Bulletpies · wiki

Bottle Episode

Enchant the bottle, not the potion, and the bottle comes back to you every time you drink

BuiltNeoForge1.21.1
Status
Loads on a server beside Flavor Text; completely unplayed
Mod loader
NeoForge
Minecraft
1.21.1
Who installs it
Everyone on the server needs it

What it is

You enchant glass bottles. Empty ones, a whole stack at a time, at the ordinary enchanting table you already have. Then you use them like any bottle (fill one at a river, brew it at a stand, drink the result) and the enchantment rides along through every single one of those steps and comes back to you on the empty bottle afterwards. So it is a permanent property of your glassware rather than a one-off buff, which is why one good enchanting session equips you more or less forever. Important: it needs a second mod, Flavor Text, installed alongside it, and will not run without it.

The first time you drink an enchanted potion you check your inventory out of suspicion, and there it is: your bottle, empty, still glinting. From then on the bottle is the thing you care about and the potion is just what happens to be in it this week. You start planning around glass. You brew into a specific bottle. You leave a Vintage bottle sitting in a chest for a couple of in-game days on purpose, because the tooltip is quietly counting, and you know that when you come back the potion inside will be worth twice what you put in.

👥 Playing with friends

Round of Drinks buys everyone within 8 blocks the same potion at half duration.

⚠️ Before you install

  • REQUIRES FLAVOR TEXT. This mod does not run on its own and declares Flavor Text a hard dependency; installing it alone gets you the mod-list screen telling you what is missing.
  • Completely unplayed. It builds, and a dedicated server loads it cleanly alongside Flavor Text with all eleven enchantments decoding, but nobody has enchanted a bottle.
  • A treasure book on 33 or more bottles at an anvil shows 'Too Expensive!' in red even though the item is actually takeable. Known, and left alone until playtesting says the anvil route matters.
  • The returned-enchanted-bottle rule means one level-30 session can equip you for the rest of the world. That is the fantasy, and it may well be too generous.

Your first 5 minutes

New to this mod? Do these in order and you will have seen the point of it.

  1. Install Flavor Text as well. Bottle Episode is not an add-on to it, it is built on top of it, and it will not load alone.
  2. Shift-click a stack of empty glass bottles into an enchanting table with bookshelves around it.
  3. Buy a row. Chug, Refreshment and Prolonged are the common ones you are most likely to see.
  4. Fill one bottle at any water source and drink it. Refreshment and Springwater work on plain water.
  5. Check your inventory: the empty bottle that came back still carries the enchantment.
  6. Brew that same bottle into a real potion and confirm the enchantment survived the nether wart.

How it works

The bottle is the artifact

When you finish a potion, vanilla hands you a brand new, anonymous glass bottle. The mod copies your enchantments onto it instead. That single decision is what the whole mod is built on: the enchantment is a property of your bottle, not of the drink, so the real cost of an enchanted potion afterwards is just the brewing.

Tip: Pouring a potion into a cauldron gives your enchanted bottle back too, not only drinking it.

The stack sets the level the table asks for

This is Flavor Text's ladder, shared: 1–16 bottles asks for 1–8 levels, up to 48–64 asking for 24–30, and bookshelves scale that from 15% at none to 100% at fifteen. A full stack of 64 reads 1 / 3 / 5 at a bare table and 10 / 20 / 30 in a full library. There is no randomness in the number.

Tip: You still only pay 1, 2 or 3 lapis and levels for the three rows. The big number is a requirement, not a bill.

One potion is a full commitment

You can also bring a potion you already brewed and improve that. Potions do not stack, so the ladder asks what share of a full stack is in the slot rather than a raw count, and one potion out of a possible one is everything you could have committed, which means the full level-30 ladder for a single bottle of Strength. Empty bottles are the efficient route, sixty-four at a time; a filled potion is the reactive one you take when you want this potion better right now.

