Zauber Cauldrons: Difference between revisions

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This module adds a wide range of features to minecraft's cauldrons, ranging all the way from tier IV potions to magical gear and wormhole potions. Zauber Cauldrons acts as a complete package and adds a whole new branch of magic to your game!{{ModuleInfobox|name=Zauber Cauldrons|icon=zauber_cauldrons.png|versions=1.15|creator=Bloo|updater=Bloo|type=Stand Alone|complementary=[[Liquid Tanks/Zauber Liquids|Zauber Liquids]]}}
This module adds a wide range of features to Minecraft's cauldrons, ranging all the way from tier IV potions to magical gear and drinkable wormholes. Zauber Cauldrons acts as a complete package and adds a whole new branch of magic to your game!{{ModuleInfobox|name=Zauber Cauldrons|icon=zauber_cauldrons.png|versions=1.15|creator=Bloo|updater=Bloo|type=Stand Alone|complementary=[[Liquid Tanks/Zauber Liquids|Zauber Liquids]]}}
 
== Getting Started ==
<!-- This section is likely being removed entirely for consistency with other pages and to remove redundancy -->Zauber Cauldrons is accessible once the player has gained access to  an enchanted book, some source of fire and a cauldron. Though, a lot of the module's features require items that are only obtainable once a considerable amount of world exploration has been done.
 
=== Creation ===
A Zauber Cauldron is formed by standing next to a cauldron, provided the following criteria are met:
* The player is holding ''any'' enchanted book
* The cauldrons is holding water
* There must be fire below the cauldron
Zauber Cauldrons cause steam to show as long as they're ready to perform a crafting operation - i.e. as long as they have a sufficient amount of water and a fire block below.


== Features ==
== Features ==
Zauber Cauldrons are an expansion to the game's magic system, allowing the creation of stronger potions, magical armor, effect granting crystals, and bottled wormholes. Several features in this module are dependent on the world seed, changing recipes and encouraging players to experimentally discover exactly how to use the most powerful features.
Zauber Cauldrons are an expansion to the game's magic system, allowing the creation of stronger potions, magical armor, effect granting crystals, and bottled wormholes. Several features in this module are dependent on the world seed, changing recipes and encouraging players to experimentally discover exactly how to use the most powerful mechanics.


=== Creation ===
=== Creation ===
A Zauber Cauldron is created by "bespelling a boiling cauldron by reading out of a spell book". Any water-filled cauldron with fire below it can be used, and any enchanted book will suffice. To "read" from the spell book, simply hold the enchanted book and stand next to the cauldron. The cauldron will begin to give off steam, indicating the newly formed Zauber Cauldron is ready for use.[[File:Zauber-cauldron.png|thumb|A Zauber Cauldron with some steam coming off of it.|alt=]]
[[File:Zauber-cauldron.png|thumb|A Zauber Cauldron with some steam coming off of it.<!-- Maybe replace this image with a wider shot of a zauber cauldron in the wild. Hidden Table under Creation? -->|alt=]]
[[File:Cauldron Vshchizh GIM.jpg|none|thumb|This is a placeholder image pretending to depict the creation of a zauber cauldron. Imagination Required.]]
A Zauber Cauldron is created by "bespelling a boiling cauldron by reading out of a spell book". Any water-filled cauldron with fire below it can be used, and any enchanted book will suffice. To "read" from the spell book, simply hold the enchanted book and stand next to the cauldron. The cauldron will begin to give off steam, indicating the newly formed Zauber Cauldron is ready for use.
{{Crafting|Input=[[File:ZauberCauldronLayout.png|90px]]|Output=[[File:ZauberCauldronLayout2.png|96px]]}}<!-- This Crafting Cell turned out poorly and will be changed soon -->
[[File:ZauberCauldronCreation.png|alt=|none|thumb|A player creating a Zauber Cauldron]]


=== Recipes ===
=== Recipes ===
All Zauber Cauldron recipes are performed by dropping items into the cauldron. Once the proper ingredients are inside, the resulting item will form, consuming the ingredients and some water. To assist in the process, a player looking at a Zauber Cauldron will be unable to pick up items currently within it until they look away.
All Zauber Cauldron recipes are performed by dropping items into the cauldron. Once the proper ingredients are inside, the resulting item will form, consuming the ingredients and some water. To assist in the process, a player looking at a Zauber Cauldron will be unable to pick up items inside the cauldron until they look away.


==== Potions ====
==== Potions ====
[[File:Zauber-potions.png|thumb|358x358px|All craftable tier IV potions.]]
[[File:Zauber-potions.png|thumb|358x358px|All craftable tier IV potions.]]
Zauber Cauldrons can be used to strengthen any Tier II potions into Tier IV potions. This recipe requires Prismarine Crystals, a Golden Apple, and a Tier II Potion.  
Zauber Cauldrons can be used to strengthen any Tier II potion into a Tier IV potion. This recipe requires Prismarine Crystals, a Golden Apple, and a Tier II Potion.  


Be cautious when performing these recipes. They all have a side effect, either to the strengthening process or to the effects of the potion.
Be cautious when performing these recipes. They all have a side effect, either to the recipe process or to the effects of the potion.


{| class="wikitable mw-collapsible"
{| class="wikitable mw-collapsible"
|+Potion Recipes
|+Potion Recipes
!Product
!Product
!Recipe
!Recipe ([[Zauber Cauldrons#Creation|Zauber Cauldron]])
!Ingredients
!Ingredients
!Side Effects
!Side Effects
|-
|-
|Potion of Strength IV (1:30)
|Potion of Strength IV (1:30)
|{{CauldronCrafting|Input={{CraftingCauldronr | Potion of Strength | Prismarine Crystals | Golden Apple}}|Output={{CraftingCell | {{Stack|gm4:Zauber Strength Potion}} }}}}
|{{Crafting
|Potion of Strength II,
| Input = {{CraftingGrid
Golden Apple,
| Potion of Strength | Prismarine Crystals | Golden Apple
 
| width=3 | height=1
Prismarine Crystals
}}
|Creates Fire blocks
| Output = {{CraftingCell
around the Zauber Cauldron
| gm4:Zauber Strength Potion
}}
| Type = Zauber
}}
|Potion of Strength II + Golden Apple + Prismarine Crystals
|Ignites the area around the cauldron
|-
|-
|Potion of Regeneration IV (0:22)
|Potion of Regeneration IV (0:22)
|{{CauldronCrafting|Input={{CraftingCauldronr | Potion of Regeneration | Prismarine Crystals | Golden Apple}}|Output={{CraftingCell | {{Stack|gm4:Zauber Regeneration Potion}} }}}}
|{{Crafting
|Potion of Regeneration II,
| Input = {{CraftingGrid
Golden Apple,
| Potion of Regeneration | Prismarine Crystals | Golden Apple
 
| width=3 | height=1
Prismarine Crystals
}}
|Potion also holds Speed III (0:16),
| Output = {{CraftingCell
a lingering wither cloud spawns
| gm4:Zauber Regeneration Potion
 
