LunaLace's Potion Overhaul

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LunaLace's Potion Overhaul

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Overhauls minecraft potions: layered effects, custom dosing, weaving, alchemy, random potions, a potion belt, combo reactions and potion TNT with explosive arrows

Mod Loaders
Minecraft

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Description

LunaLace's Potion Overhaul

A complete overhaul of Minecraft potions. Discover layered effects, customizable doses, potion weaving, advanced alchemy, random brews, a portable Potion Belt, combo reactions, Potion TNT, and explosive arrows.


1. Mechanics

1.1 Effect Layering Engine

In vanilla Minecraft, applying the same effect at the same amplifier resets its duration, so stacking bottles can shorten the total time. LPO maintains a separate layer queue for each entity:

  • Same effect, same amplifier: remaining duration is added together.
  • Same effect, different amplifier: each amplifier becomes an independent layer and does not overwrite the others.
  • Only the highest-amplifier layer of each effect ticks down each game tick. Lower layers wait and do not consume time.
  • When the highest layer runs out, it is removed and the next-highest layer immediately takes over and starts ticking.
  • The queue persists with the save. The server is authoritative, and the client receives a synchronized copy through an S2C packet.

Effects applied externally (commands, other mods, beacons) are imported into the same queue through effect events. A bulk removal, such as drinking milk, clears every layer of the corresponding effect.

1.2 Dose System

While holding a drinkable potion, hold the left mouse button until the threshold is reached to open the dose selection screen. From top to bottom, the screen shows the remaining usable duration, a remaining-time ratio bar, a seconds input field, a slider, and a confirm button. It also provides Drink Half and Drink Full buttons.

The input field and slider are bidirectionally linked. The slider ranges from 0 to the current remaining duration, and values entered above the maximum are clamped to that maximum. Confirming applies the selected duration and deducts it proportionally, so reopening the screen shows the remaining amount.

Dose splitting preserves the total: continuous effects are split by ticks, while instant effects are split by potency. The first portion is rounded up, so the two portions always sum exactly to the original value. Drinking one third therefore leaves exactly two thirds in the bottle.

1.3 Potion Reactions

Having both effects in one of the following pairs triggers the corresponding reaction. The reaction name appears in the top-left HUD.

Reaction Trigger Effect HUD Name
Lightness Speed + Jump Boost Grants fall-damage immunity and resets fall distance Lightness
Unseen Night Vision + Invisibility Hides effect particles and cancels third-person entity rendering, including held items, armor, and name tags Unseen
Searing Strike Fire Resistance + Strength A melee hit that deals damage sets the target on fire for 2 seconds Searing Strike

Detection prioritizes the layer engine and falls back to the entity's actual effect list, preventing a reaction from silently failing when an effect has not entered the queue. Searing Strike only triggers on hits that actually deal damage; fully blocked or negated hits do not trigger it.

1.4 Weaving System

Place 2 to 9 bottles of the same potion form anywhere in a crafting grid to create one woven potion of the corresponding form. The three forms cannot be mixed.

Input Form Output Item
Drinkable potion Woven Potion
Splash potion Splash Woven Potion
Lingering potion Lingering Woven Potion

Inputs with the same effect and amplifier are merged, stacking both bottle count and duration. Different amplifiers are kept as separate layers. The total number of underlying source bottles may not exceed 9. Drinkable weaving returns glass bottles equal to one fewer than the number of input bottles. Splash and lingering forms are single-use containers and return nothing.

A woven potion's name and tooltip are generated entirely from its internal data. Names look like Speed Potion ×2 + Jump Boost Potion and are truncated with +… beyond four components. Woven potions can be used as input for further weaving.

1.5 Alchemy Station

The Alchemy Station is a block with four generic input slots and one output slot. All four input slots are interchangeable: a slot holding a potion acts as a potion slot, while a slot holding a Purify Catalyst or redstone dust acts as a material slot. The server infers the operation from the contents, and the screen displays the target entry in real time.

Operation Input Output
Upgrade 1 potion + Purify Catalyst Amplifier +1; duration unchanged
Amalgamation 2–4 potions with the same effect and amplifier, without a catalyst 1 potion; durations summed; amplifier unchanged
Amalgamation + Upgrade 2–3 potions with the same effect and amplifier + Purify Catalyst 1 potion; durations summed and amplifier +1
Extend 1 potion + redstone dust Adds 60 seconds per dust; amplifier unchanged
Recycle 1 potion, no materials 2 Alchemy Residue per bottle; returns a glass bottle

“Identical” compares only effect and amplifier, not remaining duration or display name. Each operation consumes only the bottles actually used: if a slot contains a stack of 64, upgrading consumes 1 bottle and leaves the other 63 in place.

