Specialty Drink
Specialty Drinks are special recipes that represent a base drink and a series of additions. These can have additional effects, not just the ones given by the additions it has.
Obtaining
Section titled “Obtaining”Crafting in a Drink Workstation
Section titled “Crafting in a Drink Workstation”Recipes for various Specialty Drinks can be viewed via REI (other recipe viewer support coming soon). Here you will be able to see the base drink you start with, and a series of items you need to add to the drink in order to create it. A list of built-in drinks can be found below
Built-In Recipes
Section titled “Built-In Recipes”Pluto’s Coffee Mod
Caffè Latte
Section titled “Caffè Latte”Base: Latte
Additions:
Espresso Shot x2
Caffeine: 150
Extra Effects:
Clears All Harmful Effects
Base: Latte
Additions:
Mocha Syrup x2Espresso Shot x2
Caffeine: 150
Extra Effects:
Restores 12 HungerClears All Harmful Effects
Red Eye
Section titled “Red Eye”Base: Any Brewed Coffee
Additions:
Espresso Shot x3
Caffeine: 350
Extra Effects:
Haste III for 2 Minutes
Sweet Caramel Latte
Section titled “Sweet Caramel Latte”Base: Latte
Additions:
HoneyCaramel x2Espresso Shot x2
Caffeine: 150
Extra Effects:
Health Boost III for 2 MinutesRegeneration for 10 SecondsAbsorption for 10 SecondsRestores 3 Hunger
Tea Time
Sweetened Iced Tea
Section titled “Sweetened Iced Tea”Base: Black Tea
Additions:
IceHoneySugar x2
Caffeine: 50
Extra Effects:
Standard Black Tea EffectsRestores 3 HungerRegeneration II for 10 Seconds
Tea of Great Escape
Section titled “Tea of Great Escape”Base: Concealing Tea
Additions:
IceMilkChorus FruitEcho Shard
Caffeine: 50
Extra Effects:
Standard Concealing Tea EffectsFire Resistance II for 10 SecondsClears All Harmful EffectsTeleports you to a random location in a 12 Block radiusApplies the Glowing effect to anyone (except you) in an 8 Block radius for 30 secondsRegeneration II for 10 seconds
The Art of Bartending
Appletini
Section titled “Appletini”Base: Any Cocktail Glass
Additions:
IceShot of Vodka x4Shot of Apple Liqueur x2SugarApple
Alcohol: 72g (~3.21oz of Pure Alcohol)
Extra Effects:
Restores 6 HungerFire Resistance II for 10 seconds
Bourbon Sweet Tea
Section titled “Bourbon Sweet Tea”(Requires TeaTime)
Base: Black Tea
Additions:
Sugar x3Shot of WhiskeyIce
Alcohol: 13g (~0.6oz of Pure Alcohol)
Extra Effects:
All Black Tea Effects (except the Caffeine due to a bug)Restores 3 HungerFire Resistance II for 10 seconds
Death in the Afternoon
Section titled “Death in the Afternoon”Base: Glass of Champagne
Additions:
Shot of Absinthe
Alcohol: 33g (~1.47oz of Pure Alcohol)
Earl Gray Old Fashioned
Section titled “Earl Gray Old Fashioned”(Requires TeaTime and the item tag c:fruits/orange to have at least one item)
Base: Any Cocktail Glass
Additions:
Shot of Whiskey x2SugarEarl Gray Tea Bag x2IceOrange
Alcohol: 26g (~1.15oz of Pure Alcohol)
Extra Effects:
All Earl Gray Tea EffectsRestores 4 HungerFire Resistance II for 10 seconds
Espresso Martini
Section titled “Espresso Martini”(Requires Pluto’s Coffee Mod)
Base: Any Cocktail Glass
Additions:
Shot of VodkaShot of Coffee LiqueurEspresso ShotSugarCocoa BeanCoffee Bean
Alcohol: 26g (~1.15oz of Pure Alcohol)
Caffeine: 80
Extra Effects:
Restores 3 Hunger
Kamikaze
Section titled “Kamikaze”(Requires item tag c:fruits/orange to have at least one item)
Base: Any Cocktail Glass
Additions:
Shot of VodkaShot of Orange LiqueurLime
Alcohol: 26g (~1.16oz of Pure Alcohol)
Extra Effects:
Restores 1 Hunger
Manhattan
Section titled “Manhattan”Base: Any Cocktail Glass
Additions:
Shot of Whiskey x2Shot of Sweet Vermouth
Alcohol: 32g (~1.43oz of Pure Alcohol)
Margarita
Section titled “Margarita”(Requires item tag c:fruits/lime to have at least one item)
Base: Any Cocktail Glass
Additions:
IceShot of Tequila x2Shot of Orange LiqueurLime
Alcohol: 34g (~1.51oz of Pure Alcohol)
Extra Effects:
Fire Resistance II for 10 secondsRestores 3 Hunger
Martini
Section titled “Martini”Base: Any Cocktail Glass
Additions:
IceShot of Dry VermouthShot of Gin x3
Alcohol: 51g (~2.27oz of Pure Alcohol)
Extra Effects:
Fire Resistance II for 10 Seconds
Mimosa
Section titled “Mimosa”(Requires item tag c:fruits/orange to have at least one item)
Base: Glass of Champagne
Additions
Orange
Alcohol: 13g (~0.6g of Pure Alcohol)
Extra Effects:
Restores 3 Hunger
Old Fashioned
Section titled “Old Fashioned”Base: Any Cocktail Glass
Additions:
SugarShot of WhiskeySweet Berries
Alcohol: 13g (~0.6oz of Pure Alcohol)
Extra Effects:
Restores 2 Hunger
Specialty Drink Bases
Section titled “Specialty Drink Bases”pdapi:item
Section titled “pdapi:item”The default kind of specialty drink base. If the item you wish to specify has a different “in-progress item” (Glasses → Mixed Drinks in TAOB) then you must specify the “in-progress” item here.
