项目概述与目标
立项原因 本游戏的一大痛点,配方的研发困难,部分极限配方的复现也极为困难,且沟通交流十分不便,游戏截图很大程度上无法说明一个配方的步骤,因为少量的搅拌、倒液、加热等步骤并不会有所记录(且可能乱序),大多数配方的交流依赖官方的 Plotter 网站或视频。
Plotter有个致命的底层问题,即其本身是模拟游戏运行环境的一个二次模拟,很多极限配方只存在于网站上,实操无法复现。反之亦然,许多极限手操配方,网站上却显示无法通过。下一章我会给出Plotter不精准的直接证据,因此请勿用Plotter的数据来碰瓷本项目使用的绝对零误差工具。
对于玩家实操,游戏也存在巨大的不便,即使使用了某些信息显示MOD,依然存在大量不确定性。根据本人严格审查,游戏开发者对于所有的运动模拟(漩涡旋转、沼泽衰减、血量扣除等)均属于非精确过程,这是游戏源代码所决定的,在本人开发的项目工具之前,无法通过任何已有手段消除。举个通俗的例子,假设游戏运行环境的一切人设参数完全相同,也绝不可能有两次漩涡旋转的结果100%相同,这个误差来自于机器运行的底层波动和游戏引擎的渲染机制。
为解决以上痛点,本项目启动。
参与条件与方式 由于涉及到一些对游戏的深入理解,本项目仅限已全成就或已通关游戏的玩家,且研发配方的过程相对比较枯燥,因此需要参与人员对游戏有较高的喜爱程度,以及一定的钻研精神。伸手党、轻度玩家、享乐型玩家请勿参与。
满足要求且对项目感兴趣的玩家,请加 QQ 群 775264935 进行报名,后续审核通过后会告知参与入口。对于重大贡献者,将添加为本指南的共同作者,其余所有参与人员均会有名单进行致谢。
如果你发明了一些很有价值的配方,但是不想参与数字化项目,依然可以进群联系并提供思路,对于配方的设计者,我们依然会将你的 ID 作为核心信息保存在数据库内。另外由于一些配方的原始设计者已不可考,如果你是原始设计者且能提供证据,那么请告知,本指南将立刻录入作者。
基本内容 本项目将完成一切有价值、且互斥配方的标准化制定,所有配方均会转化为数控配方。所谓数控配方,即消除了一切运行设备、操作、时间等方面的差异,所有步骤完全由数字化控制的配方。且该类配方具备高度的完整性、低冗余性、可恢复性,无需任何额外图片或视频信息,仅靠标准化、序列化之后的文本,即可与任何其他玩家完整共享整个过程,且能100%复现。由于是标准化格式,数控配方可方便录入数据库,或进行常见的数据结构转化与语义解析。
由于数控配方的还原需要使用本人研发的工具,在项目大致完成之前,该工具并不会公开共享。但这并不意味着本指南对于普通玩家就毫无价值,因为配方本身的流程是完全基于游戏运行环境研发的,所有步骤只是无法手动控制精度而已,其提供的大致思路,以及对应的操作步骤也是极具价值的信息。
项目完成后,还会提供在玩家存档中置入数控配方的功能,真正实现让任何人都享受成果。且可制作初始全配方存档供新玩家使用(仅置入配方而不修改其他任何数据),提供更多的可选性。
Project Overview & Goals
Reasons for the project One of the major pain points of this game, the difficulty of recipe development, the reproduction of some extreme recipe is also extremely difficult, and the communication is very inconvenient, the game screenshots are largely unable to explain the steps of a recipe, because a small number of stirring, pouring, heating and other steps will not be recorded (and may be out of order), and most of the recipe communication relies on the official Plotter website or video.
Plotter has a fatal underlying problem, that is, it is a secondary simulation of the game operating environment, and many extreme recipes only exist on the website, and cannot be reproduced in practice. And vice versa, many extreme manual recipes are shown on the website to fail. In the next chapter, I'll give direct evidence that Plotter is inaccurate, so don't use Plotter's data to contradict the absolute zero error tool used in this project.
