Effects & Potions
Overview
ReInDev replaces vanilla's brewing stand with a system built around the Cauldron, elemental Charges, and a roster of 23 registered status effects (defined in Effects.initEffects). Every effect is stored on an entity as a Potion record holding an effect ID, a remaining duration in ticks (20 ticks = 1 second), and a level byte. Throughout the game the practical strength of an effect is level + 1, so the byte 0 is the weakest tier. The maxEffectLevel gamerule (default 128) caps how high a level can be applied; effects above the cap are clamped on join.
The Status Effects
Effects fall into instant-tick effects (which damage or heal on a timer) and passive modifiers (which alter movement, mining, combat, or defense every tick they are present).
| Effect | What it does (from source) |
|---|---|
| Swiftness (Speed) | Reduces ground friction (faster acceleration) and multiplies air movement by 1.5^(level+1). |
| Slowness | Adds 0.25·(level+1) to friction, slowing you down. |
| Jump Boost | Adds 0.2·(level+1) to jump velocity; also slightly dampens the speed-jump bonus. |
| Haste | Block-breaking strength ×2·(level+1); also lowers attack swing steps. |
| Mining Fatigue | Block-breaking strength ÷2·(level+1); raises attack swing steps. Counters Haste. |
| Strength / Weakness | Add / subtract level from melee damage dealt. |
| Resistance / Fragility | Reduce / increase incoming damage by 20%·(level+1). |
| Regeneration | Heals 1 health every (20−level) ticks. |
| Poison | Deals 1 damage every (20−level) ticks, but never below minimum health + 1. |
| Wither | Deals 1 damage every (20−level) ticks with no health floor — it can kill. |
| Fire Resistance | Grants immunity to fire/burning. |
| Breathing | Lets you breathe underwater (no drowning, no bubble loss). |
| Acid Resistance | Nullifies acid-block damage. |
| Flight | Enables creative-style flight; mining while airborne is ÷5. |
| Slipperiness | Makes the ground extremely slick (friction 1−0.05^(level+1)). |
| Infected | Applied (with Poison) by standing on Spurspore. |
| "you smell : )" (Stinky) | Hidden effect from eating raw/bad fish. |
Unique ReInDev effects
- Construction ("Building") — extends block reach distance to 5 + (level+1) blocks, for large builds.
- Adrenaline — raises your sprint stamina (max sprint distance scales with health and +5·level seconds) and regenerates sprint faster. Counters Langour.
- Langour — the opposite: shrinks your sprint pool, throttling sustained sprinting.
- Curse — raises your minimum health floor to 4·(level+1), so you cannot drop below it (and Poison cannot push you under it). Always applied by drinking a Cursed Potion.
- Diamondized and Amnesia exist as named effects in the language files but are not wired into the active effect registry in this build.
Neutralizing pairs
Several effects cancel an opposite when both are present: Poison→Regeneration, Haste↔Mining Fatigue, Strength↔Weakness, Speed↔Slowness, Resistance↔Fragility, and Adrenaline↔Langour.
Brewing in the Cauldron
Brewing is done in a Cauldron filled with a fluid. The fluid decides the recipe table: Water uses the standard table, while Lava, Sanguis, and Acid use an alternate, larger table that unlocks higher effect tiers. You drop ingredients in one at a time; each ingredient carries a "magic potion number" that walks the cauldron's hidden potion value through a lookup table. Adding the same item twice in a row does nothing, and overfilling (more than 7 ingredients) makes the cauldron explode.
- Charges set the potion type. After at least one ingredient, adding a Lightning Charge makes a Flash Flask, a Toxic Charge a Splash Potion, a Fire Charge a Bottled Flame, and a Blood Charge a Cursed Potion. With no charge you get a normal drinkable Potion.
- Fish make Enhanced potions. Dropping a fish in a water cauldron converts the brew to Enhanced and locks the secondary effect to that fish's effect (the
Fishytag), giving a much longer duration when drunk. - Bottling. Use an empty Bottle on a finished cauldron to draw off the result and earn 10 score.
Drinking & Throwing Potions
- Potion (drink, 32-tick action): applies its stored primary/secondary effects for 1200 ticks (60 s) each — or 4800 ticks if Enhanced. A single-effect brew is applied at level 1. Empties into a Bottle.
- Splash Potion: thrown; on impact it spawns an Area Effect Cloud that applies its effect(s) (100-tick doses) to anything inside.
- Flaming Potion: a thrown incendiary. On impact it deals fire damage to a struck entity and scatters 6 patches of Molotov fire across the ground. Crafted shapeless from Potion + Gunpowder + Leather.
- Bottled Flame: placed as a Potionfire block (light level 15) that applies its stored effect to anyone standing in it (100-tick top-ups).
- Flash Flask: a reusable self-buff (16 uses) that instantly applies its single effect at level 2 for 200 ticks (10 s) per drink.
- Cursed Potion: an 8-use flask that grants its chosen effect plus Curse for 600 ticks every drink.