The enchantment survives filling and brewing

Every hand-fill in the game goes through one shared piece of vanilla code (water source, dragon's breath, cauldron fill and cauldron empty), so a single hook carries the enchantment in both directions. Brewing is bracketed too: the brewing stand builds fresh potion stacks that would otherwise throw the enchantment away at the first nether wart, so the mod snapshots before and restores after. The one exception is honey: beehives build their honey bottle by hand instead of going through that path, so honey is out of scope.

Two kinds of enchantment

Half of them read the act of drinking and work on anything, including plain water: Chug, Refreshment, Cleansing, Fortifying, Springwater and Last Drop. The other half read what is in the bottle and need an actual brew, namely Prolonged, Potent and Round of Drinks. Two treasures, Everflowing and Vintage, are never offered at the table at all.

Tip: Springwater and Refreshment make a water bottle a real early-game item. The author flags that as one to watch.

Vintage: potions age in the bottle

A Vintage bottle's contents gain +25% duration per in-game day, capped at +100% after four days, which is about eighty real minutes. The tooltip reads out 'Aged N day(s)' and the bonus, because a treasure whose whole mechanic is invisible waiting would otherwise read as broken. The clock restarts every time what is in the bottle changes, so an awkward potion that aged four days does not become a pre-aged Strength potion; each brewing step is a new potion.

Tip: Vintage and Everflowing are in different exclusive groups, so one bottle can carry both, via the anvil.

Everflowing's cooldown locks every potion you own

The drink is never consumed, with a thirty-second cooldown between sips. Minecraft keys item cooldowns on the item type and every potion in the game is the same item, so that cooldown locks out your emergency healing potion too. This is kept deliberately: the infinite bottle is your sustain, not your combat rotation, and it renders as the ordinary cooldown sweep for free.

A full enchanted bottle is a dead end, on purpose

Once a bottle is both enchanted and full, nothing will add a second enchantment to it. The table refuses because vanilla insists an enchantable item's enchantments be empty, and the anvil only accepts empty bottles. The way through is to empty it: drink it or pour it out, get your enchanted bottle back, and put that on the anvil. The loop is enchant, fill, drink, anvil, fill again, and the only thing you can never do is upgrade a potion without spending it.

Tip: Keeping the anvil to empties makes the two treasures a decision you take before you brew.

Items & blocks

Chug I–III

Drink 30%, 45% or 60% faster.

Where: Common, at the table on bottles or potions.

Refreshment I–III

Drinking restores 2, 3 or 4 hunger. Works on plain water.

Where: Common.

Prolonged I–III

Potion effects last 25%, 50% or 75% longer. Stacks with redstone brewing.

Where: Common.

Cleansing I–II

Drinking also clears 1 or 2 harmful effects, spending them on the longest-lasting ones first.

Where: Uncommon.

Fortifying I–II

Absorption I or II for 90 seconds on drinking.

Where: Uncommon.

Springwater I–II

Plain water grants Regeneration I for 4 or 8 seconds.

Where: Uncommon.

Last Drop I–III

A 15%, 25% or 35% chance the drink is not consumed.

Where: Uncommon.

Potent I

Effects hit one level harder for half the time, and then the original finishes out underneath. Instant effects get a second dose instead.

Where: Rare.

Round of Drinks I

Every player within 8 blocks shares your potion at half duration.

Where: Rare.

Everflowing I

The drink is never consumed, with 30 seconds between sips, and that cooldown covers every potion you are carrying.

Where: Treasure. Never at the table; Cleric book trades and the anvil.

Vintage I

Potions age in the bottle: +25% duration per in-game day, capped at +100% after four days. The tooltip shows the current age.

Where: Treasure. Never at the table; Cleric book trades and the anvil, on empty bottles only.

Lore

Flavour, not rules. None of this changes how the mod behaves.

