives players the ability to tinker with different settings across different mods to figure out which combinations work best for them.
    (NOTE: If you are updating on an existing save, you may have to use the ResetTerrainFeatures mod or the Destroyable Bushes mod to clear the big bush in front of the eastern warp area).

    You will now find a new option in GMCM:
    


    The "Alternate" location is on the eastern side of the treeline, near the travelling cart:
  3. babayagah07
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    Really enjoying the mod so far!

    Just a heads up for everyone using Automate to refine quartz in furnaces, it will automatically put your refined quartz back in and refine it into flasks for this mod.
    1. Morghoula
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      It's a bit convoluted, but there is a way to prevent this. I'll outline it here and sticky this post so other people can find it.

      Players will first need the Chests Anywhere mod. Don't worry - if you're concerned about the "cheaty-ness" of Chests Anywhere, simply go into GMCM and set the "Range" setting to be "None (can't access chests remotely)" and play with any other settings you wish. If you disable the Range, it's honestly a great little mod for general chest organization.

      Next, set up two chests next to your furnaces. General setup should look like this:

      • One chest that contains your Quartz and Coal, with the settings "Never put items in this chest" and "Take items from this chest"
      • Another chest which has the opposite settings, "Put items in this chest" and "Never take items from this chest". Your Refined Quartz will end up here, and the Furnace will not produce from this chest.

      Voila, problem solved.
    2. causticwashername
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      You can also use Machine Control Panel to disable certain processing mechanisms for whenever you feel like you have enough and then re-enable it when you are running low.
  4. brinathewitch
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    hi, I love your mod! I was wondering if you would consider adding other ways to get Trapped Souls? since ghosts are relatively uncommon and don't always drop them - I'm struggling a lot with making enough Mystic Ectoplasm to craft the gems
  5. LtDarkstar
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    Is there a way you can enable the various items like the bird skulls, antlers, hooves, etc to be able to be picked up by grabbers? I have grabbers on the map but those items are never picked up by them and I have to manually wander around picking them up. Any plans in the future to introduce this capability? Thank you for a fantastic mod!
    1. arianade
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      Hi, can i ask what is the grabber u use? Its been a while and i cant remember it xD
    2. LtDarkstar
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      I use the Deluxe Grabber Redux 1.6 by Nykal145

      Thank you for the reply!
    3. Morghoula
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      Auto Grabbers are for Animal Products only (think: eggs, milk, and wool). The items you are talking about (antlers, skulls, etc) are all types of forage, so grabbers will not work on them. I do not plan on building such functionality in, as it 1) would require changing these items to be Animal Products and 2) doesn't really make sense, considering these are not items that drop from Barn/Coop animals that you own.
  6. cheonni
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    I wonder if there could be another backup teleporter location? With both the Lunna and Seven Deadly Sins mods installed, the original teleporter position has become the entrance to Lunna's pond. This forced me to use the existing backup location, but it partially overlaps with the Tiger Cart textures from Seven Deadly Sins mod (The Tiger Cart, which replaces the original Piggy Cart in the mod, is larger than the vanilla version). This visual overlap looks rather unappealing. Nevertheless, I still love this mod!
  7. Ax3l0n
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    Hey, I love the modpack, I can get the mushroom tree seeds to load if I use CCC Bundles Vanilla and delete the vanilla bundles but I get Error() Item
     
  8. arianade
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    I really love this mod! I have one suggestion if u dont mind, what about creating your own bundle with unlockable bundles mod so it can have its own flavour kind of bundles instead of adding it ontop of community center? Thanks! And Its fine if u dont want it :D
  9. Smolvoidcatto
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    I can't add CCC Bundles for this mod, because I already have the SVE, Cornucopia version. It's either this or that as you can see below.

    [Challenging Community Center Bundles] Loaded Bundle: Custom_AlchemistryHARD
    [Challenging Community Center Bundles] Loaded Bundle: Cornucopia_SVE
    [Challenging Community Center Bundles] Game will be using Cornucopia_SVE Bundles
    1. Morghoula
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      This is not a bug. The game can only support one override of the CC bundles. You need to pick one.
  10. Minnky
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    Hey Morghoula! Hope are you are well. Just wanned to let you know there seems to be a bug with Crop Fairy and the mushroom seeds. 

