
- Games
- Stardew Valley
- Mods
- Gameplay Mechanics
- Alchemistry - A Witchy Gameplay Expansion Mod
Alchemistry - A Witchy Gameplay Expansion Mod
-
Endorsements
-
Unique DLs--
-
Total DLs--
-
Total views--
-
Version1.3.4
- Download:
- Manual
File information
Last updated
Original upload
Created by
MorghoulaUploaded by
MorghoulaVirus scan
Activity logs
This page was last updated on 13 May 2025, 4:01PM
- Changelogs
-
-
Version 1.3.3
- Reversed some code at the recommendation of the Forage Crops mod author.
- Fixed an issue where Skeletons were not dropping Rotten Brains.
- All Ghosts now have a 90% chance to drop Trapped Souls (was 50%).
- Skeletons, Skeleton Warriors, and Skeleton Mages now drop Trapped Souls at a 30% drop rate.
-
Version 1.3.2
- Fixed an issue with infinite forage spawns in the SVE Witch's Swamp Maze. You will need to wait until Sunday for forage to clear out naturally, or use the Reset Terrain Features mod to do so manually.
-
Version 1.3.1
- Fixed an issue with monsters spawning on the farm.
-
Version 1.3.0
- ***PERFORM A CLEAN INSTALL OF THIS UPDATE! COMPLETELY DELETE YOUR OLD "ALCHEMISTRY" FOLDER BEFORE UPDATING!***
- Moonberry spawn chances increased from 3% to 9%
- Seasonal bush forage spawn chances have been reduced from 40% to 15%
- Added a forage expiry date (2 days) to Mage's Rest so that the map does not get flooded with forage
- Slightly reduced daily forage spawns in Mage's Rest
- Forage spawns are now included in the following SVE areas: Forest West, Junimo Woods, Witch's Maze (swamp), Shearwater Bridge, Summit, and Bluemoon Vineyard. More to be added at a later date (probably).
- Forage spawns for the Distant Lands Witch Swamp expansion are now included into Alchemistry by default. The old compatibility file has now been removed as it is no longer necessary.
- Added the following to Mage's Rest forage spawns: Wizard's Eye (spring), Stag's Antler (spring, winter).
- Removed the following from Mage's Rest forage spawns: Night Cap, Sunrise Glory, Dragon Root, Hellfire Bolete
- Fixed an issue with Witch Swamp forage spawns with the Default Forage spawn levels enabled
- General cleanup of vanilla FTM settings
- MAYBE fixed a bug with Mushroom Tree harvest yields? (Not sure as no one tested my earlier fix and I am not running into the issue myself).
-
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.
-
Version 1.2.3
- Some attempts at Moonberry Bush tuning. The daily chance of spawning has been reduced from 5% to 3%. Additionally, I have implemented Stardew base foraging rules to Moonberry spawns - now, Moonberries will spawn on bushes throughout the week, and then on Sundays Moonberries across all maps will clear from bushes completely. Spawning starts fresh again on Monday. This will help ensure that bushes don't get infinitely filled with Moonberries as players get further into the game, as this is when this problem becomes most prevalent.
- Some general code cleanup.
-
Version 1.2.2
- Quick compatibility patch for the Extra Museum Space mod.
-
Version 1.2.1
- Patched the museum with extra slots to accomodate the gems that need to be donated for Perfection (if enabled). Compatible with both Vanilla and SVE. NOTE: There should be 7 extra slots open when all items are donated - this is how it is in vanilla.
-
Version 1.2.0
- Introduced a new config option that allows players to exclude Alchemistry items, crops, fish, monster loot, and artisan goods from the Perfection Tracker. NOTE: This does not affect recipes; you will still need to craft all Alchemistry machines, collect all recipes (eg. Glycerin), and cook all Alchemistry recipes (potions).
- Alchemistry gems are now considered Gems instead of Minerals and count towards Perfection, and must be donated to the museum if Perfection Tracking is enabled
- Forest Wisp is now considered forage
- Added a new custom category, "Alchemy Reagent (Body Part)" to help players determine what items are needed for making ectoplasm.
- Added giant crop sprites for Adder's Tongue and Doll's Eyes (thank you to the lovely and talented BogWyytch for making them!!)
- NOTE TO TRANSLATORS: Many changes have been made. Check the i18n file for comparisons.
-
Version 1.1.15
- Corrected the description of Powder items, which indicated to the player that tinctures were crafted at the cauldron when they are in fact crafted at the Tincture Bin.
-
Version 1.1.14
- Fixed an issue with the incorrect quest attaching with the "A Second Introduction" letter (probably from when mail was converted from MFM to CP).
-
Version 1.1.13
- Fixed an issue where the Mushroom Tree Seeds could be used in the Seed Maker.