}}
above the Zauber Cauldron
| Type = Zauber
}}
|Potion of Regeneration II + Golden Apple + Prismarine Crystals
|Potion gains Speed III (0:16)
Emits a lingering wither cloud
|-
|-
|Potion of Swiftness IV (3:20)
|Potion of Swiftness IV (3:20)
|{{CauldronCrafting|Input={{CraftingCauldronr | Potion of Swiftness | Prismarine Crystals | Golden Apple}}|Output={{CraftingCell | {{Stack|gm4:Zauber Swiftness Potion}} }}}}
|{{Crafting
|Potion of Swiftness II,
| Input = {{CraftingGrid
Golden Apple,
| Potion of Swiftness | Prismarine Crystals | Golden Apple
 
| width=3 | height=1
Prismarine Crystals
}}
|Potion also holds
| Output = {{CraftingCell
Weakness IV (6:00)
| gm4:Zauber Swiftness Potion
}}
| Type = Zauber
}}
|Potion of Swiftness II + Golden Apple + Prismarine Crystals
|Potion gains Weakness IV (6:00)
|-
|-
|Potion of Healing IV
|Potion of Healing IV
|{{CauldronCrafting|Input={{CraftingCauldronr | Potion of Healing | Prismarine Crystals | Golden Apple}}|Output={{CraftingCell | {{Stack|gm4:Zauber Healing Potion}} }}}}
|{{Crafting
|Potion of Healing II,
| Input = {{CraftingGrid
Golden Apple,
| Potion of Healing | Prismarine Crystals | Golden Apple
 
| width=3 | height=1
Prismarine Crystals
}}
|Potion also holds Nausea (0:08),
| Output = {{CraftingCell
kills everyone near the cauldron
| gm4:Zauber Healing Potion
}}
| Type = Zauber
}}
|Potion of Healing II + Golden Apple + Prismarine Crystals
|Potion gains Nausea (0:08)
Emits a lingering death cloud
|-
|-
|Potion of Poison IV (0:32)
|Potion of Poison IV (0:32)
|{{CauldronCrafting|Input={{CraftingCauldronr | Potion of Poison| Prismarine Crystals | Golden Apple}}|Output={{CraftingCell | {{Stack|gm4:Zauber Poison Potion}} }}}}
|{{Crafting
|Potion of Poison II,
| Input = {{CraftingGrid
Golden Apple,
| Potion of Poison | Prismarine Crystals | Golden Apple
 
| width=3 | height=1
Prismarine Crystals
}}
|Spawns Cobwebs
| Output = {{CraftingCell
and Cave Spiders
| gm4:Zauber Poison Potion
}}
| Type = Zauber
}}
|Potion of Poison II + Golden Apple + Prismarine Crystals
|Summons cave spiders and cobwebs
|-
|-
|Potion of Leaping IV (1:30)
|Potion of Leaping IV (1:30)
|{{CauldronCrafting|Input={{CraftingCauldronr | Potion of Leaping | Prismarine Crystals | Golden Apple}}|Output={{CraftingCell | {{Stack|gm4:Zauber Leaping Potion}} }}}}
|{{Crafting
|Potion of Leaping II,
| Input = {{CraftingGrid
Golden Apple,
| Potion of Leaping | Prismarine Crystals | Golden Apple
 
| width=3 | height=1
Prismarine Crystals
}}
| Output = {{CraftingCell
| gm4:Zauber Leaping Potion
}}
| Type = Zauber
}}
|Potion of Leaping II + Golden Apple + Prismarine Crystals
|Summons a Killer Rabbit
|Summons a Killer Rabbit
|-
|-
|Potion of Harming IV
|Potion of Harming IV
|{{CauldronCrafting|Input={{CraftingCauldronr | Potion of Harming | Prismarine Crystals | Golden Apple}}|Output={{CraftingCell | {{Stack|gm4:Zauber Harming Potion}} }}}}
|{{Crafting
|Potion of Harming II,
| Input = {{CraftingGrid
Golden Apple,
| Potion of Harming | Prismarine Crystals | Golden Apple
 
| width=3 | height=1
Prismarine Crystals
}}
|Creates a healing  
| Output = {{CraftingCell
zone around the
| gm4:Zauber Harming Potion
 
}}
cauldron that does not despawn.
| Type = Zauber
}}
|Potion of Harming II + Golden Apple + Prismarine Crystals
|Emits a lingering healing cloud
|-
|-
|none
|none
|{{CauldronCrafting|Input={{CraftingCauldronr | Splash Mundane Potion| Prismarine Crystals | Golden Apple}}|Output={{CraftingCell | {{Stack|TNT}} }}}}
|{{Crafting
|Any Splash or Lingering Potion,
| Input = {{CraftingGrid
Golden Apple,
| Splash Mundane Potion | Prismarine Crystals | Golden Apple
 
| width=3 | height=1
Prismarine Crystals
}}
| Output = {{CraftingCell
| TNT
}}
| Type = Zauber
}}
|Any Splash or Lingering Potion + Golden Apple + Prismarine Crystals
|The Zauber Cauldron explodes
|The Zauber Cauldron explodes
|}
|}


==== Advanced Reactants ====
==== Advanced Reactants ====
Instead of Prismarine Crystals, gear recipes use Enchanted Prismarine Shards.
Many advanced Zauber Cauldron recipes use "Enchanted Prismarine Shards" as an ingredient. Enchanting a Prismarine Shard requires 30 levels of experience.
 
These are obtained by dropping a vanilla Prismarine Shard into a Zauber Cauldron whilst having 30 levels of experience. This will consume all 30 levels.  
{| class="wikitable"
{| class="wikitable"
|+'''Enchanted Prismarine Shard'''
|+
!Product
!Recipe ([[Zauber Cauldrons#Creation|Zauber Cauldron]])
!Ingredients
!Ingredients
!Result
!Side Effects
!Side Effects
|-
|-
|Enchanted Prismarine Shard
| style="text-align: center" | {{Crafting
| Input = {{CraftingCell
| Prismarine Shard
}}
| Output = {{CraftingCell
| gm4:Enchanted Prismarine Shard
}}
| Catalyst = Bottle o' Enchanting
| Type = Zauber
}}
|Prismarine Shard
|Prismarine Shard
|Enchanted Prismarine Shard
|Consumes 30 XP Levels off of the closest Player<!-- This column may be unnecessary -->
|Consumes 30 XP Levels off of the closest Player
|}
|}


To get around the Possessed Items spawned by dropping too many items, empty bottles may be used. A bottle can only hold multiples of three vexes, it shatters instantly - releasing the Posses Items again - if this condition isn't met. This can be used in order to create a [[Zauber Cauldrons#Wormhole in a Bottle|Wormhole in a Bottle]]. These Bottles pop and release vexes if left on the ground.
==== Extraneous Ingredients ====
If any unneeded ingredients are added to a Zauber Cauldron during a crafting process, they will be transformed into "Possessed Items" — weaponless Vexes that pester the player before dying a few seconds later. Each excess item entity in the cauldron transforms into a single Possessed Item.
 