Upgrades have no mod-imposed amplifier cap and are limited only by Minecraft's own amplifier limit, so Purify Catalysts can continue upgrading a potion. Extending or amalgamating is rejected outright if the result would exceed the single-layer duration limit instead of being silently truncated.

Splash and lingering potions can also be processed. The output keeps the input form, and its name automatically gains the Splash or Lingering prefix.

1.6 Random Potions

Random potions have three tiers, each available in three forms, for a total of nine items.

Tier Number of Effects Duration Tooltip Description
Random Potion I 1 3:00 Random effect (3:00)
Random Potion II 2, always distinct 1:30 Two random effects (1:30)
Random Potion (Extended) 1 8:00 Random effect (8:00)

Brewing chain (use a Brewing Stand with Blaze Powder as fuel):

Mundane Potion + Bone Meal        → Random Potion I
Random Potion I + Glowstone Dust  → Random Potion II
Random Potion I + Redstone Dust   → Random Potion (Extended)

The bottle itself stores no concrete effect, only the tier and remaining duration. A fresh set of beneficial effects is rolled on every drink or projectile impact, so two consecutive uses can produce different effects. The pool draws from every non-instant beneficial effect in the registry, including effects added by other mods. If the pool contains fewer than 8 entries, the registry view is treated as abnormal and vanilla beneficial effects are used as a fallback. Instant effects such as Heal and Saturation are excluded because they conflict with the fixed-duration tier design.

Remaining duration is stored in a dedicated data component and can be adjusted in one-second steps through the interface. A partially consumed bottle adds a remaining-duration line to its tooltip.

Splash and lingering random potions produced by the Brewing Stand have their display name, white tint, and description line completed by the mod, so they match the items shown in the Creative inventory tab.

1.7 Potion Belt

The Potion Belt is an item that opens a 27-slot potion storage screen when right-clicked. Its contents are stored in the item's own data component, so no block placement is required. The screen supports category filtering (All, Combat, Exploration, Utility). Left-click to move items in and out. Right-clicking a potion slot opens the dose selection screen, allowing a potion to be drunk directly from the belt; the server validates the inventory and result.

1.8 Potion TNT and Explosive Arrows

Potion TNT is crafted from 1 TNT and 1–8 drinkable potions. The full effect payload is written to the item's data component, transferred to the block entity when placed, and copied to the primed entity when ignited. Ignition works like vanilla TNT: fire, flint and steel, redstone signals, or a nearby explosion.

The explosion retains vanilla TNT power (4.0) and destroys blocks, then applies the effect payload with linear distance falloff: 100% at the center and 25% at the edge, with a default radius of 5 blocks. Instant effects are scaled by potency.

Item Crafting Explosion Behavior
TNT Arrow Place 8 arrows around 1 TNT in the center of a 3×3 crafting grid → 8 arrows Miniature explosion at half vanilla TNT power and radius; does not destroy blocks
Potion TNT Arrow Place 8 arrows around 1 Potion TNT in the center of a 3×3 crafting grid → 8 arrows Inherits the full Potion TNT effect payload; the miniature explosion also does not destroy blocks
Woven Arrow Place 8 arrows around 1 Lingering Woven Potion in the center of a 3×3 crafting grid → 8 arrows Applies every layer of the woven potion on impact

1.9 Category Tags

The mod assigns every effect to one of three categories. Categories are used only for tooltip display and Potion Belt filtering; they do not affect any values.

Category Effects
Combat Strength, Instant Damage, Weakness, Slowness, Poison, Wither, Resistance, Bad Omen, Raid Omen, Trial Omen
Exploration Fire Resistance, Night Vision, Invisibility, Water Breathing, Jump Boost, Slow Falling, Speed, Luck, Dolphins' Grace, Conduit Power, Glowing
Utility Haste, Mining Fatigue, Regeneration, Instant Health, Absorption, Saturation, Nausea, Blindness, Darkness, Hunger, Levitation, Hero of the Village

Unregistered custom effects fall into Utility. Random potions are always categorized as Exploration.

2. Items and Blocks

Name Type
Woven Potion Item
Splash Woven Potion Item
Lingering Woven Potion Item
Woven Arrow Item
TNT Arrow Item
Potion TNT Arrow Item
Purify Catalyst Item
Alchemy Residue Item
Potion Belt Item
Alchemy Station Block
Potion TNT Block

3. Crafting Recipes

3.1 Alchemy Station

Iron Ingot Empty Iron Ingot
Glass Bottle Redstone Dust Glass Bottle
Iron Ingot Empty Iron Ingot

Result: 1 Alchemy Station

3.2 Potion Belt

Leather Leather Leather
Glass Bottle String Glass Bottle

Result: 1 Potion Belt

3.3 Purify Catalyst

Shapeless recipe: 4 Alchemy Residue → 1 Purify Catalyst.

