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CodeBadger: Skillsmith
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Level up skills to improve yourself and learn how to shape the world.
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CodeBadger: Skillsmith
A skill system for NeoForge 1.21.1, inspired by Reskillable, where almost everything is yours to change.
Players level 20 skills from 0 to 40. Each skill gives perks as it levels, and locks items, recipes, potions and enchantments until the player is skilled enough. Skills, perks, locks and XP all live in plain JSON files in your config folder. You can rebalance the whole mod, add your own skills or gate another mod's content without writing any code.
Two ways to level
Vanilla XP mode (default) Players spend their vanilla experience to level skills from the skill screen. Each skill level costs the same XP that vanilla charges for that level, and every player has a budget of 350 points (1 per level). Players can spread their points across many skills or specialize in a few.
Skill XP mode Each skill earns its own XP from doing things: mining natural ores trains Mining, dealing melee damage trains Attack, brewing trains Alchemy. Skills level up on their own, with no point limit. Instead, each skill has a level cap that it raises by prestiging: reach the cap, prestige, and the skill starts over at level 0 with a higher cap and a small permanent bonus. Progress scales forever, with no hard wall, and limits can be turned on if you want an end point.
The 20 skills
| Skill | What it does |
|---|---|
| Attack | Hit harder with melee weapons |
| Defense | Get more protection from your armor |
| Dexterity | Deal more ranged damage and survive longer falls |
| Constitution | Raise your maximum health |
| Exploration | Move faster and step up whole blocks |
| Luck | Land critical hits more often, and harder |
| Magic | Gain more experience |
| Fishing | Get bites sooner and reel in better loot |
| Husbandry | Get more from animals and breed twins |
| Mining | Mine faster and find double ores |
| Gathering | Chop faster and get double logs |
| Farming | Grow crops faster and harvest double |
| Tinkering | Craft redstone devices, sometimes saving ingredients |
| Smelting | Get extra output when smelting ores and metals |
| Smithing | Craft tougher gear and repair it for less |
| Crafting | Craft everyday items, sometimes with extra output. Unlocks a 3x3 crafting tab |
| Culinary | Cook food that fills you more and lasts longer |
| Building | Use workstations and reach farther when building |
| Alchemy | Brew longer, stronger potions |
| Enchanting | Enchant for fewer levels, save lapis and roll higher enchantments |
Every skill, its perks and how often they apply can be changed or removed, and you can add new skills.
Skill locks
- Crafting locks: you need the skill to craft the item. Netherite gear needs Smithing, redstone devices need Tinkering, workstations need Building.
- Use locks: you need the skill to use, place, wear, wield or mine with the item.
- Brewing locks: potions need Alchemy (and some need Constitution).
- Enchantment locks: higher enchantment levels need Enchanting.
- Anvil rules: repairing and enchanting at an anvil can need skills too.
A lock can need several skills at once. Tooltips show what's needed, in green when you have it and red when you don't.
No automation loopholes
Crafting locks apply at every vanilla workstation: the crafting table, smithing table, stonecutter, loom, cartography table, anvil, enchanting table, Crafter, brewing stand, furnaces and campfires.
Automated blocks like the Crafter, brewing stand and furnaces check the skills of the player who placed them, even while that player is offline. A block nobody placed can't make anything locked, and neither can one that was copied by a schematic or moved by a contraption. Its owner is tied to the spot in the world, not to the block.
Fair perks
- Double drops only count natural blocks. Ores, logs and crops have to have generated or grown naturally, so placing and re-mining blocks earns nothing.
- Crafting loops are detected. Refunds and extra output never apply to recipes that can be crafted back and forth (ingots and blocks, for example). You can add your own exceptions.
- Cooked food and brewed potions remember their maker. They're stamped with the cook's or brewer's skill, and the bonus follows the item.
Built for modpacks
- Everything is JSON in
config/skillsmith/: skills, perks, locks, anvil rules and XP sources. It's written tall and simple (one setting per line), with full docs copied into the folder on first launch. - Split by mod: perks, locks and XP sources can be split into one file per mod. Entries for mods that aren't installed are skipped quietly, and
requires_mod/unless_modturn skills, perks or sources on or off depending on which mods are present. - 40+ perk types: any attribute (vanilla, NeoForge or modded), plus coded perks like double drops, critical hits, breeding twins, crop growth, ingredient refunds, potion strength and more. Perks can also run commands when a level is reached.
- Gate modded machines and crafting screens by listing them in
gates/workstations/, with no data pack or code needed. Create's basin, mixer, press, mechanical crafter, millstone, saw, deployer and spout are supported out of the box. /skillsmith reloadapplies config changes without restarting.
General settings (skillsmith-common.toml)
XP mode, point budget, XP cost multiplier, level loss on death (off by default), the skill XP curve, prestige range and limits, and how gates scale in skill XP mode.
Skill screen
Press K (rebindable) to open it. The Skills tab shows each skill's level and a button to level it up. The Perks tab shows everything each skill currently gives. Hover over a skill for its description, its perks and the cost of the next level.
Commands
| Command | Who | What it does |
|---|---|---|
/skillsmith info [player] |
Everyone (others: operators) | Show levels, points and costs |
/skillsmith levelup <skill> |
Everyone | Level up a skill (vanilla XP mode) |
/skillsmith prestige <skill> |
Everyone | Prestige a skill at its cap (skill XP mode) |
/skillsmith set <players> <skill> <level> |
Operators | Set a skill level |
/skillsmith xp <players> <skill> <amount> |
Operators | Give skill XP |
/skillsmith setprestige <players> <skill> <rank> |
Operators | Set a prestige rank |
/skillsmith reset <players> [skill] |
Operators | Reset skills |
/skillsmith reload |
Operators | Reload the config |
For mod developers
Skillsmith has a public API (com.codebadger.skillsmith.api.SkillsmithApi) for reading skills, checking locks, reading block owners and registering machines and crafting screens. To integrate with no dependency at all, send an InterModComms message:
InterModComms.sendTo("codebadger_skillsmith", "restricted_crafter", () -> "mymod:my_machine");
Requirements
- Minecraft 1.21.1
- NeoForge 21.1.1 or newer
- Required on both client and server
License
MIT. Modpacks are welcome.
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