item: the item id of the drink base
teatime:tea
Section titled “teatime:tea”Represents a bottle of tea, filtering for a specific type
tea: the id of the tea you wish to specify
plutoscoffee:coffee
Section titled “plutoscoffee:coffee”Represents a bottle of coffee, filtering for a roast or type (light/medium/dark/espresso/decaf)
coffee: the id of the coffee roast you wish to specify (light_roast, medium_roast, dark_roast, espresso, decaf)
Creating Custom Specialty Drinks
Section titled “Creating Custom Specialty Drinks”Custom Specialty Drinks can be added via datapacks. These files have a similar structure to custom drink additions.
In your namespace folder of your datapack, create a new folder called pdapi and another in that called specialty_drink. This is where our drinks will be stored.
Create a new .json file in this folder. The name of this file is the ID of your specialty drink. Below is the syntax of the Specialty Drink JSON file, followed by an explanation of each part.
{ "base": { "type": "pdapi:item", "item": "pdapi:example_drink" }, "additions": [], "chemicals": { "pdapi:caffeine": 0, "bartending:alcohol": 0 }, "color": 0, "onDrinkActions": [], "name": "Example Name"}base: The object specifying the base. Contains type for the serializer referenced above, plus any additional field based on the type
additions: A list of steps to get this drink. This should be a list of IDs of each addition. (E.G. "additions": ["pdapi:ice", "pdapi:sugar"]
chemicals: A map containing the amounts of each chemical here. The key is the chemical ID and can be any chemical from any mod, the value is the amount in the chemical’s units (mg for Caffeine, g for Alcohol). Any chemicals omitted will default to 0. Any chemicals specified here will be added to those provided by the drink base and additions
color: An int representing the color of the drink in decimal form. A hex code from a color picker (e.g. #FF0000) can be converted to decimal using this page You can use this page to see some decimal color values that Minecraft uses. If this is omitted the color will be calculated based on the additions in the recipe
onDrinkActions: A list of extra actions to apply to the player when they drink it. Also applies all the actions of each of the additions required to make the drink by default, so these can be left out. See the tutorial for custom drink additions for syntax help.
name: The name to be displayed on the Specialty Drink item. This can be either specified here or in a resourcepack using the translation key drink.namespace.name_of_drink_file.
Example
Section titled “Example”For this example, we will be creating a drink using a Glass of Red Wine from bartending and various ingredients. Since we want the base to be red wine, then that gets us "base":"bartending:glass_of_red_wine:. Then say we want to add Glow Berries and Chorus Fruit, and we want our resulting drink to levitate the player. We could call this Levitating Wine.
data/example/pdapi/specialty_drink/levitating_wine.json
{ "base": { "type": "pdapi:item", "item": "bartending:glass_of_red_wine" }, // Glass of Red Wine as our base "additions": [ // The IDs of Glow Berries and Chorus Fruit additions "pdapi:glow_berries", "pdapi:chorus_fruit" ], // We don't need to specify the amount of alcohol as that is only if we wish to change // the default amount, 14g of alcohol in this case is what will be calculated from the // glass of red wine "color": 11743532, // The Minecraft Red Dye color "onDrinkActions": [ { // Levitation for 10 seconds "type": "pdapi:apply_status_effect", "effect": "minecraft:levitation", "duration": 200, "amplifier": 0 } ], "name": "Levitating Wine"}And just like that, you have a custom Specialty Drink! This should show up in both REI and the Specialty Drinks Creative Tab.