There is also a huge inconvenience for the player, and even if some information display mods are used, there is still a lot of uncertainty. According to my strict review, all motion simulations (swirl rotation, swamp decay, health deduction, etc.) by the game developers are non-accurate processes, which are determined by the source code of the game and cannot be eliminated by any existing means until the project tools I have developed. As a layman's example, assuming that all the parameters of the game runtime are exactly the same, it is impossible for two vortex rotations to be 100% identical, and this error comes from the underlying fluctuations of the machine and the rendering mechanism of the game engine.
In order to solve the above pain points, this project was launched.
Conditions and Methods of Participation Due to the in-depth understanding of the game, this project is limited to players who have completed all achievements or cleared the game, and the process of developing the recipe is relatively boring, so it requires participants to have a high level of love for the game and a certain spirit of study. Reach out parties, light players, and hedonistic players are not allowed to participate.
Players who meet the requirements and are interested in the project should leave a
comment in this guide or connect me at official Discord @oubeidong. Significant contributors will be added as co-authors of this guide, and all other contributors will be acknowledged.
If you have invented some valuable recipes, but don't want to participate in the digitization project, you can still contact the group and provide ideas, and for the recipe designer, we will still store your ID as the core information in the database. In addition, since the original designer of some recipes are no longer available, if you are the original designer and can provide evidence, please let us know and this guide will be entered into the author immediately.
Basics This project will complete the standardization of all valuable and mutually exclusive recipes, and all recipes will be converted into CNC recipes. The so-called numerical control recipe is a recipe that eliminates all differences in operating equipment, operation, time, etc., and all steps are completely digitally controlled. This type of recipe has a high degree of integrity, low redundancy, and recoverability, without any additional image or video information, and can be fully shared with any other player with 100% reproducibility by relying only on standardized and serialized text. Because it is a standardized format, NC recipes can be easily entered into the database, or common data structure transformation and semantic analysis can be performed.
Since the restoration of the NC recipe requires the use of a tool developed by me, the tool will not be shared publicly until the project is roughly completed. However, this does not mean that this guide is worthless for the average player, as the process of the recipe itself is completely based on the game's runtime environment, and all the steps are just not manual to control the precision, and the general idea and corresponding operation steps are also valuable information.
Once the project is complete, it will also provide the ability to insert NC recipes into the player's save, making it truly possible for anyone to enjoy the results. It is also possible to create an initial full recipe save for new players to use (just insert the recipe without modifying any other data), providing more options.
关于Plotter误差的说明 Explanation Regarding Plotter Errors
[CN]
如图,打开Plotter,切换至油基地图,添加泰拉瑞亚(研磨100%),添加泥浆菇(研磨100%),此时终点应该会显示可以获取石肤效果,但是当你添加了一个全路径(大于20)的搅拌数值后,Plotter却显示无法获取石肤效果。至于游戏内到底能否获取,以及最终位置到底在哪,请自行动手验证。
注意这仅仅是一个最容易验证的例子,因为所有的研磨和搅拌都是100%,你可以轻松在游戏里手动验证。事实上,Plotter的误差远大于此,尤其是血量计算的部分,一旦涉及到接触骷髅区的路径,Plotter几乎不存在准确性,且Plotter对于漩涡采用的是路径长度值,而游戏内的加热牵扯到的东西更多。旋转位移长度本身就是一个计算结果,而非原始参照值,在计算这个旋转位移的过程中,游戏内引用了相当多的随机变量,因此其结果无法保证一致。
提出本例子并非否认Plotter的作用,其在配方思路共享方面,依然为玩家发挥了巨大作用。Plotter与本项目的工具可以相辅相成,通过Plotter进行配方的大概思路设计,再使用本项目工具在游戏内实际验证并将配方标准化,但请记住,最终所有数据,请以本项目工具为准。
[EN]
As shown in the figure, open the Plotter, switch to the oil base map, add Terraria (grind 100%), add Mudshroom (grind 100%), at this point the endpoint should indicate that the Skin effect can be obtained. However, after you add a stirring value with a full path (greater than 20), the Plotter shows that the Skin effect cannot be obtained. As for whether it can actually be obtained in the game and where the final position is, please verify it yourself.