Possessed Items can be caught and stored by adding a glass bottle to the Zauber Cauldron, forming "Magic in a Bottle". These bottles are only stable if they contain a multiple of three Possessed Items, and will immediately shatter and release the Vexes contained within if this condition is not met. Otherwise stable Bottles of Magic also become unstable if they are left on the ground for too long, releasing the contained Vexes.
 
{| class="wikitable"
{| class="wikitable"
|+Magic in a Bottle
|+
!Product
!Recipe ([[Zauber Cauldrons#Creation|Zauber Cauldron]])
!Ingredients
!Ingredients
!Result
!Side Effects
|-
|-
|Any Recipe, with more Items than required
|Possessed Item
| style="text-align: center" | {{Crafting
| Input = [[File:Zauber_Recipe_Ingredients.png]][[File:Zauber_Excess_Ingredients.png]]
| Output = {{CraftingCell
| gm4:Zauber Healing Potion
}} [[File:Possesed_Item.png|48px]]
| Type = Zauber
}}
 
|Any Recipe + Excess Items
|-
|Magic in a Bottle
|Magic in a Bottle
|Vexes will be caught in the bottle.
|{{Crafting
Will not work if the amount of vexes that would be spawned is not a multiple of 3
| Input = [[File:Zauber_Recipe_Ingredients.png]]{{CraftingGrid
| Glass Bottle
| width=1 | height=1
}}[[File:Zauber_Excess_Ingredients.png]]
| Output = {{CraftingGrid
| gm4:Zauber Healing Potion | gm4:Magic in a Bottle
| width=2 | height=1
}}
| Type = Zauber
}}
|Any Recipe + Glass Bottle + Excess Items<ref group="note">Must be a multiple of 3</ref>
|}
|}
{| class="wikitable mw-collapsible mw-collapsed" style="text-align: left"
! colspan="2" | Example Recipes involving Possessed Items
|-
|{{Crafting
| Input = {{CraftingGrid
| Potion of Healing | Prismarine Crystals | Golden Apple | Dirt
| width=4 | height=1
}}
| Output = {{CraftingCell
| gm4:Zauber Healing Potion
}} [[File:Possesed_Item.png|48px]]
| Type = Zauber
}}
|{{Crafting
| Input = {{CraftingGrid
| Prismarine Shard | Glass Bottle | Gravel | Oak Log | Netherrack
| width=5 | height=1
}}
| Output = {{CraftingGrid
| gm4:Enchanted Prismarine Shard | gm4:Magic in a Bottle
| width=2 | height=1
}}
| Type = Zauber
| Catalyst = Bottle o' Enchanting
}}
|-
||{{Crafting
| Input = {{CraftingGrid
| Golden Helmet | gm4:Enchanted Prismarine Shard | Blaze Powder | {{Stack|Cobblestone|Count=7}} | Oak Planks
| width=5 | height=1
}}
| Output = {{CraftingCell
| Golden Helmet
}} [[File:Possesed_Item.png|48px]] [[File:Possesed_Item.png|48px]]
| Type = Zauber
}}
|{{Crafting
| Input = {{CraftingGrid
| Potion of Strength | Prismarine Crystals | Golden Apple | Glass Bottle | Spruce Log
| width=5 | height=1
}}
| Output = {{CraftingCell
| gm4:Zauber Strength Potion
}} [[File:Possesed_Item.png|48px]] [[File:Possesed_Item.png|48px]]
| Type = Zauber
}}
|-
|{{Crafting
| Input = {{CraftingGrid
| Prismarine Shard | Sand
| width=2 | height=1
}}
| Output = {{CraftingCell
| gm4:Enchanted Prismarine Shard
}} [[File:Possesed_Item.png|48px]]
| Type = Zauber
| Catalyst = Bottle o' Enchanting
}}
|{{Crafting
| Input = {{CraftingGrid
| Golden Boots | gm4:Enchanted Prismarine Shard | Rabbit's Foot | Glass Bottle | Stone | Granite | Diorite | Andesite | Gravel | Stone Bricks
| width=10 | height=1
}}
| Output = {{CraftingGrid
| Golden Boots | gm4:Magic in a Bottle
| width=2 | height=1
}}
| Type = Zauber
}}
|}
[[File:Zauber-armor.png|thumb|556x556px|A set of Zauber Armor. Usage of mending and unbreaking is highly recommended.]]


[[File:Zauber-armor.png|thumb|556x556px|A set of zauber armor. Usage of mending and unbreaking is highly recommended.]]
==== Armor ====
Zauber Cauldrons can be used to infuse golden armor with certain items, forming "Zauber Armor". This gives the armor an extra effect and boosts its defense. This recipe requires any piece of Golden Armor, an Enchanted Prismarine Shard, and a Modifier Item corresponding to the desired armor effect.


==== Armour ====
The infusion process doesn't destroy enchantments or lore on the armor piece, but can't be done on a piece of armor that's already been converted into Zauber Armor.
Zauber Cauldrons adds it's own set of customize able armor into the game. To craft this armor an Enchanted Prismarine Shard is required.


So called Zauber Armor comes in 4 flavors: Health Boost, Speed Boost, Knockback Resistance and Attack Damage; Armor pieces might be mixed and matched to the user's liking.
Every piece of Zauber Armor also holds a decorative Attribute Called "+25% Magic."


