Broken's Enchantment Overhaul

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Broken's Enchantment Overhaul

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Changes enchanting and anvil mechanics. Adds new enchantments and reworks some existing ones.

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Minecraft

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Where It Runs
Client and Server

Must be installed on both the client and the server.

About

Project Details

Type
Mod
License
GNU General Public License v3.0 only
Latest Version
brokensenchantoverhaul-fabric-1.21.1-0.3.0.jar

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CurseForge ID
Modrinth ID

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About

Description

General enchantment changes:

  • All enchantments have one level, and each item can only have one enchantment. Individual enchantments are generally more powerful and existing ones have been reworked to match this.
  • All enchantments which originally had levels will function as if they were at their maximum level.
  • Enchanted armor, tools, and weapons gain increased protection, efficiency, and durability bonuses respectively. The amount scales with item enchantability.

Enchanting Table changes:

  • The three enchantments generated by the table are unique.
  • Experience and Lapis costs are kept at a constant value regardless of slot.
  • Bookshelves provide a 1% chance to consume no experience or lapis when enchanting.

Anvil changes:

  • Repairing unenchanted items does not cost any experience.
  • The experience cost of repairing enchanted items are fixed and do not increase with subsequent repairs.

Enchantments:

Axe

Tempered: Harvesting most non-resource blocks costs no durability.
Silk Touch: No changes.
Fire Aspect: Attacks ignite targets, with consecutive hits increasing burn damage. Smelts item drops.

Pickaxe

Tempered: Harvesting most non-resource blocks costs no durability.
Silk Touch: No changes.
Excavate: Tools break blocks in a small radius.
Prospecting: The tool glows red if there are nearby ores.

Shovel

Tempered: Harvesting most non-resource blocks costs no durability.
Silk Touch: No changes.
Excavate: Tools break blocks in a small radius.
Spelunker: The tool glows red if any suspicious sand, gravel, treasure, or spawners are nearby.

Hoe

Tempered: Harvesting most non-resource blocks costs no durability.
Silk Touch: No changes.
Harvest: Harvested crops have their yield increased and automatically replant.

Fishing rod:

Grapple: Increases reeling strength. Reeling while the bobber is attached to a block pulls the user towards it.
Deep fryer: Cooks caught fish and sets reeled targets on fire.
Luck of the Sea: Additionally increases fishing speed.

Helmet:

Filtered: Shortens harmful effect durations while extending beneficial ones.
Insight: Increases looting level scaling with total armor enchantability.
Dexterity: Prevents underwater mining slowdown and increases reach distance with tools.

Chestplate:

Vitality: Increases maximum health and healing effectiveness.
Barrier: Grants a barrier which limits incoming damage. Recharges over time.
Adaptive: Gradually increases resistance when taking damage of the same type. Resets when taking damage from a different type.
Thorns: Chance to reflect a percentage of damage taken. Effect increased while at or below half health. Effect no longer damages armor.

Leggings:

Rush: Increases damage resistance while at or below half health. Effect increased while sprinting.
Scavenger: Loot drops are pulled to the wearer and temporarily boost armor toughness.
Stabilize: Reduces knockback and prevents explosions from breaking nearby blocks.
Swift sneak: Increases sneaking speed and reduces monster awareness radius.

Boots:

Agility: Improves mobility. Effects increased while any movement status boosts are active.
Friction: Allows sliding down and jumping off walls for a short duration.
Depth Strider: Increases movement speed in water and allows use of water-specific bonuses on land.
Soul Speed: Increases movement speed on soul-infused blocks or while at or below a quarter health.
Frost Walker: No changes

Sword:

Sweeping Edge: Sweeping attacks deal extra damage for each target hit.
Smite: Extra damage is also applied to targets with negative status effects.
Fire Aspect: Additional strikes on burning targets increases burn damage, up to 3.

Bow:

Power Shot: Arrows can be overcharged, significantly increasing damage and knockback. Weapon glows red when fully overcharged.
Flame: Additional hits on burning targets increase burn damage up to 4.
Barrage: Significantly increases draw speed and returns hit arrows.

Crossbow:

Volley: Arrow hits automatically reload the weapon.
Multishot: Arrows ignore iframes; All 3 arrows can deal full damage to a single target.
Piercing: No changes.