3.4 Potion TNT

Place 1 TNT and 1–8 drinkable potions (woven potions included) anywhere in the crafting grid to produce 1 Potion TNT. The effects from multiple bottles are merged into a single payload.

3.5 TNT Arrow

In a 3×3 crafting grid, place 8 arrows around 1 TNT in the center to produce 8 TNT Arrows.

3.6 Potion TNT Arrow

In a 3×3 crafting grid, place 8 arrows around 1 Potion TNT in the center to produce 8 Potion TNT Arrows.

3.7 Woven Potion

Place 2–9 bottles of the same potion form anywhere in the crafting grid to produce 1 Woven Potion of the matching form. Drinkable weaving returns glass bottles equal to one fewer than the number of input bottles.

3.8 Woven Arrow

In a 3×3 crafting grid, place 8 arrows around 1 Lingering Woven Potion in the center to produce 8 Woven Arrows. The Lingering Potion is fully consumed and no glass bottle is returned.

4. Brewing Recipes

Input Ingredient Result
Mundane Potion Bone Meal Random Potion I
Random Potion I Glowstone Dust Random Potion II
Random Potion I Redstone Dust Random Potion (Extended)

Vanilla potion mixing preserves the input item's form. A Splash Mundane Potion brewed with Bone Meal produces a Splash Random Potion, and a Lingering Mundane Potion produces a Lingering Random Potion, without requiring extra recipes.

5. Configuration

Parameters can be changed in the configuration file.

6. Interface and Display

  • The top-left HUD shows currently active potion reactions and waiting lower-amplifier layers, including amplifier, remaining duration, and a Waiting label.
  • Active effects continue to be shown by the vanilla HUD. The mod adds only waiting layers and reaction entries above it.
  • The Potion Belt screen provides category filtering and a right-click drinking option.
  • The Alchemy Station screen displays the inferred operation and target entry in real time. When upgrading a Woven Potion, use the Cycle Target button to choose which component receives the upgrade.

LunaLace 的炼金术

全面革新 Minecraft 的药水玩法。 探索药效分层、自定义剂量、药水编织、进阶炼金、随机药水、便携药水腰包、组合反应、药水 TNT 与爆炸箭矢。


一、机制

1.1 药效分层引擎

原版 Minecraft 在施加“同药效、同等级”的效果时会重置持续时间,因此多瓶叠加反而可能缩短总时长。LPO 为每个实体维护一条独立的分层队列:

  • 同药效、同等级:剩余时间累加。
  • 同药效、不同等级:各等级独立成层,互不覆盖。
  • 每一游戏刻只有该药效当前最高等级的层递减。低等级层处于等待状态,不消耗时间。
  • 最高等级层耗尽后自动移除,次高等级层立即接管并开始计时。
  • 队列随存档持久化。服务端拥有权威状态,客户端通过 S2C 数据包接收同步副本。

外部施加的药效(命令、其他模组、信标)会通过药效事件导入同一队列统一管理。牛奶等方式整体移除某种药效时,该药效对应的全部层也会同步清空。

1.2 剂量系统

手持可饮用药水时,按住左键达到触发阈值即可打开剂量选择界面。界面从上到下依次显示剩余可用时长、剩余时长比例条、秒数输入框、拖动条和确定按钮,另设 饮用半瓶 与 饮用整瓶 两个按钮。

输入框与拖动条双向联动。拖动条范围为 0 至当前剩余时长;输入超过最大值时会自动限制为最大值。确认后按所选时长饮用,并按比例扣减瓶中剩余量,因此再次打开界面时显示的就是最新剩余时长。

剂量切分遵循守恒规则:持续药效按游戏刻切分,瞬时药效按作用量切分。首段向上取整,两段之和始终严格等于原始总量。因此,喝掉三分之一后,瓶中确实只剩三分之二。

1.3 药效反应

同时拥有以下任意一组中的两种药效时,会触发对应反应。反应名称显示在左上角 HUD。

反应 触发条件 效果 HUD 名称
轻盈 速度 + 跳跃提升 免疫摔落伤害,并重置摔落距离 轻盈
无踪 夜视 + 隐身 隐藏药效粒子,并取消第三人称实体渲染,包括手持物、盔甲与名牌 无踪
灼击 抗火 + 力量 造成有效伤害的近战命中会使目标灼烧 2 秒 灼击

