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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. Squiver
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    Hello Morghoula! First of all I wanted to say, I absolutely adore this mod; the aesthetic and the concept are absolutely peak. I wanted to ask, though, as I think others have, if there could be any additional way of obtaining Trapped Souls?

    Between the length of time it takes to create an ectoplasm in the Essence Restabilizer, and the amount of rare drops required for each ectoplasm, the current requirements for the gems seem astronomically high. I'm approaching year 3 in a new save with your custom CC bundles on, with the minecarts nowhere near repaired, having spent at least two in-game seasons primarily just farming for Trapped Souls drops.

    Thank you so much! I'm not sure if you still have an active discord to discuss your mod (I checked BogWytch's but couldn't seem to find a dedicated channel to you), I would love to join!
    1. trollberserker
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      I second this!
      I like this mod and I would love to keep creating more items and explore it futher but for now I'm completely stuck on No Trapped Souls phase. I haven't even finished Community Bundle because I'm unable to make any more Mystic Ectoplasm. Ghosts are pretty rare as they are and chance for them dropping Trapped Souls is even rarer.
      Rare loot should not be required for something as essential as Ectoplasm or there should be an easier way to find it.
    2. william7733
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      not sure if this will help and have not tested this myself as im using a mod to prolong seasons and just got to mid summer year one after about 17 hours ingame, but, if you have the 'walk to the desert' mod i think its called, if you walk to the desert when its dark there is a massive horde of ghosts that spawns. i dont remember if they have drops from this mod but i assume they do.

      in general i would just highly suggest the 'longer seasons' mod. if anybody grabs it, ignore the setting for the number of seasons in a year and just change the number of days in a season to something that fits on the calendar. i did 56 days i believe. can also get the mod 'casual life' and/or 'timespeed' to make days progress slower which leaves much much more time for farming. i have it set so each day lasts like 2 hours irl and i never run out of time or feel like im in a hurry to get anything done, its great. the only issue is that you cant see the second month of each season until it starts, and there is no events in the second month other than bookseller. it does distribute peoples birthdays including ridgeside/SVE characters so there are still some things going on during the second month, and you can view peoples birthdays in the relationship menu so there isnt much issue there.

      a possible actual issue is that it throws off berry seasons, was getting grapes and spiceberries in the second month of spring. personally will only be a problem for me if there is stuff spawning in winter that clearly should not, just waiting to see.

      anyway hope something here was helpful to somebody
  5. achouchou
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    Hello! I add sve and lunna mod, so I alter config "ForestWarp" to "Alternate", but I can't enter the forest even destroy bushs,  maybe that's the boundary of the map,at last I find the location file and modify y-location to 9, than I enter forest successfully^^
    1. biglaoyeye
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      多谢!我也遇到了同样的问题,按照你提供的方法终于成功解决了,感谢!
      --原来是我搞错了,一开始进不去是mod本身的设计,过了法师剧情和读了信之后就能进了(笑)
  6. R3V3R3NC3
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    My sister and I have a co-op farm with mods installed. One of them is Alchemistry and we both got the 'meet the wizard' letter but she completed a day without me so I got my letter after her. She opened up Sevinae's area and thus completed the first quest but when I went to do it I was able to just walk in with no cutscene and now the quest is stuck in my journal. Is this a bug or would we need to start over and only move forward with this quest together? Please help if you can, because I want to experience the quest line but won't be able to on this playthrough at this rate.
  7. 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
  8. 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.
  9. Jinrakkk
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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!
  10. 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
     
  11. 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
  12. 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.
  13. 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. :)