Trident:

Impaling: Deals extra damage to any target in water or rain instead of only aquatic-type targets.
Channeling: Functions in any weather
Riptide: No changes

Mace:

Breach: Smash attacks temporarily boost armor piercing and attack speed. Weapon glows red while this is active.
Blacksmith: Removes durability loss. Smash attack kills repair a random equipped item.
Density: No changes.
Wind burst: No changes.

Removed Enchantments:

Protection
Fire/Blast/Projectile Protection
Feather falling
Unbreaking
Efficiency
Mending
Fortune
Looting
Sharpness
Knockback
Bane of Arthropods
Aqua Affinity
Respiration
Power
Punch
Infinity
Quick Charge
Lure
Loyalty (Trident returns to user by default)
Curse of Binding
Curse of Vanishing

Configuration:

  • Enchantments can be changed with datapacks. It is possible to revert changes made to vanilla enchantments in this manner.
  • This mod contains some tags which can be modified with datapacks.
  • Anvil and enchantment costs can be changed in the config file.
  • There is an experimental config option which disables the core enchantment and anvil changes for extended customization. This is intended for datapack developers who know what they are doing.

Tags:

  • damage_tempered: Controls which blocks cost durability when harvested with a tool enchanted with Tempering, provided it is the correct tool.
  • tool_efficiency_bonus: Controls which items gain a mining speed (efficiency) bonus when enchanted.
  • weapon_durability_bonus: Controls which items gain a durability (unbreaking) bonus when enchanted.
  • removed_enchantments: Controls which enchantments are disabled.
  • exclusive_set/fishing: Controls fishing rod enchantment exclusivity. Has no effect unless the OVERHAUL_ENCHANTMENTS config setting is disabled.
  • exclusive_set/leggings: Controls legging enchantment exclusivity. Has no effect unless the OVERHAUL_ENCHANTMENTS config setting is disabled.
  • enchantable/excavate: Items in this tag are compatible with the Excavate enchantment.

Credits:

  • Moriyashiine: This mod is inspired by theirs: Enchancement
  • Quark team: For use of their red enchantment glint

Disclaimers:

  • This mod is in a beta state. Expect large changes over an extended period of time.
  • This mod won't be backported. It would require a full rewrite of everything from scratch due to large changes in the enchantment system.
  • This mod makes a number of invasive changes to enchantment code in order to function. If you use this with Apotheosis (which makes even more invasive changes) or Enchancement there will be issues.

General enchantment changes:

  • All enchantments have one level, and each item can only have one enchantment. Individual enchantments are generally more powerful and existing ones have been reworked to match this.
  • All enchantments which originally had levels will function as if they were at their maximum level.
  • Enchanted armor, tools, and weapons gain increased protection, efficiency, and durability bonuses respectively. The amount scales with item enchantability.

Enchanting Table changes:

  • The three enchantments generated by the table are unique.
  • Experience and Lapis costs are kept at a constant value regardless of slot.
  • Bookshelves provide a 1% chance to consume no experience or lapis when enchanting.

Anvil changes:

  • Repairing unenchanted items does not cost any experience.
  • The experience cost of repairing enchanted items are fixed and do not increase with subsequent repairs.

Enchantments:

Axe Tempered: Harvesting most non-resource blocks costs no durability.
Silk Touch: No changes.
Fire Aspect: Attacks ignite targets, with consecutive hits increasing burn damage. Smelts item drops.
Pickaxe Tempered: Harvesting most non-resource blocks costs no durability.
Silk Touch: No changes.
Excavate: Tools break blocks in a small radius.
Prospecting: The tool glows red if there are nearby ores.
Shovel Tempered: Harvesting most non-resource blocks costs no durability.
Silk Touch: No changes.
Excavate: Tools break blocks in a small radius.
Spelunker: The tool glows red if any suspicious sand, gravel, treasure, or spawners are nearby.
Hoe Tempered: Harvesting most non-resource blocks costs no durability.
Silk Touch: No changes.
Harvest: Harvested crops have their yield increased and automatically replant.
Fishing Rod Grapple: Increases reeling strength. Reeling while the bobber is attached to a block pulls the user towards it.
Deep fryer: Cooks caught fish and sets reeled targets on fire.
Luck of the Sea: Additionally increases fishing speed.
Helmet Filtered: Shortens harmful effect durations while extending beneficial ones.
Insight: Increases looting level scaling with total armor enchantability.
Dexterity: Prevents underwater mining slowdown and increases reach distance with tools.
Chestplate Vitality: Increases maximum health and healing effectiveness.
Barrier: Grants a barrier which limits incoming damage. Recharges over time.
Adaptive: Gradually increases resistance when taking damage of the same type. Resets when taking damage from a different type.
Thorns: Chance to reflect a percentage of damage taken. Effect increased while at or below half health. Effect no longer damages armor.
Leggings Rush: Increases damage resistance while at or below half health. Effect increased while sprinting.
Scavenger: Loot drops are pulled to the wearer and temporarily boost armor toughness.
Stabilize: Reduces knockback and prevents explosions from breaking nearby blocks.
Swift sneak: Increases sneaking speed and reduces monster awareness radius.
Boots Agility: Improves mobility. Effects increased while any movement status boosts are active.
Friction: Allows sliding down and jumping off walls for a short duration.
Depth Strider: Increases movement speed in water and allows use of water-specific bonuses on land.
Soul Speed: Increases movement speed on soul-infused blocks or while at or below a quarter health.
Frost Walker: No changes.
Sword Sweeping Edge: Sweeping attacks deal extra damage for each target hit.
Smite: Extra damage is also applied to targets with negative status effects.
Fire Aspect: Additional strikes on burning targets increases burn damage, up to 3.
Bow Power Shot: Arrows can be overcharged, significantly increasing damage and knockback. Weapon glows red when fully overcharged.
Flame: Additional hits on burning targets increase burn damage up to 4.
Barrage: Significantly increases draw speed and returns hit arrows.
Crossbow Volley: Arrow hits automatically reload the weapon.
Multishot: Arrows ignore iframes; All 3 arrows can deal full damage to a single target.
Piercing: No changes.
Trident Impaling: Deals extra damage to any target in water or rain instead of only aquatic-type targets.
Channeling: Functions in any weather
Riptide: No changes.
Mace Breach: Smash attacks temporarily boost armor piercing and attack speed. Weapon glows red while this is active.
Blacksmith: Removes durability loss. Smash attack kills repair a random equipped item.
Density: No changes.
Wind burst: No changes.
Removed Enchantments Protection
Fire/Blast/Projectile Protection
Feather falling
Unbreaking
Efficiency
Mending
Fortune
Looting
Sharpness
Knockback
Bane of Arthropods
Aqua Affinity
Respiration
Power
Punch
Infinity
Quick Charge
Lure
Loyalty (Trident returns to user by default)
Curse of Binding
Curse of Vanishing

Configuration:

  • Enchantments can be changed with datapacks. It is possible to revert changes made to vanilla enchantments in this manner.
  • This mod contains some tags which can be modified with datapacks.
  • Anvil and enchantment costs can be changed in the config file.
  • There is an experimental config option which disables the core enchantment and anvil changes for extended customization. Intended for datapack developers who know what they are doing.

Tags:

  • damage_tempered: Controls which blocks cost durability when harvested with a tool enchanted with Tempering, provided it is the correct tool.
  • tool_efficiency_bonus: Controls which items gain a mining speed (efficiency) bonus when enchanted.
  • weapon_durability_bonus: Controls which items gain a durability (unbreaking) bonus when enchanted.
  • removed_enchantments: Controls which enchantments are disabled.
  • exclusive_set/fishing: Controls fishing rod enchantment exclusivity. Has no effect unless the OVERHAUL_ENCHANTMENTS config setting is disabled.
  • exclusive_set/leggings: Controls legging enchantment exclusivity. Has no effect unless the OVERHAUL_ENCHANTMENTS config setting is disabled.
  • enchantable/excavate: Items in this tag are compatible with the Excavate enchantment.

Credits:

  • Moriyashiine: This mod is inspired by theirs: Enchancement
  • Quark team: For use of their red enchantment glint

Disclaimers:

  • This mod is in a beta state. Expect large changes over an extended period of time.
  • This mod won't be backported. It would require a full rewrite of everything from scratch due to large changes in the enchantment system.
  • This mod makes a number of invasive changes to enchantment code in order to function. If you use this with Apotheosis (which makes even more invasive changes) or Enchancement there will be issues.

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