判定优先读取分层引擎,必要时回退到实体当前实际拥有的药效列表,避免药效尚未进入分层队列时反应失效。灼击只会在命中确实造成伤害时触发;被完全格挡或抵消的攻击不会触发。

1.4 编织系统

在合成格中任意摆放 2 至 9 瓶同一形态的药水,即可合成 1 瓶对应形态的编织药水。三种形态不能混合编织。

输入形态 输出物品
饮用型药水 编织药水
喷溅型药水 喷溅型编织药水
滞留型药水 滞留型编织药水

相同药效、相同等级的输入会合并,并累加瓶数与持续时间;不同等级会保留为独立层。所有底层原始药水瓶数之和不得超过 9 瓶。饮用型编织会返还玻璃瓶,数量为输入瓶数减一;喷溅型与滞留型是一次性容器,不会返还玻璃瓶。

编织药水的名称与工具提示完全由内部数据生成。例如:速度药水 ×2 + 跳跃提升药水。成分超过四项时,名称会以 +… 截断。编织药水也可以继续作为材料参与下一次编织。

1.5 炼药台

炼药台是一个方块,拥有四个通用输入槽与一个输出槽。四个输入槽可以互换使用:放入药水时作为药水槽,放入提纯催化剂或红石粉时作为材料槽。服务端会根据槽内物品自动推断操作,界面实时显示目标条目。

操作 输入 输出
升阶 1 瓶药水 + 提纯催化剂 等级 +1,持续时间不变
时间叠加 2 至 4 瓶同药效、同等级药水,不放催化剂 合成 1 瓶,持续时间相加,等级不变
叠加并升阶 2 至 3 瓶同药效、同等级药水 + 提纯催化剂 合成 1 瓶,持续时间相加且等级 +1
延时 1 瓶药水 + 红石粉 每份红石粉延长 60 秒,等级不变
回收 1 瓶药水,不放材料 每瓶产出 2 份炼药残渣,并返还玻璃瓶

“相同”只比较药效与等级,不比较剩余时间或显示名称。每次操作只扣除实际消耗的瓶数:如果一个槽位堆叠了 64 瓶,升阶只会消耗 1 瓶,其余 63 瓶仍留在原槽位。

升阶没有模组额外设置的等级上限,只受 Minecraft 自身的 amplifier 上限约束,因此可以持续使用提纯催化剂升级。若延时或时间叠加的结果会超过单层持续时间上限,操作会被明确拒绝,而不是静默截断结果。

喷溅型与滞留型药水同样可以加工。输出会保留输入形态,名称自动添加“喷溅型”或“滞留型”前缀。

1.6 随机药水

随机药水共有三档,每档均有三种形态,总计九种物品。

档位 效果数量 持续时间 工具提示描述
随机药水 I 1 种 3:00 随机效果(3:00)
随机药水 II 2 种,且互不相同 1:30 两种随机效果(1:30)
随机药水(延长) 1 种 8:00 随机效果(8:00)

酿造链(使用酿造台,并以烈焰粉作为燃料):

粗制的药水 + 骨粉       → 随机药水 I
随机药水 I + 萤石粉     → 随机药水 II
随机药水 I + 红石粉     → 随机药水(延长)

药水本体不保存具体药效,只记录档位与剩余时长。每次饮用或投射物命中时,都会重新随机生成一组正面效果,因此连续使用两次也可能得到不同效果。效果池包含注册表中的全部非瞬时正面药效,也包含其他模组添加的药效。如果效果池少于 8 项,则视为注册表视图异常,并回退使用原版正面药效。治疗、饱和等瞬时药效会被排除,因为它们与固定时长的档位设计不兼容。

剩余时长通过独立的数据组件保存,并可在界面中按秒调整。非满瓶的工具提示会额外显示剩余可用时长。

酿造台产出的喷溅型与滞留型随机药水,会由模组补全显示名称、白色染色与描述行,使它们与创造模式物品栏中的对应物品保持一致。

1.7 药水腰包

药水腰包是一个物品。右键使用会打开一个拥有 27 个槽位的药水存储界面。内容保存在物品自身的数据组件中,因此无需放置方块。界面支持按分类筛选:全部、战斗类、探索类、工具类。左键可存入或取出物品;右键点击药水槽会打开剂量选择界面,可以直接从腰包内饮用药水。库存与使用结果均由服务端校验。