Please note that this is merely the easiest example to verify, as all grinding and stirring are at 100%, allowing you to easily verify it manually in the game. In fact, the error of the Plotter is much greater than this, especially in the part of health calculation. Once it involves paths that come into contact with the skeleton area, the Plotter has almost no accuracy, and the Plotter uses path length values for whirlpools, while the heating involved in the game encompasses much more. The length of rotational displacement itself is a calculated result, not an original reference value. During the calculation of this rotational displacement, the game references a considerable number of random variables, thus its results cannot be guaranteed to be consistent.
The presentation of this example does not deny the role of the Plotter; it still plays a significant role in sharing recipe ideas among players. The Plotter and the tools of this project can complement each other. You can design the general idea of the recipe using the Plotter, then use the tools of this project to verify it in the game and standardize the recipe. However, please remember that all final data should be based on the tools of this project.
游戏源代码误差来源和本项目工具原理
本节涉及到底层原理讲解,一般玩家可忽略。
首先需要知道Unity引擎如何渲染游戏帧,以及如何计算物理运动的。简单来说,引擎使用两类核心update函数来更新游戏的大部分实时数据,当然了,从实现细节来说,远不止这两类update函数,但大多数与运动模拟不相关。
其中一类更新函数命名为FixedUpdate(),引擎会以固定的时间间隔循环执行每一个注册的FixedUpdate函数,比如游戏开发者在多个类(地图、玩家、敌人等)中都注册了FixedUpdate函数,那么每间隔固定的现实时间,所有满足条件的FixedUpdate均会得到执行,两次FixedUpdate执行的现实时长间隔,叫做fixed_delta_time。
另一类更新函数命名为Update(),引擎会以(相对)固定的帧间隔循环执行每一个注册的Update函数。由于不同的设备性能不同,平均每秒能渲染的帧数也不同,这就意味着在不同的机器上,每秒执行Update的次数将不同。那么如何在不同帧率下实现相对于现实的时间同步呢,答案就是在所有需要与现实时间同步的计算中,都让一个delta_time系数参与进来(不管是乘还是除)。delta_time也叫帧间隔时长,其对应着两帧之间的现实时间总长。
聪明的你应该发现有趣的事情了,既然引擎是如此的工作方式,那么意味着每秒钟FixedUpdate和Update执行的次数是不同的。举个例子,假设开发者设置的FixedUpdate执行频率为每秒120次,而Update执行的频率受到性能的影响,假设每秒执行了60次。这意味着假设FixedUpdate里某个公式计算了两次,同样的时间在Update里的另一个公式却只执行了一次。
根据一般开发规范,所有的物理和运动相关的计算,都应当放在FixedUpdate内,而与显示相关的各类计算应当放在Update内。显然,Potion Craft的开发者忘记了这件事(或许根本不知道),各类运动、血量的模拟被分拆到了FixedUpdate和Update中,这就导致了天然的不同步。那玩家可能会说,为何实际上玩起来体感上大差不差的,因为所有的同步都交给了fixed_delta_time和delta_time两个变量来强行修正。
但是最遗憾的事情就是,fixed_delta_time和delta_time天然就是两个带有误差,且每次返回结果均有波动的变量。使用这种同步方式,单次执行的结果精度也许还能在0.01以内,但是要知道误差是可以积累的。假设某个配方有100个步骤,每个步骤都有0.01的误差,那最终累加误差的结果已完全不可用。
本项目使用的工具修改了引擎的工作机制,强制让每一次FixedUpdate和Update的执行同步,且消除了fixed_delta_time和delta_time的波动性,由于并未更改游戏开发者的源代码计算逻辑,因此本工具的结果是绝对可信、绝对零误差的。正因为对引擎进行了自定义修改,因此这不是一般的MOD能实现的功能,开发难度也绝非一般的增删查改可以碰瓷的,我也建议一般MOD作者放弃使用官方API来实现本项目的意愿。
The Source Of Errors In The Game's Source Code And The Principles Of The Project's Tools
This section involves the explanation of the underlying principles, which can be ignored by ordinary players.
