Mod

Hopeful: Enchanting

Quick rating

Hopeful: Enchanting

No reviews yet

Enchanting overhaul focusin on customizability, determinism, and choice!

Magic
QoL & Tweaks
API/Library
Mod Loaders
NeoForge
Minecraft

Community voices

Reviews

Versions
Loading versions…
Match includes

Click once to include, again to exclude, again to clear

Rating Any
Any 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0
Min
Max
Play Status
Reviews
Time Played
hrs+
Verified developers only
Has developer response
List view
Grid view
Compact view
Sort by
Date
Rating
Helpful
Unhelpful
Edited
Sort ascending
Delete this review?

This removes your review from the project. You can write a new review after.

Review submitted for moderation

Your review has been sent to moderators, who will check that it meets our guidelines before it appears publicly.

No reviews yet. Be the first to review this project!

Get it on

Available Platforms

Compatibility

Supported Environments

Dev Environment
Client Required
Server Required

About

Project Details

Type
Mod
License
GNU General Public License v3.0 only
Latest Version
hopeful-1.5.4.jar
Authors
CurseForge
Modrinth

For authors

Embed Badge

If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.

Custom banner text
ModDex rating badge preview

Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.

Identifiers

Platform IDs

CurseForge ID
Modrinth ID

Resources

External Links

Source Issues Wiki Discord

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_enchantments allows 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 (or hopeful:xp_per_level on 26.1) defines the number of experience points per level (default: 16)
    • percentageXPLost (or hopeful:percentage_xp_lost on 26.1) defines the percentage of XP lost (unrecoverable) on death (default: 0)
    • percentageXPDropped (or hopeful:percentage_xp_dropped on 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.
  • stripAllEnchants gamerule 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_enchantments allows 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 (or hopeful:xp_per_level on 26.1) defines the number of experience points per level (default: 16)
    • percentageXPLost (or hopeful:percentage_xp_lost on 26.1) defines the percentage of XP lost (unrecoverable) on death (default: 0)
    • percentageXPDropped (or hopeful:percentage_xp_dropped on 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.
  • stripAllEnchants gamerule 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
    }

  ]
}

Screenshots

Gallery

  • Blessing of Acceleration
    Blessing of Acceleration
  • Catalysts in JEI
    Catalysts in JEI This is how a catalysts looks like in JEI
  • Curse of Binding Scroll
    Curse of Binding Scroll With Enchantment Descriptions enabled
  • Applying a scroll!
    Applying a scroll! This pickaxe already had 3 points used, and another one is from this scroll!
  • Catalysts in JEI
    Catalysts in JEI This is an example of how Catalysts are viewed in JEI
  • Curse of Binding Scroll
    Curse of Binding Scroll With enchantment descriptions compat!
  • Blessing of Acceleration
    Blessing of Acceleration
  • Scroll Applying
    Scroll Applying This pickaxe already had 3 points used, and another one is from this scroll!

Versions

Files

Relations

Project Relations

More like this

Similar Mods

Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.

On ModDex

Community snapshot

0
Ratings
0
Followers
0
In stacks

By the numbers

Statistics

<1,000
Total Downloads
CurseForge
<1,000
Modrinth
<1,000
Last Updated
CurseForge
Created
CurseForge
Modrinth
Last synced
When ModDex last fetched and imported data for this project from CurseForge or Modrinth. High-traffic and active projects are checked more often.
Next pipeline sync