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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.

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

Pluto’s Coffee Mod

Base: Latte

Additions:

  • Espresso Shot x2

Caffeine: 150

Extra Effects:

  • Clears All Harmful Effects

Base: Latte

Additions:

  • Mocha Syrup x2
  • Espresso Shot x2

Caffeine: 150

Extra Effects:

  • Restores 12 Hunger
  • Clears All Harmful Effects

Base: Any Brewed Coffee

Additions:

  • Espresso Shot x3

Caffeine: 350

Extra Effects:

  • Haste III for 2 Minutes

Base: Latte

Additions:

  • Honey
  • Caramel x2
  • Espresso Shot x2

Caffeine: 150

Extra Effects:

  • Health Boost III for 2 Minutes
  • Regeneration for 10 Seconds
  • Absorption for 10 Seconds
  • Restores 3 Hunger
Tea Time

Base: Black Tea

Additions:

  • Ice
  • Honey
  • Sugar x2

Caffeine: 50

Extra Effects:

  • Standard Black Tea Effects
  • Restores 3 Hunger
  • Regeneration II for 10 Seconds

Base: Concealing Tea

Additions:

  • Ice
  • Milk
  • Chorus Fruit
  • Echo Shard

Caffeine: 50

Extra Effects:

  • Standard Concealing Tea Effects
  • Fire Resistance II for 10 Seconds
  • Clears All Harmful Effects
  • Teleports you to a random location in a 12 Block radius
  • Applies the Glowing effect to anyone (except you) in an 8 Block radius for 30 seconds
  • Regeneration II for 10 seconds
The Art of Bartending

Base: Any Cocktail Glass

Additions:

  • Ice
  • Shot of Vodka x4
  • Shot of Apple Liqueur x2
  • Sugar
  • Apple

Alcohol: 72g (~3.21oz of Pure Alcohol)

Extra Effects:

  • Restores 6 Hunger
  • Fire Resistance II for 10 seconds

(Requires TeaTime)

Base: Black Tea

Additions:

  • Sugar x3
  • Shot of Whiskey
  • Ice

Alcohol: 13g (~0.6oz of Pure Alcohol)

Extra Effects:

  • All Black Tea Effects (except the Caffeine due to a bug)
  • Restores 3 Hunger
  • Fire Resistance II for 10 seconds

Base: Glass of Champagne

Additions:

  • Shot of Absinthe

Alcohol: 33g (~1.47oz of Pure Alcohol)

(Requires TeaTime and the item tag c:fruits/orange to have at least one item)

Base: Any Cocktail Glass

Additions:

  • Shot of Whiskey x2
  • Sugar
  • Earl Gray Tea Bag x2
  • Ice
  • Orange

Alcohol: 26g (~1.15oz of Pure Alcohol)

Extra Effects:

  • All Earl Gray Tea Effects
  • Restores 4 Hunger
  • Fire Resistance II for 10 seconds

(Requires Pluto’s Coffee Mod)

Base: Any Cocktail Glass

Additions:

  • Shot of Vodka
  • Shot of Coffee Liqueur
  • Espresso Shot
  • Sugar
  • Cocoa Bean
  • Coffee Bean

Alcohol: 26g (~1.15oz of Pure Alcohol)

Caffeine: 80

Extra Effects:

  • Restores 3 Hunger

(Requires item tag c:fruits/orange to have at least one item)

Base: Any Cocktail Glass

Additions:

  • Shot of Vodka
  • Shot of Orange Liqueur
  • Lime

Alcohol: 26g (~1.16oz of Pure Alcohol)

Extra Effects:

  • Restores 1 Hunger

Base: Any Cocktail Glass

Additions:

  • Shot of Whiskey x2
  • Shot of Sweet Vermouth

Alcohol: 32g (~1.43oz of Pure Alcohol)

(Requires item tag c:fruits/lime to have at least one item)

Base: Any Cocktail Glass

Additions:

  • Ice
  • Shot of Tequila x2
  • Shot of Orange Liqueur
  • Lime

Alcohol: 34g (~1.51oz of Pure Alcohol)

Extra Effects:

  • Fire Resistance II for 10 seconds
  • Restores 3 Hunger

Base: Any Cocktail Glass

Additions:

  • Ice
  • Shot of Dry Vermouth
  • Shot of Gin x3

Alcohol: 51g (~2.27oz of Pure Alcohol)

Extra Effects:

  • Fire Resistance II for 10 Seconds

(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

Base: Any Cocktail Glass

Additions:

  • Sugar
  • Shot of Whiskey
  • Sweet Berries

Alcohol: 13g (~0.6oz of Pure Alcohol)

Extra Effects:

  • Restores 2 Hunger

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

Represents a bottle of tea, filtering for a specific type

tea: the id of the tea you wish to specify

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)

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.

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.