Mod
Hopeful: Enchanting
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Enchanting overhaul focusin on customizability, determinism, and choice!
Centers around fantasy elements such as spells, rituals, and magical energies, often involving personal empowerment and magical automation.
Includes quality of life improvements and small tweaks to enhance and customize gameplay.
Provides a framework or library for other mods to use.
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
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About
Description
The aim of Hopeful: Enchanting is to rebuild the system of enchanting to be focused on choice, customizability, and intent.\ All systems are built with datapacks & modpack creators in mind.\ This mod is my first "commercial" mod, so I'm ready for constructive feedback! :)
Current Features
Tool Levels
- Each tool has Tool Level that can be seen when placed in a smithing table.
- When they are all used up, it will no longer accept scrolls.
- Some tools can level up when being used like chainmail and bows. Leveling up will allow them to accept more scrolls.
- With Hopeful Unlimited, a built-in datapack you can enable, tools will get virtually infinite tool level, so this mechanic becomes obsolete.
- A data component called
innate_enchantmentsallows for tools to have enchantments that don't take up tool levels, and can't be removed.
XP Rework
- Now each level is 16 points.
- There are 3 new gamerules to improve XP handling:
xpPerLevel(orhopeful:xp_per_levelon 26.1) defines the number of experience points per level (default: 16)percentageXPLost(orhopeful:percentage_xp_loston 26.1) defines the percentage of XP lost (unrecoverable) on death (default: 0)percentageXPDropped(orhopeful:percentage_xp_droppedon 26.1) defines the percentage of XP dropped on the ground on death (default: 100)
- Anvils can be mend using iron ingot (or
#hopeful:anvil_mends) - Anvils will fully repair an item using only one repair material (Thanks Forgery for the code)
- Repairs are data-driven.
Scrolls
- Scrolls are a package of enchantments, having 2-3 enchants .
- Combine equipment with a scroll and lapis lazuli in a smithing table to upgrade an enchantment's level by one.
- By default, enchantments are normalized to be 1 or 3 levels.
- Scrolls can be blessings (positive enchantments that use up Tool Levels), curses (negative enchantments that free up Tool Levels), and deals (both).
- When getting enchanted books and tools in the wild - They will be stripped to their scrolls.
stripAllEnchantsgamerule would decide if all the enchants will be stripped, or only until valid configuration (where used tool level is not bigger than default tool level)
Enchanting Table Overhaul
The enchanting table menu is gone Now, clicking on it with a piece of paper has a chance of transforming into a scroll.
Default chance is quite low though, but you can increase it with catalysts!
These are blocks that have to be in a 5x5x5 (configurable using enchantingTableRange (or hopeful:enchanting_table_range on 26.1) gamerule)
area around the table, and can give different effects.
Currently, we have:
- Bookshelves: increase chance of producing a scroll, but increase xp requirement.
- Lapis Block: decreases xp level requirement, but has a chance of evaporating.
- The following increase chance of a scroll, but increase xp requirement:
- Magma: flame scroll.
- Prismarine: fins and gills scrolls
- Soul blocks & soul fire blocks: undead scroll
- Vault: wind scroll (has a chance of spawning a breeze)
- Carved pumpkins: binding scroll
- Enchanting Table: Endless scroll
- Lightning Rod: channeling scroll
- Pointed Dripstone: extermination scroll.
- Sculk blocks: echoes scroll.
Dev Stuff
Scroll
Scrolls will be placed in datapack_name/hopeful/scroll/scroll_name.json and its format will look like this:
{
"title":{
"translate": "scroll.hopeful.acceleration"
},
"type": "blessing",
"tool_levels": 1,
"player_levels": 5,
"enchantments": "#hopeful:hopeful/acceleration"
}
It is highly recommended to use tags, because they allow for easier compatibility, but an array of enchantments would also work.
The tags are located in datapack_name/tags/enchantment/hopeful
Innate Enchantments
The component has the same structure as vanilla enchantments.\
Do note that innate enchantments don't apply the enchantments.\
For example, to summon a gold pick with innate fortune 2 (that actually works):\
/give @s minecraft:golden_pickaxe[minecraft:enchantments={fortune:2},hopeful:innate_enchantments={fortune:2}]
Levels
Tool Level stats can be modified in datapack_name/data/hopeful/data_maps/item/tool_levels.json in
this format:
{
"values": {
"minecraft:chainmail_chestplate": {
"starting_level": 5,
"level_ups": [10,50,100]
},
"minecraft:crossbow": {
"starting_level": 3,
"level_ups": [50, 100, 150]
}
}
}
Note that the numbers are the uses above previous that it takes to level up. For example, for the crossbow, after reaching level 2, you'd need 50 more uses to get to level 3.
Repairing tools can be modified in datapack_name/data/hopeful/data_maps/item/tool_repairs.
This is the format:
{
"values": {
"minecraft:iron_sword": [
{
"material": "minecraft:diamond",
"level_cost": 1,
"durability": 100,
"is_percentage": true
}
]
}
}
materials can be omitted to use default repair material for the item. Note that data maps are lowest-to-highest priority,
so the most general overrides should appear first
Catalysts
These catalysts are data-driven, and we have 5 effects, with plenty more to come.
The catalysts are of the form: datapack_name/hopeful/hopeful/catalyst/unused_name.json
And look like so: (made up catalyst)
{
"blocks": "minecraft:bedrock",
"limit": 2,
"effects": [
{
"type": "hopeful:scroll_weight",
"scrolls": "hopeful:acceleration",
"increase_by": 2
},
{
"type": "hopeful:xp_levels_requirement",
"increase_by": 10000
},
{
"type": "hopeful:success_chance",
"increase_by": 0.5
}
]
}
The aim of Hopeful: Enchanting is to rebuild the system of enchanting to be focused
on choice, customizability, and intent.