    Basically Crop Fairy turned all my Mushroom Forage seeds into "Unknown Crop: Ready to harvest!" (tooltip curtesy to UI info Suite 2) which just yields nothing at all when harvested.
    Not sure if anything can be done to fix that... personally for me its not too big of a deal and I still love your mod immensely! Keep up the good work <3
    1. Morghoula
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      This is a known issue with the Forage Crops framework. This issue should be reported over in that mod page. 
    2. Minnky
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      Oh right, Ill do that. Sorry for bothering you. :)
  11. Jadeisaduck
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    Hi Morghoula,

    First off, I just want to say thank you for this beautiful mod. I am having so much fun with it. 

    I went with the harder community bundle intending to take my time with this playthrough hence I never realised I was not getting rotten brain loot from the mines until a year later when I started bombing mummies in the skull cavern. 

    According to your spreadsheet it should have been a loot from the skeletons from the mines and I wonder if it's because the mod is using the name skeleton warrior instead of just skeleton? I played around with the json file and edited it to just skeleton and tested it and I am now getting rotten brain loot in the mines.

    I do have a lot of mods installed but I have not had any conflicts with the Alchemistry mod so far and I wonder if this is a simple fix? My apologies if I'm mistaken though but I just wanted to let you know as I could not find anything about this when searching the comments. 

    Thank you again for this lovely mod <3
  12. 0Logophile0
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    Hiya, Morghoula! I'm noticing an overabundance of forage spawning in several places, specifically SVE maps. I just unlocked the witch's swamp, and I kid you not, almost every single walkable tile had a mushroom on it. I put down a Collector machine and it picked up thousands of items. 

    Just thought you should be made aware, in case you didn't already know. 


    1. bbee13
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      In my case, forage spawning appearing at each and every steps and can't really move forward into the swamp. I also noticed that all the sve's spawning items were gone too which won't help for one of their quest either.

      For time being, I need to remove your mod for now but I love and love your mod so much and I really don't want to...
      This is one of my favorite mods so far, I just love your idea, it feels like I'm actually working to be a witch or something!

      Thank you so much in advance for looking into this!
    2. candacerex
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      This is happening to me as well! I posted in the mod maker's discord channel about it and am hoping for a solution soon!

      Edit: I have reset the Alchemistry forage spawn levels to low and that seems to have normalized the amount of Alchemistry forage items in the swamp. I don't have this issue with any other map in the game so far (I use SVE) so I think I will only adjust the spawn rate when I venture into the swamps. I hope this helps!!
    3. Morghoula
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      I'm super sorry I couldn't get to this sooner - I've been out of town on vacation for the last two weeks with no access to a PC for modding work.

      v1.3.2 should fix this. There was an incorrect line in the code essentially causing infinite spawns. I've also cut the spawn rate down quite a bit, so that should help balance things as well, too. You will need to wait until Sunday for forage to clear out naturally, or use the Reset Terrain Features mod to do so manually. 

      Logo, you also mentioned that you are seeing issues with large spawn rates in other areas - can you elaborate on this so I can look into it?
    4. 0Logophile0
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      Hi! No worries about the response time; you're allowed to be on vacation!! <3

      Other areas - well, they were mostly SVE-related areas, like the forest expansion map west of Cindersap, the railroad & summit area. I hope that helps, but if you've found a whoopsy daisy in the code, then it should be remedied, I believe! 
    5. bbee13
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      Hello Morghoula,

      Thank you again for the mod, I'm still so loving it!
      Well, after you've cut the spawn rate down, I am no longer able to get the Trapped Soul from the ghost that appears on the way to calco desert... I'm sorry I'm not sure which mod made this route possible (you can walk from bus stop to the desert).

      Before the update, the ghost there will drop Trapped Soul and that's where I used to get them. 
      If you've made it that way, that's fine, but if, if possible, it would be awesome to obtain the Trapped Soul that way too..

      Thank you so  much in advance!
    6. Morghoula
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      The spawn rate on the forage has nothing to do with monster loot drop rates. Trapped Souls are also not a 100% guaranteed drop from ghosts. 
    7. bbee13
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      Thank you for the reply.

      "The spawn rate on the forage has nothing to do with monster loot drop rates."
      Oh, I didn't know that.. hmm, I wonder what happened then, it seemed like since the update, there are zero drop of trapped soul in that area and haven't changed anything there.

      Oh well, thank you for the info anyway!
  13. NinjaGirlEmily
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    Hi, I just started using this mod, and it's been so much fun! I was wondering if there was any way to make it so the new fish added can be donated and appear in Stardew Aquarium? I understand that's probably not a high priority, just curious if it's something you've considered