The first thing you need to know is how the Unity engine renders game frames and how it calculates physical motion. In a nutshell, the engine uses two core types of update functions to update most of the game's real-time data, and of course, in terms of implementation details, there are far more than these two types of update functions, but most of them are not related to motion simulation.
One type of the update functions is named FixedUpdate(), and the engine will cycle through each registered FixedUpdate function at fixed intervals, for example, game developers have registered FixedUpdate functions in multiple classes (maps, players, enemies, etc.), then every time the fixed real time, all FixedUpdates that meet the conditions will be executed, and the real-life time interval between two FixedUpdate executions, It's called fixed_delta_time.
Another type of update function is called Update(), and the engine loops through each registered Update function at (relatively) fixed frame intervals. The average number of frames that can be rendered per second varies depending on the performance of different devices, which means that the number of updates per second will be different on different machines. So how to achieve real-world time synchronization at different frame rates, the answer is to involve a delta_time coefficient (whether multiplication or division) in all calculations that need to be synchronized with real time. delta_time is also called the frame interval length, which corresponds to the total amount of real time between two frames.
Clever you should find it interesting that since the engine works in such a way that it means that the number of FixedUpdates and Updates executed per second is different. For example, let's say that the developer sets the FixedUpdate execution frequency to 120 times per second, and the frequency of the Update execution is affected by performance, let's say 60 executions per second. This means that if a formula is calculated twice in a FixedUpdate, another formula in the Update is executed only once for the same time.
According to the general development specification, all physics and motion-related calculations should be placed in the FixedUpdate, and all kinds of calculations related to the display should be placed in the Update. Apparently, the developers of Potion Craft forgot about this (and perhaps didn't know it at all), and the simulation of various movements and health was split into FixedUpdate and Update, which led to a natural async. The player might say why it actually feels so much different when playing, because all the synchronization is handed over to the fixed_delta_time and delta_time variables to force corrections.