To craft this armor the user needs to drop any piece of golden armor - that isn't already Zauber Armor - alongside with an Enchanted Prismarine Shard and a modifier item into a Zauber Cauldron. This modifier item allows the user to chose from the four favors.
{| class="wikitable"
!Product
!Recipe ([[Zauber_Cauldrons#Creation|Zauber Cauldron]])
!Ingredients
|-
|Zauber Armor Piece
|{{Crafting
| Input = {{CraftingGrid
| Golden Chestplate | Eye of Ender | gm4:Enchanted Prismarine Shard
| width=3 | height=1
}}
| Output = {{CraftingCell
| Golden Chestplate
}}
| Type = Zauber
}}
|Golden Armor Piece + Modifier Item + Enchanted Prismarine Shard
|}
{| class="wikitable"
{| class="wikitable"
|+Armor Modifiers
|+Armor Modifiers
!Modifier
!Modifier
!Result
!Effect
|-
|-
|Glistering Melon Slice
|{{Stack | Glistering Melon Slice | inline=true | size=24}} Glistering Melon Slice
| +4 max Health (2 Hearts)
| +4 Max Health (2 Hearts)
|-
|-
|Blaze Powder
|{{Stack | Blaze Powder | inline=true | size=24}} Blaze Powder
| +35% Attack Damage
| +35% Attack Damage
|-
|-
|Rabbit's Foot
|{{Stack | Rabbit's Foot| inline=true | size=24}} Rabbit's Foot
| +10% Speed
| +10% Speed
|-
|-
|Eye of Ender
|{{Stack | Eye of Ender | inline=true | size=24}} Eye of Ender
| +25% Chance to ignore Knockback
| +0.25 Knockback Resistance
|}
|}
Turning Gold Armor into Zauber Armor also changes the defense values:
Upgrading Golden Armor to Zauber Armor greatly improves its defense rating. A full set of normal Golden Armor gives the player 11 defense points, while a full set of Zauber Armor gives the player 17 defense points. This is about a 55% increase in defense. Additionally, each piece of Zauber Armor has an armor toughness of 3, heavily reducing damage from high-damaging attacks.
{| class="wikitable"
{| class="wikitable"
|+Zauber Armor Defense Values
|+Zauber Armor Defense Values
Line 172: Line 325:
!Armor Toughness Value
!Armor Toughness Value
|-
|-
|Helmet
|{{Stack | Golden Helmet | inline=true | size=24}} Helmet
| +3 Armor
| +3 Armor
| +3 Armor Toughness
| +3 Armor Toughness
|-
|-
|Chestplate
|{{Stack | Golden Chestplate | inline=true | size=24}} Chestplate
| +7 Armor
| +7 Armor
| +3 Armor Toughness
| +3 Armor Toughness
|-
|-
|Leggings
|{{Stack | Golden Leggings | inline=true | size=24}} Leggings
| +5 Armor
| +5 Armor
| +3 Armor Toughness
| +3 Armor Toughness
|-
|-
|Boots
|{{Stack | Golden Boots | inline=true | size=24}} Boots
| +2 Armor
| +2 Armor
| +3 Armor Toughness
| +3 Armor Toughness
Line 192: Line 345:
| +12 Armor Toughness
| +12 Armor Toughness
|}
|}
This totals to +17 Armor Points, which is 3 Points (1.5 Shirts) lower than diamond, however, the high armor toughness accommodates for this.


Every piece of Zauber Armor also holds an Attribute Called "+25% Magic", used by an easter egg.
[[File:Zauber-crystals.png|thumb|389x389px|The four Zauber Crystals: Fire Resistance, Resistance, Speed and Regeneration.]]
 
[[File:Zauber-crystals.png|thumb|389x389px|Crystals act as portable beacons. In total there are four types: Fire Resistance, Resistance, Speed and Regeneration.]]


==== Crystals ====
==== Crystals ====
As an alternative to potions Zauber Cauldrons adds so called Crystals. These hold a potion effect and will never run out of it - quite useful for general survival or trips to dangerous locations.
Crystals are an advanced alternative to potions that provide continual tier II status effects. This recipe requires a Sea Lantern, a Nether Star, and a Protection IV Enchanted Book.
 
Crystals are crafted using Sea Lanterns, Prismarine Crystals and an enchanted book of protection IV; The type of protection specifies the type of crystal.


Crystals are active when in the player's off-hand and require the [[Zauber_Cauldrons#Luck|Luck Effect]]
{| class="wikitable"
{| class="wikitable"
|+Crystal Recipes
|+Crystal Recipes
!Ingredients
!Product
!Result
!Recipe ([[Zauber_Cauldrons#Create|Zauber Cauldron]])
!Effect
! style="width: 35%" | Ingredients
!Effect <!-- Add icons for these effects? -->
|-
|-
|Sea Lantern, Enchanted Book of Projectile Protection IV, Nether Star
|Crystal of Speed
|Crystal of Speed
|{{Crafting
| Input = {{CraftingGrid
| Sea Lantern | Enchanted Book | Nether Star
| width=3 | height=1
}}
| Output = {{CraftingCell
| gm4:Crystal of Speed
}}
| Type = Zauber
}}
|Sea Lantern + Projectile Protection IV Enchanted Book + Nether Star
|Speed II
|Speed II
|-
|-
|Sea Lantern, Enchanted Book of Blast Protection IV, Nether Star
|Crystal of Resistance
|Crystal of Resistance
|{{Crafting
| Input = {{CraftingGrid
| Sea Lantern | Enchanted Book | Nether Star
| width=3 | height=1
}}
| Output = {{CraftingCell
| gm4:Crystal of Resistance
}}
| Type = Zauber
}}
|Sea Lantern + Blast Protection IV Enchanted Book + Nether Star
|Resistance II
|Resistance II
|-
|-
|Sea Lantern, Enchanted Book of Fire Protection IV, Nether Star
|Crystal of Fire Resistance
|Crystal of Fire Resistance
|{{Crafting
| Input = {{CraftingGrid
| Sea Lantern | Enchanted Book | Nether Star
| width=3 | height=1
}}
| Output = {{CraftingCell
| gm4:Crystal of Fire Resistance
}}
| Type = Zauber
}}
|Sea Lantern + Fire Protection IV Enchanted Book + Nether Star
|Fire Resistance II
|Fire Resistance II
|-
|-
|Sea Lantern, Enchanted Book of Protection IV, Nether Star
|Crystal of Regeneration
|Crystal of Regeneration
|{{Crafting
| Input = {{CraftingGrid
| Sea Lantern | Enchanted Book | Nether Star
| width=3 | height=1
}}
| Output = {{CraftingCell
| gm4:Crystal of Regeneration
}}
| Type = Zauber
}}
|Sea Lantern + Protection IV Enchanted Book + Nether Star
|Regeneration II<ref group="note">Even though this is Regeneration II, this is stronger than Regeneration II since the effect is renewed every 14 seconds.</ref>
|Regeneration II<ref group="note">Even though this is Regeneration II, this is stronger than Regeneration II since the effect is renewed every 14 seconds.</ref>
|}
|}
To activate these crystals they must be in the Player's Off-Hand Slot and the Player must have the Luck Status Effect. This Effect may be obtained by any means, however, Zauber provides a way as well.


==== Luck ====
==== Luck ====
Unlike in vanilla, the luck potion effect is a core element to advanced Zauber Cauldron magic. Crystals are only active when the player has the luck effect; luck can also effect fishing loot.
The Luck status effect, required for Zauber [[Zauber Cauldrons#Crystals|Crystals]] to function, can be obtained from a recipe involving "lucky" flowers. This recipe is seed-specific, and will vary from world-to-world, requiring the players to experiment and discover the ingredients themselves.