- Changed "Oil of Newt" and "Freshly Squeezed Lamprey" to only come out of the Oil Maker as base quality (they can no longer be obtained in Silver, Gold, or Iridium qualities as this was causing issues with crafting other items requiring these items).
-
Version 1.1.12
- Added Swamp Lighter to the spawn index for the Secret Woods during Summer and Fall to combat potential spawn interferences in the Witch Swamp with SVE.
- Fixed an issue where the Rune Carver was crafting a Frog Egg instead of a Basilisk Paw (Earth Rune)
- Enabled the ability for players to turn off the Rune Carver and the ability to craft Runes (trinkets), which override some base-game trinkets. This prevents confusion regarding the inability to properly reforge these trinkets. Unlike base-game trinkets, RUNES ARE NOT REFORGEABLE. The tradeoff here is that you can craft your own base-level trinkets. There is a trinket framework mod in the works which may enable me to be able to implement custom trinkets in the future. NOTE: If you change to Vanilla and then back to Runes later, you will get a repeat letter from Wizard re-teaching you the recipe for the Rune Carver.
-
Version 1.1.11
- Updated the Runes/Trinkets for 1.6.9.
- Added more compatibility with Cornucopia Artisan Machines (specifically the Oil Maker which was causing players to receive Fish Oil out of the Oil Maker instead of Oil of Newt and Freshly Squeezed Lamprey when needed).).
- Fixed a visual glitch with NPCs clipping through chairs in Harvey's clinic.
-
Version 1.1.10
- Added an option for players to toggle between Mana Bombs or vanilla Bombs.
- Added an option for players to toggle between vanilla Transmute recipes or to have them available exclusively through the Transmuter Coil.
- Added a harder version of the CC Bundles (optional), for those players who want more of a challenge.
-
Version 1.1.9
- Fixed an issue with Sevinae appearing in Ginger island.
- HOPEFULLY fixed an issue with Lunna compat after the 1.1.7 updates? (not sure, can't effectively test as I was not experiencing the bug)
-
Version 1.1.8
- Fixed an issue that 1.1.7 introduced which would not let players from previous saves into Mage's Rest after they'd read Sevinae's letter. Now the code checks for whether the player has seen the event as well.
-
Version 1.1.7
- *** DELETE THE OLD "ALCHEMISTRY" FOLDER IN "MODS" BEFORE UPDATING TO THIS VERSION!!! ***
- - Completely removes Mail Framework Mod from Alchemistry. All mail services have been replaced with Content Patcher.
- Depending on how far long players are into their playthrough, they may receive repeat letters in their mailbox of the following: the thank-you letter from Lewis, and the letter from Marlon that starts the Guild Potion quest on Summer 1, Year 1 (IF players are past that date already). Unfortunately there was no way I could prevent this (that I could see) when converting the code. However, this should have low-impact on players as the letter from Lewis is just flavor text and nothing adverse will happen if the player repeats the Guild Potion quest.
- - Fixed an issue with Bird Skull, Deer Hoof, and Stag's Antler being able to be placed on the ground or on furniture but the player could not pick them back up.
-
Version 1.1.6
- Changed the look of the doors to Harvey's room in the clinic.
-
Version 1.1.5
- Fixed an bug with certain forage items being able to be glitched into multiple items.
-
Version 1.1.4
- Fixed an issue with the Adventurer's Guild quest mail not showing up if the player did not have SVE
- Fixed an issue with the bomb quest from SVE not being completable
- Implemented Rasmodia compatibility.
-
Version 1.1.3
- Fixed an issue with being able to walk through certain walls in Mage's Rest.
-
Version 1.1.2
- Fixed a manifest issue.
-
Version 1.1.1
- Hotfixed a critical issue with the entrance to Mage's Rest not allowing players to pass through after unlocking the area (map patch file became corrupt somehow).
-
Version 1.1.0
- Compatibility with Lunna Astray and Lost in the Woods (warp point to new map changes if you have the mod)
- Dialogue changes, referring to the Wizard as Rasmodius or Ras in many cases, with some exceptions as Magnus if the user has SVE installed.
- Fixed a dialogue issue.
- Added some NPC notes for translators.
-
- Author's activity
-
May 2025
-
13 May 2025, 4:01PM | Action by: Morghoula
File added
'Alchemistry [version 1.3.4]'
-
12 May 2025, 7:50PM | Action by: Morghoula
File added
'Alchemistry [version 1.3.4]'
-
10 May 2025, 10:08PM | Action by: Morghoula
Changelog added
'Change log added for version 1.3.3'
-
10 May 2025, 10:07PM | Action by: Morghoula
File added
'Alchemistry [version 1.3.3]'
March 2025
-
15 Mar 2025, 6:10PM | Action by: Morghoula
Attribute change
'Description changed.'
