
+ Diamonds react with sand to create blue sand.

It evaporates more slowly than boiling water, so it's unlikely you'll take damage from it unless you fly into a pocket of it. + Burning toxic sludge evaporates it into toxic gas. So be careful around any jungle water that looks too green. Poison reacts with swamp, swamp water, and liquid moss to create more poison. + Slime reacts with barren soil to create poison. The droplets are bigger than usual, so watch out when going near gathered clouds of poison gas at the top of a cave. + Poison gas condenses into poison when it touches a solid. Created from vomit and toxic sludge, it has a unique debuff called Jarated that causes the affected to take more critical hits. + A way to create urine, a rare bodily liquid. + An easier way to create Purifying Powder, a rare powder that purifies most harmful liquids into water. I also hear you may accidentally create some when fighting in the magical temple. I won't tell you the recipe, but one of the ingredients can be made with unstable teleportatium and something else. + A way to create Gate-Opener, an unused magic liquid that dissolves soil and brickwork. The recipe for void liquid remains unchanged (Toxic Sludge, Worm Blood, Fungi) The best use for this is deleting large amounts of liquid, like lava for instance. Corrupted rock is an unused material that slowly spreads itself through adjacent solid materials, and also converts all nearby liquids to void liquid. + A new effect for void liquid, causing it to corrupt anything in its path into either more void liquid, or corrupted rock. + Another use for worm pheromones, nullifying all polymorphic liquids. But it also turns explosive when it touches something solid, so be careful using it near a low ceiling. Healium is a rare magic gas that heals on contact. But be careful, as the recipe requires a polymorphic liquid, which can leave you vulnerable if touched, or waste the Healthium by restoring the wrong body's health. + A way to create Healthium, a rare magic liquid that heals on contact but also disappears on contact. Experiment to discover the recipes I don't tell you about! The more powerful materials like healing require more limited or rare ingredients. And there are a lot of reactions that are possible to happen naturally in the world, with or without player intervention, so you can discover new reactions accidentally. However, a few reactions make things slightly harder: poison is now more common in the jungle, poison gas near the ceiling can drip on you, burning toxic sludge produces toxic gas, and more.Ī lot of the reactions should be relatively easy to create in most runs if you know the recipe. There are also non-healing reactions that can be useful, such as nullifying polymorphine, eating through brickwork, purifying any dangerous liquid, and more.

Most of the new reactions are cosmetic and don't do much, with the main gameplay changer being easy ways to create healing materials. I highly recommend these mods, as I personally play with them.
#Noita alchemy recipes mods
It also adds reactions for materials added in the mods Arcane Alchemy and Fluid Dynamics. This has turned out to be nothing more than just the wrong seed being used, therefore there are currently no confirmed inaccuracies with this algorithm that are not results of incorrect usage.This is a simple mod: it adds new reactions using existing vanilla materials. NOTE: There was a reported inaccuracy with Ster's playthrough. Please report any inaccuracies to and they will be fixed ASAP.

NOTE: There is still a very small chance that the rewritten algorithm isn't 100% correct. It uses the exact same algorithm that the game uses to generate the lists of ingredients necessary.Īctual algorithm mostly by some help by me. This site was made using reverse engineered knowledge. There are currently only two materials in the game that are hardcoded to be random (based on the world seed) - Lively Connoction and Alchemic Precursor. As this is very fresh, it might be inaccurate. I'm not sure whether this means the probability of these elements turning in to the target or the probability of them just disappearing without doing anything, but I thought it might be useful to include this in the site. () EXPERIMENT: I discovered that one of two random numbers that I previously didn't know the purpose of are used in the 'probability' field of a reaction.
