Potion Brewing for Thaumcraft 3

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Should Thaumcraft 3 have its own potion-brewing mechanic?


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FastTquick

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Jul 29, 2019
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I've been watching a lot of Thaumcraft related stuff on Direwolf20's recent vids, but something I've noticed is that Thaumcraft 3 doesn't have a potion-brewing mechanic of its own as far as I know.

Though I know vanilla Minecraft has a potion-brewing mechanic of own, I think that Thaumcraft 3 should have its own advanced version of the potion-brewing mechanic where you can make powerful potions out of any aspects the player harvests from any items using alembics like using life force aspect to make healing potions or using poison aspect to make poison potions, etc. Maybe even really special potions using those aspects like turning day to night, making plants grow by being near them, etc.

I think a new Thaumcraft mechanic like this would be awesome. What do you guys think?
 
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Whovian

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Jul 29, 2019
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Interesting. Dunno if Azanor is planning to add that already, but hoping that happens soon!
 

Mero

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Jul 29, 2019
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I only use 1 vanilla potion, ever, and that is the splash healing potion to kill skeletons or zombies in an xp trap so I personally hope that time isn't wasted on more needless potions.
 

NTaylor

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Jul 29, 2019
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Someone did mention something similar a little while ago about using aspects to make potions and and idea I had realated to that was a potion that worked somewhat like the goggles of revealing so while it was in effect you had all the bonuses from wearing the goggles without the need to take up and equipment slot and in terms of research level you would get it after the Thaumometer but before the Goggles of revealing. Other such potions could work like other equipment from thaumcraft such as a potion that temporarily makes it so that when you have nothing in your hands and try to dig it works like the wand of excavation and similar for other wands and such.

This could also introduce a new mechanic for creating and purifying nodes ergo you brew up a potion that you then throw with in X distance of a node and it removes some of the taint from the area or creates a new node or turns a corrupted node into a pure one.
 

FastTquick

New Member
Jul 29, 2019
151
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Someone did mention something similar a little while ago about using aspects to make potions and and idea I had realated to that was a potion that worked somewhat like the goggles of revealing so while it was in effect you had all the bonuses from wearing the goggles without the need to take up and equipment slot and in terms of research level you would get it after the Thaumometer but before the Goggles of revealing. Other such potions could work like other equipment from thaumcraft such as a potion that temporarily makes it so that when you have nothing in your hands and try to dig it works like the wand of excavation and similar for other wands and such.

This could also introduce a new mechanic for creating and purifying nodes ergo you brew up a potion that you then throw with in X distance of a node and it removes some of the taint from the area or creates a new node or turns a corrupted node into a pure one.

That's a cool theory, bro. However I sort of envisioned this Thaumcraft 3 potion-brewing mechanic to be sort of like a Tech 2 version of the vanilla Minecraft potion-brewing system with a bit more depth you have to research after you acquire the Arcane Alembics before using. What I don't like about vanilla Minecraft's potion-brewing is that it's not really clear what ingredients to certain potions your supposed to be adding and how you're supposed to add it to make the kinds of potions you like. The options are also a bit too shallow for my tastes to be worth the effort. Out of all the potions you could make, only the regen, speed, jump boost, and night vision potions seem to be rather useful for survival.

My idea is that with making potions with aspects, it should be much more clear which ingredients will give you which potion effects and it will unlock more options for the player to use in the long run. For example, vissum will give you night vision, motus will give you speed boost, the flight aspect will give you the ability to fly, etc. Also, this will allow room for players to be able to easily strengthen potion effects and add new effects by adding more of one aspect and more aspects to potions, etc. For example, you can get a stronger version of Regeneration potions by adding more life force aspect or you can make a potion with night vision, fire resistance, and speed boost by adding the vissum, fire, and motus aspects respectively.
 

vasouv

New Member
Jul 29, 2019
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I quite like this idea! I haven't messed with potions in vanilla much but I wouldn't mind most of the things you suggest here.