Features
The headline systems, specified in design/SPEC.md. Distillation is implemented against that spec.
Brew by Discovery
The stand teaches its own recipes — no wiki required.
Hold an ingredient over the stand's ingredient slot and the vapor clouds with a color hint of what it would become; once you know a recipe, the hint names the output outright. A failed combination still bottles: a Murky Draught whose tooltip names one ingredient that would have worked with that base — a failure that teaches. Every successful brew you take from the stand is written permanently into your recipes page, right in the brewing screen, with a running count that gilds when you have learned them all.
Discovery is per player and survives death and relog, but knowledge can travel: copy any recipe you've learned onto paper from the recipes page — a tradeable, giftable Recipe Note to sell, gift, or leave in a chest. Its tooltip reads input + ingredient → output; the reader still brews it once at a stand to learn it, so a note points the way without ever handing out a recipe for free.
Recipe viewers (EMI/REI/JEI) show only what you've discovered by default, so they never spoil what the stand wants to teach — a server can open them up, or start everyone fully unlocked. Seven advancements branch off vanilla's Local Brewery to mark the milestones: your first Murky Draught, ten recipes learned, all the missing brews, a six-bottle batch, a surgical cure, a premium potion, and the full graph discovered.
The Missing Brews
Every vanilla effect that shipped without a recipe becomes brewable.
| Effect | Recipe | Base | + Redstone | + Glowstone |
|---|---|---|---|---|
| Resistance | Awkward + Shulker Shell | 3:00 | 8:00 | II · 1:30 |
| Haste | Potion of Swiftness + Honey Bottle | 8:00 | 20:00 | II · 4:00 |
| Absorption | Awkward + Golden Apple | 3:00 | 8:00 | II · 1:30 |
| Luck | Awkward + Nautilus Shell | 8:00 | 20:00 | — |
| Glowing | Awkward + Glow Ink Sac | 3:00 | 8:00 | — |
| Levitation | Awkward + Chorus Fruit | 0:30 | 1:00 | — |
| Health Boost | Awkward + Pumpkin Pie | 3:00 | 8:00 | II · 1:30 |
Haste routes through Swiftness deliberately — honey over a sugar brew. Levitation stays deliberately short, a novelty rather than a weapon. Fermented spider eye completes the inversion table, corrupting each effect into its opposite — Haste into Mining Fatigue, Luck into Bad Luck, Strength into Weakness, Regeneration into Poison, Glowing into Invisibility, Slow Falling into Levitation. It runs one way, so an effect with no opposite (or one already reached by corruption) takes no edge and gives no vapor hint. Every line takes gunpowder and dragon's breath as usual.
Batch Brewing
Recipes you have discovered scale past three bottles.
Set your brewing stand on a water cauldron heated from below — a lit campfire or soul campfire, fire or soul fire, a lava source, or a magma block — and the stand's screen grows a second row of three bottle slots. Brewing a recipe from your recipes page fills all six bottles in one pass, consuming 3 ingredients (against 2 for two normal passes — the 1.5× cost), 2 fuel charges, and 1 water level from the cauldron.
The shortcut is earned: bottles whose recipe you haven't discovered are skipped untouched, hoppers can neither see nor fill the batch row, and an automated stand never batch-brews. Jade and WTHIT read the rig at a glance — brew progress, water level and heat, and the batch owner on the stand, a batch-rig line on the cauldron below.
For redstone builders, a comparator against any stand reads its brew state rather than raw fullness: 0 when idle and empty, a low band while a cycle runs (the value is the bottle count, up to six on a rigged batch), and a high band once the bottles are done — so a lamp or bell can fire the moment a pass finishes. It replaces vanilla's container-fullness signal, and switches off back to that signal.
Honest Durations & Draughts
Durations sized to how people actually play, and potions drinkable in halves.
Utility potions stop expiring in transit: Fire Resistance, Water Breathing, Night Vision, and Invisibility base at 8:00 instead of 3:00 (20:00 extended), and Slow Falling at 4:00. Combat potions — Strength, Swiftness, Poison, and the rest — keep their short vanilla timers.