-
12 Mar 2025, 1:53AM | Action by: Morghoula
Changelog added
'Change log added for version 1.3.2'
-
12 Mar 2025, 1:34AM | Action by: Morghoula
File added
'Alchemistry [version 1.3.2]'
February 2025
-
14 Feb 2025, 7:25PM | Action by: Morghoula
Attribute change
'Mod version changed to 1.3.1.'
-
14 Feb 2025, 7:25PM | Action by: Morghoula
Changelog added
'Change log added for version 1.3.1'
-
13 Feb 2025, 8:23PM | Action by: Morghoula
Primary image changed
-
13 Feb 2025, 8:23PM | Action by: Morghoula
Mod image added
-
13 Feb 2025, 6:58PM | Action by: Morghoula
File added
'Alchemistry [version 1.3.0]'
-
13 Feb 2025, 6:56PM | Action by: Morghoula
File added
'Alchemistry [version 1.3.1]'
-
13 Feb 2025, 6:53PM | Action by: Morghoula
File added
'Alchemistry [version 1.3.1]'
-
04 Feb 2025, 12:07AM | Action by: Morghoula
Attribute change
'Description changed.'
-
03 Feb 2025, 11:54PM | Action by: Morghoula
Changelog added
'Change log added for version 1.3.0'
-
03 Feb 2025, 11:52PM | Action by: Morghoula
File added
'Alchemistry [version 1.3.0]'
January 2025
-
19 Jan 2025, 6:36AM | Action by: Morghoula
Attribute change
'Description changed.'
-
19 Jan 2025, 6:31AM | Action by: Morghoula
Attribute change
'Description changed.'
-
19 Jan 2025, 5:12AM | Action by: Morghoula
Changelog added
'Change log added for version 1.2.4'
-
- Mod page activity
-
May 2025
-
14 May 2025, 8:55PM | Action by: Asha434
Tracked
Alchemistry - A Witchy Gameplay Expansion Mod
-
14 May 2025, 8:46PM | Action by: strawberryconfetti
Tracked
'Alchemistry - A Witchy Gameplay Expansion Mod'
-
14 May 2025, 8:23PM | Action by: Lilithkah
Endorsed
'Alchemistry - A Witchy Gameplay Expansion Mod'
-
14 May 2025, 6:46PM | Action by: trollberserker
Tracked
'Alchemistry - A Witchy Gameplay Expansion Mod'
-
14 May 2025, 6:38PM | Action by: allisonisevil
Tracked
'Alchemistry - A Witchy Gameplay Expansion Mod'
-
14 May 2025, 5:49PM | Action by: RoboPro925
Tracked
'Alchemistry - A Witchy Gameplay Expansion Mod'
-
14 May 2025, 4:02PM | Action by: cappaberry
Endorsed
'Alchemistry - A Witchy Gameplay Expansion Mod'
-
14 May 2025, 12:52PM | Action by: Pandappuccino
Endorsed
'Alchemistry - A Witchy Gameplay Expansion Mod'
-
14 May 2025, 7:08AM | Action by: Finexs079
Tracked
'Alchemistry - A Witchy Gameplay Expansion Mod'
-
14 May 2025, 6:46AM | Action by: yelileng
Endorsed
'Alchemistry - A Witchy Gameplay Expansion Mod'
-
14 May 2025, 5:30AM | Action by: Leafy2222264838
Tracked
'Alchemistry - A Witchy Gameplay Expansion Mod'
-
14 May 2025, 5:17AM | Action by: momokuma0518
Endorsed
'Alchemistry - A Witchy Gameplay Expansion Mod'
-
14 May 2025, 4:07AM | Action by: ren30001209
Tracked
'Alchemistry - A Witchy Gameplay Expansion Mod'
-
14 May 2025, 4:02AM | Action by: Deleted244002554User
Untracked
'Alchemistry - A Witchy Gameplay Expansion Mod'
-
14 May 2025, 1:21AM | Action by: FlamingIntern123
Tracked
'Alchemistry - A Witchy Gameplay Expansion Mod'
-
14 May 2025, 1:08AM | Action by: mwangsuqi
Endorsed
'Alchemistry - A Witchy Gameplay Expansion Mod'
-
13 May 2025, 9:14PM | Action by: PoeticallyIncorrect
Untracked
'Alchemistry - A Witchy Gameplay Expansion Mod'
-
13 May 2025, 6:36PM | Action by: Dainielly
Untracked
'Alchemistry - A Witchy Gameplay Expansion Mod'
-
13 May 2025, 6:28PM | Action by: jikuto
Tracked
'Alchemistry - A Witchy Gameplay Expansion Mod'
-
13 May 2025, 5:41PM | Action by: ahri1014
Untracked
'Alchemistry - A Witchy Gameplay Expansion Mod'
-