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Everfilling Flasks
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Souls-like healing flasks that refill on their own, live in a dedicated slot, and change with the infusions left inside them.
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About
Description
AI usage disclaimer: This mod was developed with AI-agent assistance using this agent workflow. The project owner reviewed the work during development.
Rechargeable healing flasks in the spirit of souls-like games. A flask lives in its own slot, refills itself over time, and is drunk by holding a key (R by default). Drinking takes time, slows movement, and a solid hit cancels it. A journal comes with it, opened from the flask screen.
Like Black Myth: Wukong, flasks are swappable and their properties change with infusions. Infusions are not consumed. They stay in the flask and keep working, making the drink faster, the healing larger, the drink harder to interrupt, or leaving an effect behind afterwards.
Flasks are built around Everlasting Seeds, found in dungeon chests, abandoned mineshafts, and village blacksmiths. The infusions come from the same chests. The Humble Flask leads to the Sturdy and then the Radiant, each crafted from the one below.
This is a base rather than a big content mod. It ships a few flasks and a few infusions, and an API for add-ons to bring the variety.
Flask recharge freezes while the Inhibited effect is active. That is in there because I play with Combat Inhibited myself. What the mod looks for is the effect rather than that particular mod, so anything providing it works. It is not required, it is off by default.
Add-ons
Mods that build on Everfilling Flasks:
- Flasks Additions: many new flasks, each crafted from the rare items of other mods and each healing in its own way
- Elusive Infusions: infusions crafted from Elusive Flora plants, with after-drink effects, flask modifiers with trade-offs, and stronger Concentrated versions
Integrations
The six flask stats are player attributes. Pack makers can raise or lower them with the mods below. This mod adds no quality, set bonus, or food of its own, and none of these mods is required.
The attributes:
everfillingflasks.healing, starts at 1.0: how much a drink healseverfillingflasks.drinkSpeed, starts at 1.0: how fast a drink finisheseverfillingflasks.hitThreshold, starts at 1.0: how much damage it takes to interrupt a drinkeverfillingflasks.rechargeSpeed, starts at 1.0: how fast charges refilleverfillingflasks.maxCharges, starts at 0: extra charges, in whole chargeseverfillingflasks.effectPower, starts at 1.0: how strong a flask's secondary effect is (add-on flasks and infusions use it; the built-in flasks have none)
The five that start at 1.0 are multipliers: adding 0.2 is +20 percent, adding -0.5 is -50 percent. Max charges takes "add" only and rounds to a whole charge. Tooltips name them "Flask Healing", "Flask Drink Speed", "Flask Damage Threshold", "Flask Recharge Speed", "Flask Max Charges", and "Flask Effect Power". The pack-maker guide has the full rules. The examples below were tested as written.
Quality Tools
Quality Tools (needs
Potion Core): a quality file in
config/qualitytools/Quailities/ (the folder name is spelled that way).
{
"slot": "mainhand",
"whitelist": [ { "item": "minecraft:carrot_on_a_stick" } ],
"blacklist": [],
"qualities": [
{
"name": "Flask Blessed",
"color": "aqua",
"weight": 1,
"attributes": [
{ "name": "everfillingflasks.healing", "amount": 0.5, "operation": 1 },
{ "name": "everfillingflasks.maxCharges", "amount": 1, "operation": 0 }
]
}
]
}
Held in the main hand, the item reads "+50% Flask Healing" and "+1 Flask Max Charges", and the flask heals 50 percent more with one more charge.
Setworks
Setworks (needs
CraftTweaker): a script in
scripts/.
#loader setworks
import mods.setworks.Setworks;
Setworks.armorSet("mypack:leather", "Leather Set",
<minecraft:leather_helmet>, <minecraft:leather_chestplate>, <minecraft:leather_leggings>, <minecraft:leather_boots>);
Setworks.fullSetBonus("mypack:leather_flask", "mypack:leather", "Drinks twice as fast, +50% damage threshold")
.attribute("everfillingflasks.drinkSpeed", 1.0, "add")
.attribute("everfillingflasks.hitThreshold", 0.5, "add");
Wearing the full set, drinks take half as long and need 50 percent more damage to interrupt.
Just Another Food System
Just Another Food System
uses food properties instead of attribute names. With it installed, this mod adds six:
everfillingflasks:healing, everfillingflasks:drink_speed, everfillingflasks:hit_threshold,
everfillingflasks:recharge_speed, and everfillingflasks:effect_power take percent (20 is
+20 percent); everfillingflasks:max_charges takes flat whole charges. Food entries go in the
list in config/jafs/foods.json.
[
{
"id": "golden_carrot",
"match": [ { "item": "minecraft:golden_carrot" } ],
"fullDuration": 3600,
"modifiers": [
{ "property": "everfillingflasks:healing", "operation": "percent", "amount": 20 },
{ "property": "everfillingflasks:recharge_speed", "operation": "percent", "amount": 100 },
{ "property": "everfillingflasks:max_charges", "operation": "flat", "amount": 1 }
]
}
]
For an hour after eating (at the default timer speed), the flask heals 20 percent more, refills twice as fast, and holds one more charge.
For modpack creators
The config file provides options for:
- Changing each flask's properties: charges, healing, recharge time, drink time, damage threshold, and how much infusion potency it holds
- Changing each infusion's potency cost and its strength
- Removing any of the recipes
- Changing the starting flask, or granting none at all
- Taking the seeds and infusions out of chest loot, which leaves flasks uncraftable unless another source provides them
- Dropping flasks on death instead of keeping them
- Changing how much drinking slows movement, or removing the slowdown
- Switching on the Inhibited link
- Replacing or hiding any journal entry's text, per item, for when a pack moves something elsewhere
- A diagnostics log that records every flask decision and its reason, for tracking down reports
For mod developers
Using the API, add-ons can:
- Register their own flasks, infusions and items, which appear in the journal automatically with no journal work on the add-on's side
- Give a flask its own numbers, including how many infusion slots it carries, and its own liquid colour, its own HUD icons, or a replacement for the flask HUD entirely
- Alter the properties of any flask a player drinks, for example a bauble that speeds up drinking or increases healing
- Run their own effect when a drink completes, and replace the burst and chime that follow it
- Declare a heal that pays out over time, push a flask's refill forward on their own events, read what a drink actually did, and scale a secondary effect through the effect power bonus
- Mark infusions that refuse to share a grid, read the drink outcome from an infusion, and get the infusion tooltip written for them in the same style as the built-in ones
- Change the flask stats with ordinary attribute modifiers, as the integrations above do
Installation
Install on both client and server.
Requires: Inventory Button Bar, which adds the inventory button that opens the flask screen, and Patchouli ROFL Edition, which draws the journal. If the flask button does not appear in a pack with many bar buttons, move or resize the bar in Inventory Button Bar's config.
Source and add-on API: GitHub
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