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To use these, place the flask, the catalyst, and the active ingredient whose effect you want to enhance in the alchemic chemistry set. A power catalyst will increase the concentration of the potion (shortening the duration in the process), and the lengthening catalyst will increase the duration of the potion vastly. By finding (or creating, see next section) a special catalyst, you can increase the effectiveness of the potions' various effects. For example, Standard Binding Agent works 100% for the first effect, but only 65% if you try to add a second effect, 42% for the 3rd, etc. Unfortunately, the different binding agents have different success rates of the potion actually being brewed. In fact, you could theoretically add EVERY single potion effect to one potion flask. You can even add additional effects to potions that already have one just by putting the flask back in with another binding agent and active ingredient. When you place a binding agent, potion flask, and active ingredient in the alchemic chemistry set, it will start mixing the concoctions together and the effect will be added to the potion. See Potion Flask for a list of active ingredients. Tinker around a bit by using different items until you find one that gives a good effect! Here are a few ingredients, to point you in the right direction. If you're already familiar with ordinary potion brewing, some of the ingredients will be easy to determine, but others may need a bit of thinking about. Potions could have a wide variety of effects, each of which corresponds to a particular ingredient.
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The active ingredient is the most important part of the potion because it determines what effect the potion will have. To start with the potion brewing, you need a potion flask, as well as a Weak Binding Agent and an active ingredient. Alternatively, you can completely reset the flask, erasing its effects and restoring its uses by placing it in the crafting grid and adding netherwart, redstone, and glowstone. This flask has 8 total uses - if your potion is empty, you can refill it by placing it in the alchemic chemistry set with a Weak Filling Agent.
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Potion brewing requires the player go acquire a Potion Flask, which you can get either through dungeon loot or by creating it by transmuting a glass bottle in a 2nd tier altar. The lower-right slot is where a blood orb needs to be placed for recipes that require blood as a catalyst (some recipes need certain orbs or higher), the center slot is the output, and the five slots around it are the ingredient slots. I am aware that there are alternative ways to get 3x ore processing (I have a smeltery in the background of the pictures, that does 3x ores in FTB HermitPack), but I want to get this done with a setup that works quickly and is easy to automate.Blood alchemy requires an Alchemic Chemistry Set, which has several slots. What am I doing wrong, and what can I do to fix my machine? So, out of my entire setup, my issue is that I can't get the oxygen from the separator into the pipe. Here is the node:(directly behind the separator) If it matters, I'm not loading the Electrolytic Separator with mekanism pipes I'm loading it with an ExtraUtils2 Fluid Transfer Node. This factory should accept oxygen, but none is going in. The pipe connects to the top of an elite purifying factory. The separator doesn't have colored tanks, but regardless of which side I connect the pressurized tube to (I've tried every side), it doesn't actually give oxygen to the pipe, which is stopping my processing from working. Now, I know that might not be enough to tell what's going wrong, so here's how everything is connected: Here is a screenshot of the separator GUI:Īs you can see, the separator has enough water and power, and enough oxygen (The yellow stuff) to fill the pipe.
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I can't get any oxygen to come out of the separator, even though the pipe visually connects. I'm trying to set up a 3x ore processing system in the FTB-Hermit-Pack.On the wiki, the electrolytic separator is said to have two differently colored tanks on each side, but the new textures for mekanism 1.10 take away the colors, so I am unsure if I'm even setting this up right.
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