But the most unfortunate thing is that fixed_delta_time and delta_time are naturally two variables with errors and fluctuating results each time. With this synchronization method, the accuracy of the result of a single execution may be within 0.01, but it is important to know that errors can be accumulated. Suppose a recipe has 100 steps, each with an error of 0.01, and the result of the final cumulative error is completely unusable.
The tool used in this project modifies the working mechanism of the engine, forces the synchronization of each FixedUpdate and Update execution, and eliminates the volatility of fixed_delta_time and delta_time, because it does not change the source code calculation logic of the game developer, so the results of this tool are absolutely trustworthy and absolutely zero error. Because of the custom modification of the engine, this is not a function that can be achieved by ordinary mods, and the difficulty of development is by no means a general addition, deletion, check and modification can be touched, and I also recommend that general mod authors give up the willingness to use the official API to implement this project.
项目进度一览 Overview Of Project Progress
已完成——核心工具开发
已完成——官方源代码模拟逻辑缺陷修复
已完成——标准化草案
已完成——标准化敲定(标准化对于后续有深远影响,格式一旦确认将无法更改)
需修改——数控配方图片说明(见后续章节)
进行中——章节Ⅰ药剂数控配方研发
进行中——章节Ⅱ药剂数控配方研发
进行中——章节Ⅲ药剂数控配方研发
进行中——章节Ⅳ药剂数控配方研发
进行中——章节Ⅴ药剂数控配方研发
进行中——章节Ⅵ药剂数控配方研发
进行中——章节Ⅶ药剂数控配方研发
进行中——章节Ⅷ药剂数控配方研发
进行中——章节Ⅸ药剂数控配方研发
未开始——本地化支持(主要语种)
主要贡献者感谢名单 List Of Main Contributors
注意:配方的标准化人员和设计者会编码在配方本身内,这里仅列出做出重大贡献的人员
立项——oubeidong
数控工具开发——oubeidong
存档解码与编码——oubeidong
说明文档制作——oubeidong
翻译——(暂无)
数据库录入与管理——(暂无)
配方标准化主力——ByakuyX
配方标准化主力——Neno
配方标准化主力——(暂无)
数控配方格式详解 Detailed Of Numerical Control Recipe Format
章节Ⅰ配方 Chapter Ⅰ Potion Recipes
治疗 Healing Water-Tp1-Cpt4-Igd2 Std<oubeidong> HLG3=trr48cdl63&&##Water-Tp2-Cpt5-Igd1 Std<oubeidong> HLG3=hlh87.5&&$2.3##Water-Tp2-Cpt1-Igd2 Std<Racter>Dsn<轩辕Jun> HLG3=lfl100lfl11.5&&$0.1##Water-Tp3-Cpt2-Igd1 Std<ByakuyX> HLG3=gdt34&10.25#15.5&&## 中毒 Poisoning Water-Tp1-Cpt2-Igd2 Std<oubeidong> PSN3=trr28hbn76&&##Water-Tp2-Cpt6-Igd1 Std<Racter>Dsn<轩辕Jun> PSN3=gtf30.5&&$2.82##Oil-Tp2-Cpt4-Igd1-STm9 Std<oubeidong> PSN3=pps96.72&3.128$$STm9&&##Water-Tp2-Cpt1-Igd2 Std<Racter>Dsn<轩辕Jun> PSN3=stm100stm55&&$0.9##Water-Tp3-Cpt2-Igd1 Std<ByakuyX> PSN3=gdt66&13.15#19&2.9#20.9&&## 火 Fire Water-Tp1-Cpt4-Igd2 Std<oubeidong> FRE3=fmw80lvr100&&##Water-Tp2-Cpt1-Igd2 Std<Racter> FRE3=sps100sps50.3&0.37$$&&##Water-Tp2-Cpt4-Igd2 Std<Racter> FRE3=pps100lvr83.6&12.6$$&&## 冰霜 Frost Water-Tp1-Cpt2-Igd2 Std<oubeidong> FRS3=ift86tgw26&&##Water-Tp2-Cpt4-Igd1 Std<ByakuyX> FRS3=wtc78&3.7$$&&##Water-Tp2-Cpt1-Igd2 Std<Racter> FRS3=wtb100tgw39.3&&$0.3##