To obtain the effect the player needs to perform the Luck recipe in a Zauber Cauldron, which depends on the world's seed. On module installation the module randomly groups the 10 types of small vanilla flowers into to categories: "normal" and "poisonous".<ref group="note">On [[Public Server 6|PS6]] the normal flowers are poppies, dandelions, blue orchids, white tulips, red tulips, pink tulips, oxeye daisies, and lilies of the valley. </ref> To obtain the luck effect the player needs to combine all "normal" flowers, no "poisonous" flowers, an Enchanted Prismarine Shard and finally a piece of cut tall grass in a Zauber Cauldron.
Each of the 12 small flowers<ref group="note">Excluding the Wither Rose</ref> will either be "lucky" or "poisonous", and in order for the recipe to grant the luck effect, all the "lucky" flowers must be thrown into a Zauber Cauldron along with an Enchanted Prismarine Shard and, as the last item, a piece of cut Grass. If performed successfully, nearby players will be granted with a permanent Luck effect that lasts until death.


Upon doing so, nearby players will be granted the luck potion effect. This effect will not wear off and can only be voided by death.
{| class="wikitable"
!Product
!Recipe ([[Zauber_Cauldrons#Creation|Zauber Cauldron]])
!Ingredients
|-
|Luck
|{{Crafting
| Input = {{CraftingGrid
| Poppy | gm4:Enchanted Prismarine Shard | Grass
| width=3 | height=1
}}
| Output = {{CraftingCell
| Potion of Luck
}}
| Type = Zauber
}}
|All Lucky Flowers + Enchanted Prismarine Shard + Grass
|}


If the wrong flowers are used, the result depends on whether any of said flowers are poisonous. If none of the flowers are poisonous, nothing will happen, and the reactants will not be consumed. If at least one of the flowers is poisonous, the reactants will be consumed, a poison area effect cloud will be placed on top of the cauldron, and vexes will fly out.
If some of the lucky flowers are missing from the recipe, then nothing will happen and the ingredients can be retrieved. However, if a poisonous flower is added to the recipe, the cauldron will instead emit a poisonous cloud and transform all ingredients into Possessed Items.


These differing results are useful in finding the recipe for your current world. By testing what happens for an individual flower, one can find which flowers are normal and which are poisonous, and then use the recipe with the normal flowers.
By experimenting with each flower individually, one can determine which flowers are lucky and which are poisonous by recording which ones emit poison clouds when added to the recipe. <ref group="note">On [[Public Server 6|PS6]] the lucky flowers are; poppies, dandelions, blue orchids, white tulips, red tulips, pink tulips, oxeye daisies, and lilies of the valley. </ref>


==== Wormhole in a Bottle ====
==== Wormhole in a Bottle ====
Wormholes in a Bottle allows the user to teleport to the location the [[Zauber Cauldrons#Advanced Reactants|Magic in a Bottle]] was caught at - even across dimensions. To create one, 1-64 chorus and popped chorus fruit is needed; the amount of chorus and popped chorus fruit is randomized based on the world seed.<ref group="note">In [[Public Server 6|PS6]] the correct amount of popped chorus fruit is 4. The correct amount of chorus fruit is 35.</ref>
Zauber Cauldrons can be used to create a powerful potion, the "Wormhole in a Bottle", that can teleport the drinker great distances instantly - even across dimensions. This recipe depends on the world-seed, and will be different for every world, encouraging the players to experimentally figure out the details of the ingredients.


'''Guide to: How to create Wormholes in a Bottle'''
This recipe requires an Enchanted Prismarine Shard, Magic in a Bottle, and some quantity of both Chorus Fruit and Popped Chorus Fruit. The destination of the wormhole will match the location where the vexes contained within the [[Zauber Cauldrons#Extraneous Ingredients|Magic in a Bottle]] were caught. The precise quantity of the Chorus and Popped Chorus Fruit changes from world-to-world, but will be between 1 and 64 for each. <ref group="note">In [[Public Server 6|PS6]] the precise amount of popped chorus fruit is 4. The correct amount of chorus fruit is 35.</ref>
 
{| class="wikitable"
Wormholes in a Bottle allows the player to teleport to the location where the Magic in a Bottle was caught at (even across dimensions).
!Product
 
!Recipe ([[Zauber_Cauldrons#Creation|Zauber Cauldron]])
To create a Wormhole in a Bottle (in PSVI) you'll need:
!Ingredients
 
|-
- 1x Enchanted Prismarine Shard
|Wormhole in a Bottle
 
|{{Crafting
- 1x Magic in a Bottle
| Input = {{CraftingGrid
 
| gm4:Enchanted Prismarine Shard | Popped Chorus Fruit | Chorus Fruit | gm4:Magic in a Bottle
- 35x Chorus Fruit
| width=4 | height=1
 
}}
- 4x Popped Chorus Fruit
| Output = {{CraftingCell
 
| gm4:Wormhole in a Bottle
The amounts of Chorus and Popped Fruit will vary 1 to 64 depending on the world seed.
}}
 
| Type = Zauber
On PSVI: 35 Chorus Fruit and 4 Popped as mentioned before.
}}
 
|Enchanted Prismarine Shard + Popped Chorus Fruit + Chorus Fruit + Magic in a Bottle
'''Creation of the Zauber Cauldron:'''
|}
 
To create a Zauber Cauldron, you'll need to place the following blocks from top to bottom.
 
- Cauldron (filled with water)
 
- Fire
 
- Netherrack
 
To activate the Zauber Cauldron, you'll have to stand near the Cauldron while holding an enchanted book.


To create 3-sip wormholes, you'll have to add an extra block of Soul Sand under the Netherrack. In 1.16 version of minecraft, you'll have to do Soul Fire instead of Fire to get this same effect according to misode.
Wormholes explode when the drinker reaches their destination, damaging surrounding blocks but not harming the player. This explosion can be contained if the destination is within a Zauber Cauldron. In practice this means the cauldron used to create the Magic in a Bottle shouldn't be removed without blast-proofing the surrounding area.


'''Creation of the Enchanted Prismarine Shard:'''
If too few Chorus or Popped Chorus are used in the recipe, the resulting Wormhole will be "blurry", teleporting the player to random nearby location. Since this new location will likely not be inside a Zauber Cauldron, consuming the potion will usually cause an explosion at the destination.


To create an Enchanted Prismarine Shard, you'll have to drop a Prismarine Shard into the Zauber Cauldron while carrying 30 XP Levels (the levels will be consumed).
If too many Chorus or Popped Chorus are used, the excess fruit will transform into Possessed Items which will attack the player. The Wormhole will be perfectly precise however, without any randomness in its destination.


To create Magic in a Bottle while doing the previous recipe, add to it 3 bulk items that don't stack in between them and a glass bottle.
The precise amount of Chorus Fruit, the quantities that will neither create a blurry wormhole nor summon vexes, can be determined via experimentation and testing. One common experimental method involves counting the number of Possessed Items that are summoned, which is the number of excess Chorus Fruit that was used, and reducing the input number of fruit by that quantity until a precise Wormhole is produced.
[[File:Blue Fire.svg|thumb|Placeholder Image for a Zauber Cauldron heated by Soul Fire]]


You can always get Magic in a Bottle by doing any Zauber recipe and adding 3 bulk items and a glass bottle.
=== Soul Fire<ref group="note">Upcoming 1.16</ref> ===
 
Heating a Zauber Cauldron with Soul Fire instead of ordinary Fire will alter the nature of any potion created by the cauldron, allowing a single bottle to be consumed multiple times. These "Ghostly" potions contain 3 doses of whatever their effect is.<ref group="note">Until 1.16 on PS6, "Ghostly" potions can be obtained by placing Soul Sand 3 blocks below a Zauber Cauldron</ref>
This guide was written by DroDo_ in a book at spawn and copied over by Jackohhh.
 
