hello fellow players, in my recent expeditions i encountered a low amount of glowstone problem and tried to solve this problem by dropping redstone dust into a manapool with alchemy catalyst, however glowstone demand for my project is huge and i dont want to drop all the redstone all by myself and gather, so im asking you, is there any way to automate this process? so far i thought using droppers to drop redstone and use obsidian pipe to vacuum glowstone but it feels like it is gonna fail because pipe might catch redstone in air or produced glowstone might touch mana pool again and turns back into redstone again (also waste of mana). i can add other mods to my pack if needed, so any smart builds for this?
In regrowth I decided to make an alchemy catalyst and upon placing it under my mana pool the alchemy recipes would show up but once I tossed something in (in this case a sapling) and it just vanished, not producing anything.
I have searched the rules forum about it, but most are about action economy when using bombs. Which I am not interested in. My question is merely flavor (and rather nitpicky I have to admit).
Namely how I am to understand how the catalyst works. Especially what is the difference between the liquid catalyst and the catalyst vials.
Reading the description of the Bombs, one catalyst vial contains one ounce of the liquid catalyst. And the catalyst allows the reaction that activates the bombs during battle. But the vials last for years. Why?
As I read it, it works as follows:
- Alchemist grabs a prepared vial with a few drops of liquid in it (the catatlyst) and pours in the "volatile chemicals".
- Almost immediately afterwards he pours the contents into a throwing container and hurls it.
or
- Alchemist pours the catalyst into the throwing container with the already prepared "volatile chemicals"
- he throws the container (this would seem more practical as it is the faster option).
That would mean the liquid catalyst is used up in the process. So what is up with this line? "-once created, a catalyst vial remains usable by the alchemist for years."
A vial without catalyst is merely an empty container. Of course I can reuse an empty container when it is not broken. So why put emphasis on the term catalyst vials? Especially since it says the vials are "created by the alchemist". Doesn't he only make the liquid catalyst and put it in plain old, normal vials?
The way I envision it, is more like this:
- Alchemist grabs a prepared vial that is covered on the inside with a thin layer of solid catalyst and pours in the "volatile chemicals".
- Almost immediately afterwards he pours the contents into a throwing container and hurls it.
Then it would make sense that a catalyst vial would last for years (cause the catalyst is stuck in the vial and does not get poured out with the bomb)
And only then it would make sense to speak of catalyst vials (as the catalyst is an integral part of the vial and not just the contents of said vial).
An alchemist has an alchemist's kit. That kit contains various chemicals for preparing formulas and mutagens and vials of catalysts for creating bombs. Those vials of catalyst were prepared beforehand by the alchemist at some point in time (possibly years ago). When the alchemist throws a bomb, he pulls out a catalyst vial, infuses it with magical energy, and throws it.
The catalysts are like a wizard's spell component pouch. You can just have what you need for bombs. The chemicals do not become inert unless you mix them and do not throw. The GM can't (well, shouldn't) say, "You guys have been out in the wilderness for a week, you're chemicals don't work anymore." That's the point of the catalyst lasting.
I have no problem with the alchemist putting magical energy into the bomb at some point. I just was curious about the exact interaction of the volatile chemicals and the catalyst and why it isn't used up.
Aye, sir. AUC.register('auc_MessageboardPostRowDisplay'); AjaxBusy.register('masked', 'busy', 'auc_MessageboardPostRowDisplay', null, null) hogarth Mar 23, 2011, 08:32 am Karuth wrote: For example, if you make a whip covered in the catalyst, soak it in the volatile chemicals and then add your magic could you make a flaming whip for a few rounds? That would be an interesting idea for an item (one that's fueled by an alchemist's bombs/day budget). Not unlike the Greyflame weapon enhancement from the APG. AUC.register('auc_MessageboardPostRowDisplay'); AjaxBusy.register('masked', 'busy', 'auc_MessageboardPostRowDisplay', null, null) Kalyth Mar 23, 2011, 08:52 am I think you are over thinking it.
It's not that the alchemist can use the same catalyst vial over and over for years. It is that once an alchemist mixes up a vial of catalyst it stays potent for years. That single vial of catalyst can be used a year later an it retains it's potency. I dont think its trying to say you can use the same vial over and over for a year.