1.8 药水 TNT 与爆炸箭矢

药水 TNT 由 1 个 TNT 与 1 至 8 瓶可饮用药水合成。完整药效载荷会写入物品的数据组件;放置时传递给方块实体,点燃时再复制到已激活的爆炸实体。点燃方式与原版 TNT 一致,包括火焰、打火石、红石信号或被其他爆炸引燃。

爆炸保留原版 TNT 的威力(4.0)并会破坏方块,随后按距离线性衰减施加药效载荷:爆炸中心为 100%,扩散半径边缘为 25%,默认半径为 5 格。瞬时药效会按作用量缩放。

物品 合成方式 爆炸表现
TNT 之箭 在 3×3 合成格中心放 1 个 TNT,周围放 8 支箭矢 → 8 支 TNT 之箭 迷你爆炸,威力与范围为原版 TNT 的一半,不破坏方块
药水 TNT 之箭 在 3×3 合成格中心放 1 个药水 TNT,周围放 8 支箭矢 → 8 支药水 TNT 之箭 继承药水 TNT 的完整药效载荷;迷你爆炸同样不破坏方块
编织之箭 在 3×3 合成格中心放 1 瓶滞留型编织药水,周围放 8 支箭矢 → 8 支编织之箭 命中时施放编织药水的全部药效层

1.9 分类标签

模组为每种药效分配以下三种分类。分类仅用于工具提示显示与药水腰包筛选,不会影响数值。

分类 包含药效
战斗类 力量、瞬间伤害、虚弱、缓慢、中毒、凋零、抗性、不祥之兆、袭击之兆、试炼之兆
探索类 抗火、夜视、隐身、水下呼吸、跳跃提升、缓降、速度、幸运、海豚的恩惠、潮涌能量、发光
工具类 急迫、挖掘疲劳、再生、瞬间治疗、伤害吸收、饱和、反胃、失明、黑暗、饥饿、漂浮、村庄英雄

未注册的自定义药效会归入工具类。随机药水始终归入探索类。

二、物品与方块一览

名称 类型
编织药水 物品
喷溅型编织药水 物品
滞留型编织药水 物品
编织之箭 物品
TNT 之箭 物品
药水 TNT 之箭 物品
提纯催化剂 物品
炼药残渣 物品
药水腰包 物品
炼药台 方块
药水 TNT 方块

三、合成配方

3.1 炼药台

铁锭 空 铁锭
玻璃瓶 红石粉 玻璃瓶
铁锭 空 铁锭

产物: 炼药台 ×1

3.2 药水腰包

皮革 皮革 皮革
玻璃瓶 线 玻璃瓶

产物: 药水腰包 ×1

3.3 提纯催化剂

无序合成:4 份炼药残渣 → 1 份提纯催化剂。

3.4 药水 TNT

将 1 个 TNT 与 1 至 8 瓶可饮用药水(包含编织药水)任意摆放在合成格中,即可合成 1 个药水 TNT。多瓶药水的效果会合并进同一份载荷。

3.5 TNT 之箭

在 3×3 合成格中,以 1 个 TNT 为中心,周围放置 8 支箭矢,可合成 8 支 TNT 之箭。

3.6 药水 TNT 之箭

在 3×3 合成格中,以 1 个药水 TNT 为中心,周围放置 8 支箭矢,可合成 8 支药水 TNT 之箭。

3.7 编织药水

将 2 至 9 瓶同一形态的药水任意摆放在合成格中,可合成 1 瓶对应形态的编织药水。饮用型编织会返还玻璃瓶,数量为输入瓶数减一。

3.8 编织之箭

在 3×3 合成格中,以 1 瓶滞留型编织药水为中心,周围放置 8 支箭矢,可合成 8 支编织之箭。滞留型药水会被完全消耗,不返还玻璃瓶。

四、酿造配方

输入 材料 产物
粗制的药水 骨粉 随机药水 I
随机药水 I 萤石粉 随机药水 II
随机药水 I 红石粉 随机药水(延长)

原版药水混合逻辑会保留输入物品的形态。因此,“喷溅型粗制的药水 + 骨粉”会直接产出喷溅型随机药水,“滞留型粗制的药水 + 骨粉”会产出滞留型随机药水,无需额外配方。

五、配置

可在配置文件中更改参数。

六、界面与显示

    • 左上角 HUD 显示当前生效的药效反应,以及处于等待状态的低等级药效层;每层显示等级、剩余时间与“等待中”标记。
    • 生效中的药效仍由原版 HUD 显示。模组只在其上方补充等待中的药效层与反应条目。
    • 药水腰包界面提供分类筛选与右键饮用入口。
    • 炼药台界面会实时显示推断出的操作与目标条目。升阶编织药水时,可通过 切换目标 按钮选择需要升阶的成分。