This one's on me

That is the closing line of Round of Drinks' description in the game itself. It shares whatever you just drank with every player within eight blocks, at half duration, which makes a single well-brewed Strength II into a round for the table. Tamed animals do not get a share yet; the author has noted that they probably should.

Cellaring

Vintage is the mod's argument that some things should be worth waiting for. Four in-game days, roughly eighty real minutes, doubles the duration of whatever is in the bottle, which is long enough to feel like you left something in a cellar and short enough to actually happen across a session or two. The clock is honest: brew into the bottle again and it starts over, because each brew is a new potion.

Jokes & trivia

Bits you might miss

  • Round of Drinks' in-game description ends with 'This one's on me.'
  • Refreshment restores hunger when you drink. The in-game text volunteers: 'Yes, even plain water.'
  • Cleansing is described in-game as 'targeted milk'.
  • The infinite bottle locks your emergency healing potion for thirty seconds, because Minecraft counts cooldowns per item type and every potion in the game is the same item. This is kept as a feature.
  • A Cleansing bottle of Turtle Master drinks off its own Slowness, which is the mod's most deliberate loophole.
  • Because the mod sets the anvil's own output, a treasure book on 33 or more bottles displays a red 'Too Expensive!' over an item you can, in fact, take.
  • Honey is out of scope for exactly one reason: beehives build their honey bottle by hand instead of using the shared code path every other fill in the game goes through.

From the workshop

  • One mixin, five event classes, no items and no blocks. Everything about getting a stack into the enchanting table belongs to Flavor Text.
  • This mod started as a copy-paste of Flavor Text. Both mods replaced the same slot in the enchanting table, and the only thing stopping the second from clobbering the first was a mixin-priority guess that nobody had ever watched actually run.
  • Moving onto Flavor Text's shared base took Bottle Episode from 1,842 lines of Java to 1,184, and from three mixins to one.
  • The bookshelf bug (a floor of 80% instead of 15%, which made bookshelves decorative) was found here and had to be carried back to Flavor Text by hand. That is the argument that made the shared base happen at all.
  • Potions being unstackable is what forced the ladder to measure a share of a full stack rather than a raw count. That change came back around and fixed six of Flavor Text's own foods (stews, cake and honey bottles), which could previously never be offered anything good.
  • Splash and lingering potions keep the enchantment but not the boosts. The carrier does not care what item it is, but every effect is gated on an actual drink, and a thrown bottle is not a drink.

FAQ

Do I need another mod for this?

Yes. Flavor Text is a required dependency, not an optional integration. It owns the enchanting table's front door, the widened input slot, the level ladder and the anvil pricing. Without it there is no way to get a bottle into the table at all.

Can I enchant a potion I already brewed?

Yes, at the table. Since potions do not stack, one potion counts as a full commitment and gets the full ladder: the table asks for level 30 and still only charges three.

Do I lose the enchantment when I drink the potion?

No. The empty bottle you get back carries it, which is the entire point of the mod.

Does it work on splash and lingering potions?

The enchantment survives the detour but lies dormant, since every boost is gated on actually drinking. You get the same enchanted empty back either way.

What about honey bottles?

No. Beehives build their honey bottle by hand rather than going through the code path everything else uses, so honey is deliberately out of scope for now.

How do I get Everflowing or Vintage?

Never from the table. Cleric book trades, then an anvil, and the anvil only accepts empty bottles, so both are a decision you make before you brew.

Get it

Status: The jar compiles and the author has tested it himself, but it has not had a real playtest yet.

  1. Install NeoForge for Minecraft 1.21.1. The install guide walks through this assuming no prior knowledge.
  2. Drop the mod's .jar file into your mods folder.
  3. Everyone on the server needs it.
  4. Launch the game with that loader's profile selected.

📦 Where is the file?

This wiki documents the mods; it does not host them. Builds live in the project's own repository under mc-bottle-episode/build/libs/.

By Bulletpies. Built on Flavor Text's public batch-enchanting api package.

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