Most alchemisst make sure that they have a number of vials of catalyst equal to the number of bombs they can throw per day. if they dont throw any bombs they dont have to make more vials of catalyst. If a year passes they still have x number of catalyst vials and they are still effective. Its just stating that catalyst vials dont loss their potency after 24 hours or 3 days or what ever they remain potent and usuable for years until used.
For example, if you make a whip covered in the catalyst, soak it in the volatile chemicals and then add your magic could you make a flaming whip for a few rounds? By RAW, no. However, you could probably research a variation of the elemental touch extract that adds the energy damage/effects to a weapon (i.e., an oil). I'd say that a separate formula for each energy type would probably be balanced enough to remain a 2nd-level extract (although some GMs may wish to remove the secondary effects, bringing it in line with the inquisitor spell flames of the faithful).Also, since the bomb catalyst vials are small (1 ounce), you could probably put them on an arrow or crossbow bolt in place of the metal head/tip (or the ball of a blunt arrow/fowling bolt). One of the character concepts I developed was a gnome alchemist, with the Master Tinker alternate racial trait and Obsession (Craft (Weapons)), who used a self-crafted repeating heavy crossbow (with one case of five bolts tipped with bomb catalyst vials; the bomb damage replaces normal crossbow damage, but gains the crossbow's range). With the Fast Bombs discovery, the character can "fire" multiple "crossbow bombs" with a full-attack action (note that the number of bombs per round is less than an alchemist with Quick Draw and Two-Weapon Fighting, but the range is much better). Then again, I pretty much have the same interpretation as hogarth on how the Bomb ability works.
The Alchemy Catalyst is a is a vital block in Botania required to perform alchemy.When placed underneath a Mana Pool, the player can perform alchemy by simply throwing in items. The Catalyst does not work adjacent to the pool.
Alchemy was completely reworked in 0.7.0, allowing for it to be greatly expanded! There are over 50 recipes that can be made, and each has their own niche use. Alchemy can be performed either in laboratory rooms or using an alchemyst's toolkit.
The Alchemy Guide is an in-game reference resource that can be found next to the Adventurer's Guide. Pages are obtained inside alchemy rooms throughout the run and describe various recipes available to the player. At least 1 alchemy room will now be found per each chapter. A standard page looks like this:
If a scroll of transmutation is used on a potion, it will transform into its respective exotic potion, and vice versa. However, exotic potions cannot be converted back into their regular variants via alchemy.
If a scroll of transmutation is used on a scroll, it will transform into its respective exotic scroll, and vice versa. However, exotic scrolls cannot be converted back into their regular variants via alchemy.
Brews and elixirs are greatly empowered versions of potions created by mixing a potion with alchemical catalyst or blob of goo. They have very powerful effect or multiple effects at once. While brews cause negative effects and are supposed to be used on enemies, elixirs have positive effects and should be used on you or your allies.
Spells are crafted by combining various consumables with an arcane catalyst or a cursed shard and an effect characters, items or environment. Individual spells usually aren't that powerful, but each recipe produces more than one.
The primarily motivation behind the alchemy system was always to give new uses to consumables which the player may not otherwise want to use. Most recipes already fulfill this well, especially for seeds and runestones, but the top-end recipes stray away from this by being too rigid with their ingredients.
The idea I settled on was a new item type: Catalysts! Catalysts are made with any potion/scroll plus a single seed/runestone, and very small amount of alchemical energy. This produces either an alchemical catalyst, which is used in making brews and elixirs, or an arcane catalyst, which is used in creating spells. Catalysts mean I can avoid recipe overlap while still making recipes which work more flexibly.
Many top-end recipes that used to be specific are now going to make use of a primary item plus a catalyst instead. Catalysts also provide a bit of usefulness on their own as well. Alchemical catalysts can be used for a random potion effect and arcane catalysts can give a random scroll effect. Of course, these items will not randomly produce the effects of progression items such as scrolls of upgrade or potions of strength.
Training the Alchemy skill is accomplished by creating Alchemy products within each discipline. Healing herbs are currently combined with a catalyst and other products (such as alcohol or water) in a bowl/jar or mortar to create remedies. Work orders within the released disciplines can be obtained from a Master/Mistress within each Alchemy Society, giving players the option of being compensated for their work in this skill.
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