{| class="wikitable"
|+Wormhole in a Bottle
!Ingredients
!Result
!Side Effects
|-
|Enchanted Prismarine Shard, Magic in a Bottle, 1 to 64 chorus fruit, 1 to 64 popped chorus fruit
|Wormhole in a Bottle
|
|}


=== Advancements ===
=== Advancements ===
Line 316: Line 501:
|Just like the Rabbits!
|Just like the Rabbits!
|Use a Wormhole in a Bottle
|Use a Wormhole in a Bottle
|-
|Clean Plate Club
|Take the third sip out a single bottle
|Drink the last dose of a Ghostly potion
|}
|}


=== Technical Summary ===
== Technical Details ==
Zauber Cauldrons uses Raycasting to ensure items in a Zauber cauldron can not be picked up.
 
==== Potion Clouds ====
The wither cloud produced from a Regeneration IV potion is 1.8 blocks in radius, and will slowly shrink to nothing in 7.5 minutes. It inflicts a Wither 6 for 64 seconds and Instant Damage 2 every 2 seconds. Each dose consumes 0.01 of the clouds radius, meaning 180 entities would need to enter the cloud to fully consume it before it dissipates.


The death cloud produced from a Healing IV potion is 2.1 blocks in radius, and shrinks to nothing over the course of 3.5 minutes. It inflicts Instant Damage 9 for 2 seconds, or 54 health (27 hearts) of damage every tick for 40 ticks. To survive the effect the player would require 1080 hearts in total. The cloud has 3 doses of potion, meaning it can kill 3 mobs before dissipating.
The healing cloud produced from a Harming IV potion is 1.25 blocks in radius, and does not shrink. It grants Instant Healing 3 (6 hearts) every second, and has 14 doses of potion, after which the cloud disappears. <!-- These heart values may be wrong. The MC wiki says the effect is exponential by level, which I don't remember to be correct -->
==== Crafting Optimizations ====
Crafting checks are ran in stages to minimize passive lag:
Crafting checks are ran in stages to minimize passive lag:


Line 327: Line 523:
Once the module has found a Zauber Cauldron that's ready for crafting checks, the module checks for so called "identifier Items". These are items that are unique to a recipe category, e.g. prismarine crystals for the Category "potions". Once such an item is found the module will start to go through all the entries for a recipe Category. These are specified within the <category folder/<category name>.mcfunction, E.g. Potions/Zauber_Potions.mcfuntion. At this point the function checks for a second order identifier item, e.g. a speed potion, which is again unique within the category. Once that is found a function unique for the actual recipe checks for all the items that all recipes of the category have in common (e.g. golden apples for potion recipes) and then summons the output item.  
Once the module has found a Zauber Cauldron that's ready for crafting checks, the module checks for so called "identifier Items". These are items that are unique to a recipe category, e.g. prismarine crystals for the Category "potions". Once such an item is found the module will start to go through all the entries for a recipe Category. These are specified within the <category folder/<category name>.mcfunction, E.g. Potions/Zauber_Potions.mcfuntion. At this point the function checks for a second order identifier item, e.g. a speed potion, which is again unique within the category. Once that is found a function unique for the actual recipe checks for all the items that all recipes of the category have in common (e.g. golden apples for potion recipes) and then summons the output item.  


EDITORS NOTE : Moving Cauldrons
==== Wormhole Blurriness ====
A blurry wormhole shifts the destination coordinates by adding random numbers to each coordinate. Typically, the coordinates remain within 12 blocks of the original cauldron coordinates, but in theory could be shifted as far 99 blocks in any given direction.


== Learn More and Download ==
== Learn More and Download ==
Line 365: Line 562:
|Zauber Cauldrons was installed on [[Public Server 6]]
|Zauber Cauldrons was installed on [[Public Server 6]]
|-
|-
| rowspan="3" |1.15
| rowspan="3" |1.15<ref group="note">Development Version preparing for 1.16 features.</ref>
| rowspan="3" |24 Apr 2020
| rowspan="3" |24 Apr 2020
|Installed a preview of the upcoming 1.16 update on [[Public Server 6]]
|Installed a preview of the upcoming 1.16 update on [[Public Server 6]]
Line 377: Line 574:


=== MC 1.11-1.12 Versions ===
=== MC 1.11-1.12 Versions ===
The MC 1.11-1.12 versions did not have advancements.
Many of this modules features have been added and changed over time. Prior to 1.13, the module did not have Wormholes, Magic in a Bottle, Possessed Items, or Soul Potions. The Luck Recipe required the player to be wearing full Zauber Armor, and did not change with the world seed. Instead, the duration of the luck effect depended on the number of flowers thrown into the cauldron. With all 10 flowers, the luck would last 100 minutes. Crystals would also function from anywhere in the players inventory.{{Citation needed|reason=Information retrieved based on memory}}
 
Pre-1.13 versions of Zauber Cauldrons employed an additional step in the one-click installation where the user needed to click a sign. This was used as part of a workaround to get the section sign into certain command blocks, allowing for lore to be formatted and colored to appear as if it were potion effect information and attributes.
 
There also existed an additional version of Zauber Cauldrons exclusive to the Hermitcraft GM4 server, which contained features such as Haste Potions, Blood Moons, and a series of Magic Swords.


{{Notes}}
{{Notes}}

Revision as of 08:11, 24 May 2020


This module adds a wide range of features to Minecraft's cauldrons, ranging all the way from tier IV potions to magical gear and drinkable wormholes. Zauber Cauldrons acts as a complete package and adds a whole new branch of magic to your game!

Zauber Cauldrons

Module TypeStand Alone
Created byBloo
Last Updated byBloo
Complementary ModulesZauber Liquids
Compatible MC Versions1.15

Features

Zauber Cauldrons are an expansion to the game's magic system, allowing the creation of stronger potions, magical armor, effect granting crystals, and bottled wormholes. Several features in this module are dependent on the world seed, changing recipes and encouraging players to experimentally discover exactly how to use the most powerful mechanics.

Creation

A Zauber Cauldron with some steam coming off of it.

A Zauber Cauldron is created by "bespelling a boiling cauldron by reading out of a spell book". Any water-filled cauldron with fire below it can be used, and any enchanted book will suffice. To "read" from the spell book, simply hold the enchanted book and stand next to the cauldron. The cauldron will begin to give off steam, indicating the newly formed Zauber Cauldron is ready for use.