章节Ⅱ配方 Chapter Ⅱ Potion Recipes
爆炸 Explosion Water-Tp1-Cpt5-Igd2 Std<oubeidong> EPS3=bmb99.8gpr46.4&&##Water-Tp3-Cpt5-Igd1-STs117 Std<ByakuyX>Dsn<Alchemist's Tome V2> EPS3=bmb89.2&3.85STs117&4.65#15$1.1#10$1.1#10$1.1#19&3.85#24$3.8#23$3.8#23$3.8#23$3.8#21.1&&##Water-Tp3-Cpt5-Igd2 Std<Racter> EPS3=fbl50bmb94.5&8#25&10#18.1&&##Water-Tp3-Cpt5-Igd2 Std<Racter><oubeidong> EPS3=lsm90lsm58&6.7#19&&$0.8## 疯长 Growth Water-Tp1-Cpt6-Igd3 Std<oubeidong> GRT3=hlh100egf75tgw49.3&&##Water-Tp3-Cpt2-Igd1-STs63 Std<ByakuyX><Neno><oubeidong><Racter>Dsn<ByakuyX> GRT3=gdt91.5&1.65$$&7.69##STs63&4.4#13$0.8#13&4.4##&5.8##&1.3$6.3##$6.5##$6.5##$6.5#16$0.44#16&&##Water-Tp3-Cpt5-Igd2 Std<Racter>Dsn<这个是闹哪样> GRT3=hlh100mss95&18.5#22.65&&##Water-Tp3-Cpt3-Igd3 Std<Racter> GRT3=drm100drm100wtb47&16#18.25&&##Water-Tp3-Cpt6-Igd2 Std<Racter>Dsn<雪亲王雪风> GRT3=egf40egf88.3&25#25&3#25&4#26&3.5#11.5&&## 力量 Strength Water-Tp1-Cpt2-Igd3 Std<oubeidong> STT3=mds25.6trr100wds52.2&&##Water-Tp2-Cpt1-Igd1 Std<Racter>Dsn<仁十六> STT3=mds98.5&7.8##&&##Water-Tp3-Cpt2-Igd1 Std<ByakuyX>Dsn<庚子菌> STT3=gdt85.2&13#19&2.5#19&2.8#19&2.8#19&0.7##&4#7.5&&##Water-Tp3-Cpt4-Igd2 Std<Racter> STT3=trr100pps96.5&13##&8#20.5&&## 灵巧 Dexterity Water-Tp1-Cpt6-Igd3 Std<oubeidong> DTR3=cdl100mgb20.2ift100&&##Water-Tp2-Cpt4-Igd3 Std<Racter> DTR3=wtc87.5wtm100wtb90.5&3.08$$&&##Water-Tp3-Cpt4-Igd2 Std<Racter>Dsn<幻桜落> DTR3=wtc83pts99&3$$&27#19$0.5&7#17&3#5$0.7#15&1.5#24.75&&##Water-Tp3-Cpt6-Igd2 Std<Racter>Dsn<显示错误---> DTR3=mgb33.3wtc87.75&21.5#26.6&&##Water-Tp3-Cpt5-Igd3 Std<Racter>Dsn<黑喵水电费> DTR3=kkm55kkm38.75kkm51&6.75$$&30#32.15&&## 加速 Swiftness Water-Tp1-Cpt4-Igd2 Std<oubeidong> SWF3=wlw99.6wlw78.6&&##Wine-Tp2-Cpt6-Igd1-STm92 Std<ByakuyX>Dsn<wood> SWF3=gtf73.661&4.45$$&7$$&0.8STm75&10STm10&&STm7##
章节Ⅲ配方 Chapter Ⅲ Potion Recipes
闪电 Lightning Water-Tp1-Cpt5-Igd3 Std<oubeidong> LTN3=slb100pts24.1tdt26&&## 法力 Mana Water-Tp1-Cpt5-Igd2 Std<oubeidong> MAN3=slb94sdc95.5&&##Wine-Tp2-Cpt4-Idg1-STs119 Std<ByakuyX> MAN3=pts16&4.3STs119&&## 石肤 Skin Water-Tp1-Cpt6-Igd3 Std<oubeidong> SKN3=hlh100mds84.3gtf46.1&&## 睡眠 Sleep Water-Tp1-Cpt6-Igd3 Std<oubeidong> SLP3=cdl100tgw30.3egf30.1&&## 光 Light Water-Tp1-Cpt5-Igd3 Std<oubeidong> LIT3=mmm100mmm99mdm63&&##
章节Ⅳ配方 Chapter Ⅳ Potion Recipes
魅力 Charm Water-Tp1-Cpt5-Igd4 Std<oubeidong> CHM3=bmb100bmb100slb89bth15.5&&## 减速 Slowness Water-Tp1-Cpt6-Igd4 Std<oubeidong> SLW3=hlh100mds80trr85egf53.1&&##Water-Tp3-Cpt2-Igd2 Std<oubeidong> SLW3=gdt89mds100&13.3#20&3#18&3.1#18&3.1#18&1.8##&4.6##&13.95#20$0.47#12$0.42#7&&$2.47## 狂怒 Rage Water-Tp1-Cpt5-Igd4 Std<oubeidong> RAG3=bmb100bmb100lvr72sdc63&&## 透视 Magical Vision Water-Tp1-Cpt6-Igd3 Std<oubeidong> MGV3=slb100egf11.5mgb22.5&&##Water-Tp3-Cpt5-Igd2 Std<ByakuyX><oubeidong> MGV3=wtc82slb94&2.75$$&18.85#24.5$1.35#11.5$0.75#20.5&&##