All systems are built with datapacks & modpack creators in mind.
This mod is my first "commercial" mod, so I'm ready for constructive feedback! :)
Current Features
Tool Levels
- Each tool has Tool Level that can be seen when placed in a smithing table.
- When they are all used up, it will no longer accept scrolls.
- Some tools can level up when being used like chainmail and bows. Leveling up will allow them to accept more scrolls.
- With Hopeful Unlimited, a built-in datapack you can enable, tools will get virtually infinite tool level, so this mechanic becomes obsolete.
- A data component called
innate_enchantmentsallows for tools to have enchantments that don't take up tool levels, and can't be removed.
XP Rework
- Now each level is 16 points.
- There are 3 new gamerules to improve XP handling:
xpPerLevel(orhopeful:xp_per_levelon 26.1) defines the number of experience points per level (default: 16)percentageXPLost(orhopeful:percentage_xp_loston 26.1) defines the percentage of XP lost (unrecoverable) on death (default: 0)percentageXPDropped(orhopeful:percentage_xp_droppedon 26.1) defines the percentage of XP dropped on the ground on death (default: 100)
- Anvils can be mend using iron ingot (or
#hopeful:anvil_mends) - Anvils will fully repair an item using only one repair material (Thanks Forgery for the code)
- Repairs are data-driven.
Scrolls
- Scrolls are a package of enchantments, having 2-3 enchants .
- Combine equipment with a scroll and lapis lazuli in a smithing table to upgrade an enchantment's level by one.
- By default, enchantments are normalized to be 1 or 3 levels.
- Scrolls can be blessings (positive enchantments that use up Tool Levels), curses (negative enchantments that free up Tool Levels), and deals (both).
- When getting enchanted books and tools in the wild - They will be stripped to their scrolls.
stripAllEnchantsgamerule would decide if all the enchants will be stripped, or only until valid configuration (where used tool level is not bigger than default tool level)
Enchanting Table Overhaul
The enchanting table menu is gone Now, clicking on it with a piece of paper has a chance of transforming into a scroll.
Default chance is quite low though, but you can increase it with catalysts!
These are blocks that have to be in a 5x5x5 (configurable using enchantingTableRange (or hopeful:enchanting_table_range on 26.1) gamerule)
area around the table, and can give different effects.
Currently, we have:
- Bookshelves: increase chance of producing a scroll, but increase xp requirement.
- Lapis Block: decreases xp level requirement, but has a chance of evaporating.
- The following increase chance of a scroll, but increase xp requirement:
- Magma: flame scroll.
- Prismarine: fins and gills scrolls
- Soul blocks & soul fire blocks: undead scroll
- Vault: wind scroll (has a chance of spawning a breeze)
- Carved pumpkins: binding scroll
- Enchanting Table: Endless scroll
- Lightning Rod: channeling scroll
- Pointed Dripstone: extermination scroll.
- Sculk blocks: echoes scroll.
Dev Stuff
Scroll
Scrolls will be placed in datapack_name/hopeful/scroll/scroll_name.json and its format will look like this:
{
"title":{
"translate": "scroll.hopeful.acceleration"
},
"type": "blessing",
"tool_levels": 1,
"player_levels": 5,
"enchantments": "#hopeful:hopeful/acceleration"
}
It is highly recommended to use tags, because they allow for easier compatibility, but an array of enchantments would also work.
The tags are located in datapack_name/tags/enchantment/hopeful
Innate Enchantments
The component has the same structure as vanilla enchantments.
Do note that innate enchantments don't apply the enchantments.
For example, to summon a gold pick with innate fortune 2 (that actually works):
/give @s minecraft:golden_pickaxe[minecraft:enchantments={fortune:2},hopeful:innate_enchantments={fortune:2}]
Levels
Tool Level stats can be modified in datapack_name/data/hopeful/data_maps/item/tool_levels.json in
this format:
{
"values": {
"minecraft:chainmail_chestplate": {
"starting_level": 5,
"level_ups": [10,50,100]
},
"minecraft:crossbow": {
"starting_level": 3,
"level_ups": [50, 100, 150]
}
}
}
Note that the numbers are the uses above previous that it takes to level up. For example, for the crossbow, after reaching level 2, you'd need 50 more uses to get to level 3.
Repairing tools can be modified in datapack_name/data/hopeful/data_maps/item/tool_repairs.
This is the format:
{
"values": {
"minecraft:iron_sword": [
{
"material": "minecraft:diamond",
"level_cost": 1,
"durability": 100,
"is_percentage": true
}
]
}
}
materials can be omitted to use default repair material for the item. Note that data maps are lowest-to-highest priority,
so the most general overrides should appear first
Catalysts
These catalysts are data-driven, and we have 5 effects, with plenty more to come.
The catalysts are of the form: datapack_name/hopeful/hopeful/catalyst/unused_name.json
And look like so: (made up catalyst)
{
"blocks": "minecraft:bedrock",
"limit": 2,
"effects": [
{
"type": "hopeful:scroll_weight",
"scrolls": "hopeful:acceleration",
"increase_by": 2
},
{
"type": "hopeful:xp_levels_requirement",
"increase_by": 10000
},
{
"type": "hopeful:success_chance",
"increase_by": 0.5
}
]
}
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