A player creating a Zauber Cauldron

Recipes

All Zauber Cauldron recipes are performed by dropping items into the cauldron. Once the proper ingredients are inside, the resulting item will form, consuming the ingredients and some water. To assist in the process, a player looking at a Zauber Cauldron will be unable to pick up items inside the cauldron until they look away.

Potions

All craftable tier IV potions.

Zauber Cauldrons can be used to strengthen any Tier II potion into a Tier IV potion. This recipe requires Prismarine Crystals, a Golden Apple, and a Tier II Potion.

Be cautious when performing these recipes. They all have a side effect, either to the recipe process or to the effects of the potion.

Potion Recipes
Product Recipe (Zauber Cauldron) Ingredients Side Effects
Potion of Strength IV (1:30)
Potion of Strength II + Golden Apple + Prismarine Crystals Ignites the area around the cauldron
Potion of Regeneration IV (0:22)
Potion of Regeneration II + Golden Apple + Prismarine Crystals Potion gains Speed III (0:16)

Emits a lingering wither cloud

Potion of Swiftness IV (3:20)
Potion of Swiftness II + Golden Apple + Prismarine Crystals Potion gains Weakness IV (6:00)
Potion of Healing IV
Potion of Healing II + Golden Apple + Prismarine Crystals Potion gains Nausea (0:08)

Emits a lingering death cloud

Potion of Poison IV (0:32)
Potion of Poison II + Golden Apple + Prismarine Crystals Summons cave spiders and cobwebs
Potion of Leaping IV (1:30)
Potion of Leaping II + Golden Apple + Prismarine Crystals Summons a Killer Rabbit
Potion of Harming IV
Potion of Harming II + Golden Apple + Prismarine Crystals Emits a lingering healing cloud
none
Any Splash or Lingering Potion + Golden Apple + Prismarine Crystals The Zauber Cauldron explodes

Advanced Reactants

Many advanced Zauber Cauldron recipes use "Enchanted Prismarine Shards" as an ingredient. Enchanting a Prismarine Shard requires 30 levels of experience.

Product Recipe (Zauber Cauldron) Ingredients Side Effects
Enchanted Prismarine Shard
Prismarine Shard Consumes 30 XP Levels off of the closest Player

Extraneous Ingredients

If any unneeded ingredients are added to a Zauber Cauldron during a crafting process, they will be transformed into "Possessed Items" — weaponless Vexes that pester the player before dying a few seconds later. Each excess item entity in the cauldron transforms into a single Possessed Item.

Possessed Items can be caught and stored by adding a glass bottle to the Zauber Cauldron, forming "Magic in a Bottle". These bottles are only stable if they contain a multiple of three Possessed Items, and will immediately shatter and release the Vexes contained within if this condition is not met. Otherwise stable Bottles of Magic also become unstable if they are left on the ground for too long, releasing the contained Vexes.

Product Recipe (Zauber Cauldron) Ingredients
Possessed Item


Any Recipe + Excess Items
Magic in a Bottle
Any Recipe + Glass Bottle + Excess Items[note 1]
Example Recipes involving Possessed Items
7
A set of Zauber Armor. Usage of mending and unbreaking is highly recommended.

Armor

Zauber Cauldrons can be used to infuse golden armor with certain items, forming "Zauber Armor". This gives the armor an extra effect and boosts its defense. This recipe requires any piece of Golden Armor, an Enchanted Prismarine Shard, and a Modifier Item corresponding to the desired armor effect.

The infusion process doesn't destroy enchantments or lore on the armor piece, but can't be done on a piece of armor that's already been converted into Zauber Armor.

Every piece of Zauber Armor also holds a decorative Attribute Called "+25% Magic."

Product Recipe (Zauber Cauldron) Ingredients
Zauber Armor Piece
Golden Armor Piece + Modifier Item + Enchanted Prismarine Shard
Armor Modifiers
Modifier Effect
Glistering Melon Slice +4 Max Health (2 Hearts)
Blaze Powder +35% Attack Damage
Rabbit's Foot +10% Speed
Eye of Ender +0.25 Knockback Resistance

Upgrading Golden Armor to Zauber Armor greatly improves its defense rating. A full set of normal Golden Armor gives the player 11 defense points, while a full set of Zauber Armor gives the player 17 defense points. This is about a 55% increase in defense. Additionally, each piece of Zauber Armor has an armor toughness of 3, heavily reducing damage from high-damaging attacks.

Zauber Armor Defense Values
Armor Piece Armor Value Armor Toughness Value
Helmet +3 Armor +3 Armor Toughness
Chestplate +7 Armor +3 Armor Toughness
Leggings +5 Armor +3 Armor Toughness
Boots +2 Armor +3 Armor Toughness
Full Set +17 Armor +12 Armor Toughness
The four Zauber Crystals: Fire Resistance, Resistance, Speed and Regeneration.

Crystals

Crystals are an advanced alternative to potions that provide continual tier II status effects. This recipe requires a Sea Lantern, a Nether Star, and a Protection IV Enchanted Book.

Crystals are active when in the player's off-hand and require the Luck Effect

Crystal Recipes
Product Recipe (Zauber Cauldron) Ingredients Effect
Crystal of Speed
Sea Lantern + Projectile Protection IV Enchanted Book + Nether Star Speed II
Crystal of Resistance
Sea Lantern + Blast Protection IV Enchanted Book + Nether Star Resistance II
Crystal of Fire Resistance
Sea Lantern + Fire Protection IV Enchanted Book + Nether Star Fire Resistance II
Crystal of Regeneration
Sea Lantern + Protection IV Enchanted Book + Nether Star Regeneration II[note 2]

Luck

The Luck status effect, required for Zauber Crystals to function, can be obtained from a recipe involving "lucky" flowers. This recipe is seed-specific, and will vary from world-to-world, requiring the players to experiment and discover the ingredients themselves.

Each of the 12 small flowers[note 3] will either be "lucky" or "poisonous", and in order for the recipe to grant the luck effect, all the "lucky" flowers must be thrown into a Zauber Cauldron along with an Enchanted Prismarine Shard and, as the last item, a piece of cut Grass. If performed successfully, nearby players will be granted with a permanent Luck effect that lasts until death.

Product Recipe (Zauber Cauldron) Ingredients
Luck
All Lucky Flowers + Enchanted Prismarine Shard + Grass

If some of the lucky flowers are missing from the recipe, then nothing will happen and the ingredients can be retrieved. However, if a poisonous flower is added to the recipe, the cauldron will instead emit a poisonous cloud and transform all ingredients into Possessed Items.

By experimenting with each flower individually, one can determine which flowers are lucky and which are poisonous by recording which ones emit poison clouds when added to the recipe. [note 4]

Wormhole in a Bottle

Zauber Cauldrons can be used to create a powerful potion, the "Wormhole in a Bottle", that can teleport the drinker great distances instantly - even across dimensions. This recipe depends on the world-seed, and will be different for every world, encouraging the players to experimentally figure out the details of the ingredients.