Sneak-drink any duration potion to sip half: 4:00 of an 8:00 potion now, and the bottle stays in your hand as a stoppered half for later. Drinking the half returns the glass bottle as usual — and a half goes down in half the time (~0.8s), a quick swallow you can afford mid-fight where a full bottle would cost you the exchange.
And re-drinking a brew that is still running tops up the timer instead of resetting it — the fresh dose is added to what is left, up to twice the base duration — so a bottle drunk a few seconds early is not wasted. A sip tops up by half a dose against the same cap; a stronger dose still follows vanilla's merge. Turn it off with enableTopUpDrinking.
Antidotes
Surgical cures, each brewed from a fitting reagent.
| Antidote | Brewed from (Thick +) | Cures |
|---|---|---|
| Poison Antidote | Fermented Spider Eye | Poison |
| Wither Antidote | Wither Rose | Wither |
| Mining Fatigue Antidote | Prismarine Crystals | Mining Fatigue |
| Blindness Antidote | Ink Sac | Blindness |
| Darkness Antidote | Echo Shard | Darkness |
| Levitation Antidote | Popped Chorus Fruit | Levitation |
| Slowness Antidote | Sugar | Slowness |
| Weakness Antidote | Blaze Powder | Weakness |
Each strips exactly one effect and nothing else — your 8-minute buffs stay. Milk is untouched and still clears everything. Antidotes throw as splash and lingering, so a cleansing cloud is a real support play. Slowness and Weakness brew from the reagent that makes their opposite — sugar for swiftness, blaze powder for strength.
Lingering Worth Throwing
Splash and lingering potions rebalanced as support tools.
Lingering clouds last 60 seconds instead of 30 and open at a 4½-block radius instead of 3. A splash potion applies a flat 87.5% of the drinkable duration to every entity it hits — no distance falloff on how long the effect lasts. Throw a cloud where the fight is and it is still working when the second wave arrives — a dedicated brewer becomes a viable support role.
And a beneficial splash or cloud you throw is attuned to your side: it buffs only players and their pets, never the hostiles standing in it. A Strength cloud over your melee friend holds the line for him, not for the zombies on top of him. Harmful potions stay indiscriminate grenades, and a Harming or Instant-Health splash still works on anyone — attunement withholds only the lasting buffs, only from things that are not your allies. Turn it off with enableAttunedSplash for vanilla targeting.
Tipped Arrows Worth Fletching
Tipped arrows craftable at survival prices, not gated behind dragon's breath.
Right-click a water cauldron with a potion you have discovered to charge it with that brew, then dip a stack of arrows to tip eight at a time — each dip spends one water level, so a full cauldron tips two dozen before running dry. Only drinkable potions charge; vanilla's lingering-potion recipe still works untouched. Arrows of Slowness or Poison become part of the brewing you already do, and an undiscovered brew still pays vanilla's dragon's-breath price.
The Flask
A copper-and-glass vessel that carries a brew in bulk.
Potions don't stack, so a raid loadout is rows of single bottles — and batch brewing makes the pile bigger, not lighter. The flask, crafted from copper and glass, holds three doses of one discovered brew in a single slot and refills forever. Pour bottles into it — each bottle one dose, the empty glass handed back — or fill one straight from a batch pass, alongside its six bottles, in one go.
Drink a dose at a time, a normal swallow that tops up like any bottle; sneak to sip a half, composing with draughts. It holds one brew at a time — never a mixed-dose bag — and a Murky Draught never enters one. Discovery-gated like batch brewing: the shortcut is earned. Turn it off with enableFlask and an existing filled flask still drinks; you just can't fill new ones.
Part of Concord
Distillation is one of eight independent overhauls in the Concord collection. Install any, combine all — each stands alone, and with none of the others installed nothing here is missing.
- Meridian — Chart your enchantments.
- Mercantile — Every villager remembers.
- Tribulation — Survive what comes next.
- Prosperity — Every chest, yours to discover.
- Respite — Make the night count.
- Cultivation — Worth growing.
- Instinct — Worth raising.