章节Ⅴ配方 Chapter Ⅴ Potion Recipes
酸 Acid Water-Tp1-Cpt6-Igd4 Std<oubeidong> ACD3=gtf35hbn50mmm72.5gtf30.5&&##Wine-Tp2-Cpt6-Igd1-STm287 Std<ByakuyX>Dsn<显示错误---> ACD3=gtf60.32STm32&12.25STm250&&STm5## 性欲 Libido Water-Tp1-Cpt5-Igd5 Std<oubeidong> LBD3=mmm100bmb100fmw100ffb2wdb23&&## 隐形 Invisibility Water-Tp1-Cpt5-Igd5 Std<oubeidong> IVS3=slb100wlw100slb100pts39.6fmw45&&## 悬浮 Levitation Water-Tp1-Cpt6-Igd5 Std<oubeidong> LVT3=gpr50&&##fgp70wlw100mgb7bth26&&## 死灵术 Necromancy Water-Tp1-Cpt6-Igd5 Std<oubeidong> NCM3=gdt20&&##gtf30tsk68tsk63fct90.5&&##
章节Ⅵ配方 Chapter Ⅵ Potion Recipes
防毒 Poison Protection Oil-Tp1-Cpt3-Igd4 Std<oubeidong> PSP3=drm100mds100gdb100tgw34&&## 防电 Lightning Protection Oil-Tp1-Cpt4-Igd5 Std<oubeidong> LNP3=drm100mds100gdb100pps65tsk63&&## 防火 Fire Protection Oil-Tp1-Cpt5-Igd4 Std<oubeidong> FRP3=wtm100&&##hlh68tgw100kkm31.8&&## 防冻 Frost Protection Oil-Tp1-Cpt6-Igd4 Std<oubeidong> FSP3=hbn55fmw100gtf34.2lsm88.5&&## 胶着 Gluing Oil-Tp1-Cpt4-Igd4 Std<oubeidong> GLU3=pps35mds98gbs66.5msr68&&## 滑润 Slipperiness Oil-Tp1-Cpt6-Igd4 Std<oubeidong> SLR3=rbc100&&##hlh68wtb100drm67&&## 臭味 Stench Oil-Tp1-Cpt5-Igd4 Std<oubeidong> STC3=msr100mds76gdt12mmm76&&##
章节Ⅶ配方 Chapter Ⅶ Potion Recipes
防酸 Acid Protection Oil-Tp1-Cpt6-Igd6 Std<oubeidong> ACP3=drm100mds100gdb100mss100wtb88egf35&&## 反魔法 Anti-Magic Oil-Tp1-Cpt6-Igd6 Std<oubeidong> ATM3=dmb100&&##pts15mgb33tdt100wtc81wdb81&&## 缩小 Shrinking Oil-Tp1-Cpt6-Igd6 Std<oubeidong> SRK3=sdc100&&##wtc83lfl100tgw100gdb100egf15.6&&## 巨化 Enlargement Oil-Tp1-Cpt5-Igd7 Std<oubeidong> ELG3=fbl100pts32gpr33fmw100sps95&&##dgp45dsd56.5&&## 回春 Rejuvenation Oil-Tp1-Cpt6-Igd7 Std<oubeidong> RJV3=drm100mds100gdb100cdl100egf30kkm43hlh93.5&&##
章节Ⅷ配方 Chapter Ⅷ Potion Recipes
灵感 Inspiration Wine-Tp1-Cpt5-Igd6 Std<oubeidong> IPR3=bth45wtm100slb100tdt90wdb53mmm49&&## 香气 Fragrance Wine-Tp1-Cpt6-Igd4 Std<oubeidong> FRG3=hlh80egf20wtc69rbc13.4&&## 恐忧 Fear Wine-Tp1-Cpt6-Igd4 Std<oubeidong> FER3=dgp40trb54lsm79ftb100&&##
章节Ⅸ配方 Chapter Ⅸ Potion Recipes
幻象 Hallucinations Wine-Tp1-Cpt6-Igd3 Std<oubeidong> HLC3=mgb43slb99mgb10&&## 幸运 Luck Wine-Tp1-Cpt5-Igd4 Std<oubeidong> LUK3=wtc75cdl55slb71acc100&&## 诅咒 Curse Wine-Tp1-Cpt6-Igd4 Std<oubeidong> CUS3=dgp39trb45mds78.5fmw77&&##
贤者之石 Philosopher's Stone
虚无之盐 Void Salt
月之盐 Moon Salt
日之盐 Sun Salt
生命之盐 Life Salt
贤者之盐 Philosopher's Salt
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3386046318
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