This recipe requires an Enchanted Prismarine Shard, Magic in a Bottle, and some quantity of both Chorus Fruit and Popped Chorus Fruit. The destination of the wormhole will match the location where the vexes contained within the Magic in a Bottle were caught. The precise quantity of the Chorus and Popped Chorus Fruit changes from world-to-world, but will be between 1 and 64 for each. [note 5]

Product Recipe (Zauber Cauldron) Ingredients
Wormhole in a Bottle
Enchanted Prismarine Shard + Popped Chorus Fruit + Chorus Fruit + Magic in a Bottle

Wormholes explode when the drinker reaches their destination, damaging surrounding blocks but not harming the player. This explosion can be contained if the destination is within a Zauber Cauldron. In practice this means the cauldron used to create the Magic in a Bottle shouldn't be removed without blast-proofing the surrounding area.

If too few Chorus or Popped Chorus are used in the recipe, the resulting Wormhole will be "blurry", teleporting the player to random nearby location. Since this new location will likely not be inside a Zauber Cauldron, consuming the potion will usually cause an explosion at the destination.

If too many Chorus or Popped Chorus are used, the excess fruit will transform into Possessed Items which will attack the player. The Wormhole will be perfectly precise however, without any randomness in its destination.

The precise amount of Chorus Fruit, the quantities that will neither create a blurry wormhole nor summon vexes, can be determined via experimentation and testing. One common experimental method involves counting the number of Possessed Items that are summoned, which is the number of excess Chorus Fruit that was used, and reducing the input number of fruit by that quantity until a precise Wormhole is produced.

Placeholder Image for a Zauber Cauldron heated by Soul Fire

Soul Fire[note 6]

Heating a Zauber Cauldron with Soul Fire instead of ordinary Fire will alter the nature of any potion created by the cauldron, allowing a single bottle to be consumed multiple times. These "Ghostly" potions contain 3 doses of whatever their effect is.[note 7]

Advancements

Advancement Description Requirement
Potion Chef Create a Zauber Cauldron Hold an enchanted book and look at a zauber cauldron
Underated Materials Suit up with a full suit of Zauber Armor. Equip zauber armour in all 4 armour slots
Soup Kitchen Magician Where did my lunch go? Stand near a rabbit when it teleports in a zauber cauldron
Questionable Ingredients Just like the Rabbits! Use a Wormhole in a Bottle
Clean Plate Club Take the third sip out a single bottle Drink the last dose of a Ghostly potion

Technical Details

Potion Clouds

The wither cloud produced from a Regeneration IV potion is 1.8 blocks in radius, and will slowly shrink to nothing in 7.5 minutes. It inflicts a Wither 6 for 64 seconds and Instant Damage 2 every 2 seconds. Each dose consumes 0.01 of the clouds radius, meaning 180 entities would need to enter the cloud to fully consume it before it dissipates.

The death cloud produced from a Healing IV potion is 2.1 blocks in radius, and shrinks to nothing over the course of 3.5 minutes. It inflicts Instant Damage 9 for 2 seconds, or 54 health (27 hearts) of damage every tick for 40 ticks. To survive the effect the player would require 1080 hearts in total. The cloud has 3 doses of potion, meaning it can kill 3 mobs before dissipating.

The healing cloud produced from a Harming IV potion is 1.25 blocks in radius, and does not shrink. It grants Instant Healing 3 (6 hearts) every second, and has 14 doses of potion, after which the cloud disappears.

Crafting Optimizations

Crafting checks are ran in stages to minimize passive lag:

First off, only Cauldrons with a valid structure - meaning a fire block beneath and water - are considered valid for crafting checks.

Once the module has found a Zauber Cauldron that's ready for crafting checks, the module checks for so called "identifier Items". These are items that are unique to a recipe category, e.g. prismarine crystals for the Category "potions". Once such an item is found the module will start to go through all the entries for a recipe Category. These are specified within the <category folder/<category name>.mcfunction, E.g. Potions/Zauber_Potions.mcfuntion. At this point the function checks for a second order identifier item, e.g. a speed potion, which is again unique within the category. Once that is found a function unique for the actual recipe checks for all the items that all recipes of the category have in common (e.g. golden apples for potion recipes) and then summons the output item.

Wormhole Blurriness

A blurry wormhole shifts the destination coordinates by adding random numbers to each coordinate. Typically, the coordinates remain within 12 blocks of the original cauldron coordinates, but in theory could be shifted as far 99 blocks in any given direction.

Learn More and Download

Watch on YouTube Download

History

Version Date Change
1.11 19 Dec 2016 Released Zauber Cauldrons
1.12 10 Jun 2017 Updated for 1.12 command format
1.13 19 Nov 2018 Updated for 1.13
Added "Potion Chef," "Underated Materials," and "Soup Kitchen Magician" advancements.
24 Dec 2018

Vexmas Update

Added Magic in a Bottle and Wormhole in a Bottle
Added "Questionable Ingredients" advancement.
Converted Item Names to json and fixed selectors.
1.15 8 Apr 2020 Zauber Cauldrons was installed on Public Server 6
1.15[note 8] 24 Apr 2020 Installed a preview of the upcoming 1.16 update on Public Server 6
Added multi use potions and wormholes
Added "Clean Plate Club" advancement

Previous Versions

MC 1.11-1.12 Versions

Many of this modules features have been added and changed over time. Prior to 1.13, the module did not have Wormholes, Magic in a Bottle, Possessed Items, or Soul Potions. The Luck Recipe required the player to be wearing full Zauber Armor, and did not change with the world seed. Instead, the duration of the luck effect depended on the number of flowers thrown into the cauldron. With all 10 flowers, the luck would last 100 minutes. Crystals would also function from anywhere in the players inventory.Template:Fix/category[citation needed]

Pre-1.13 versions of Zauber Cauldrons employed an additional step in the one-click installation where the user needed to click a sign. This was used as part of a workaround to get the section sign into certain command blocks, allowing for lore to be formatted and colored to appear as if it were potion effect information and attributes.

There also existed an additional version of Zauber Cauldrons exclusive to the Hermitcraft GM4 server, which contained features such as Haste Potions, Blood Moons, and a series of Magic Swords.

Notes

  1. Must be a multiple of 3
  2. Even though this is Regeneration II, this is stronger than Regeneration II since the effect is renewed every 14 seconds.
  3. Excluding the Wither Rose
  4. On PS6 the lucky flowers are; poppies, dandelions, blue orchids, white tulips, red tulips, pink tulips, oxeye daisies, and lilies of the valley.
  5. In PS6 the precise amount of popped chorus fruit is 4. The correct amount of chorus fruit is 35.
  6. Upcoming 1.16
  7. Until 1.16 on PS6, "Ghostly" potions can be obtained by placing Soul Sand 3 blocks below a Zauber Cauldron
  8. Development Version preparing for 1.16 features.