Alchemical Reactions Expansion

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Author: Yuurg

Last revision: 4 Nov, 2020 at 16:53 UTC

File size: 38.91 KB

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Description:

This is a simple mod: it adds new reactions using existing vanilla materials. It also adds reactions for materials added in the mods Arcane Alchemy and Fluid Dynamics. I highly recommend these mods, as I personally play with them.

Most of the new reactions are cosmetic and don’t do much, with the main gameplay changer being easy ways to create healing materials. There are also non-healing reactions that can be useful, such as nullifying polymorphine, eating through brickwork, purifying any dangerous liquid, and more. However, a few reactions make things slightly harder: poison is now more common in the jungle, poison gas near the ceiling can drip on you, burning toxic sludge produces toxic gas, and more.

A lot of the reactions should be relatively easy to create in most runs if you know the recipe. And there are a lot of reactions that are possible to happen naturally in the world, with or without player intervention, so you can discover new reactions accidentally. The more powerful materials like healing require more limited or rare ingredients. Experiment to discover the recipes I don’t tell you about!

New Vanilla Reactions:
+ A way to create Healthium, a rare magic liquid that heals on contact but also disappears on contact. But be careful, as the recipe requires a polymorphic liquid, which can leave you vulnerable if touched, or waste the Healthium by restoring the wrong body’s health.
+ A way to create Healium from gold. Healium is a rare magic gas that heals on contact. But it also turns explosive when it touches something solid, so be careful using it near a low ceiling.
+ Another use for worm pheromones, nullifying all polymorphic liquids.
+ A new effect for void liquid, causing it to corrupt anything in its path into either more void liquid, or corrupted rock. Corrupted rock is an unused material that slowly spreads itself through adjacent solid materials, and also converts all nearby liquids to void liquid. The best use for this is deleting large amounts of liquid, like lava for instance. The recipe for void liquid remains unchanged (Toxic Sludge, Worm Blood, Fungi)
+ A way to create Gate-Opener, an unused magic liquid that dissolves soil and brickwork. I won’t tell you the recipe, but one of the ingredients can be made with unstable teleportatium and something else. I also hear you may accidentally create some when fighting in the magical temple…
+ An easier way to create Purifying Powder, a rare powder that purifies most harmful liquids into water. Just mix worm blood and chilly water.
+ A way to create urine, a rare bodily liquid. Created from vomit and toxic sludge, it has a unique debuff called Jarated that causes the affected to take more critical hits.
+ Poison gas condenses into poison when it touches a solid. The droplets are bigger than usual, so watch out when going near gathered clouds of poison gas at the top of a cave.
+ Slime reacts with barren soil to create poison. Poison reacts with swamp, swamp water, and liquid moss to create more poison. So be careful around any jungle water that looks too green.
+ Burning toxic sludge evaporates it into toxic gas. It evaporates more slowly than boiling water, so it’s unlikely you’ll take damage from it unless you fly into a pocket of it.
+ Diamonds react with sand to create blue sand. Fungus blood reacts with sand to create pink fungus, and blue sand to create green fungus. Green fungus drips green slime and emits funky vapour, and funky vapour reacts with solid ground to form more green fungus. This can all happen naturally in the Temple of the Art.
+ Bone dust reacts with sand to create sodium. Sodium explodes on contact with a water based liquid, so be careful when using liquids in the Temple.
+ Bone dust reacts with lava to create coal, which makes it burn away when in contact with lava. I hear coal might be used in a magical liquid reaction, too…
+ Freezing vapour can freeze steel into frozen steel.
+ Clouds now freeze most freezable liquids.
+ Many new reactions to create magical liquids that you couldn’t before, like Ambrosia, Acceleratium, Polymorphine, Berserkium, Worm Pheromones, Teleportatium, and Invisibilium. Experiment to learn the recipes.
+ Ways to create many other unused or rare miscellaneous materials such as salt, slush, pea soup, cheese, excrement, fungal gas, hell slime, glass, wax, plastic, and diamonds.

New Arcane Alchemy Reactions:
+ Boil magic potions with lava or a fire stone to create Base Potion. Base Potion can react with many different materials to create almost every magical liquid, including the ones added in Arcane Alchemy. Carry some around and spray it on the uncommon materials you can find naturally in the levels to experiment and figure out the recipes.
+ Hungry slime will be created if slime and bone touch. Be careful in the Temple of the Art! You can get rid of it with lava or fire.
+ Kuu (the moon item) now reacts with 2 liquids from Arcane Alchemy. I wonder what happens if you infuse Base Potion with the Kuu’s gravitational magic…

New Fluid Dynamics Reactions:
+ If Arcane Alchemy is installed, Base Potion Gas will take precedence over the gaseous forms added in Fluid Dynamics when using a Kiuaskivi or lava. But you can still get pure Fluid Dynamics gases by burning oil on top of magical liquids, or spraying the liquid onto something burning like coal or wood.
+ [More Reactions Coming Soon]

If you have any ideas of new reactions to add to the mod, comment them and I will consider adding it.

Please let me know if any reactions in my mod cause any big problems.