Qubit Anvil

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Qubit Anvil

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A tiny, configurable mod intended for use in modpacks. Allows for configuration of the anvil, primarily XP costs.

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Fabric
Minecraft
26.2

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About

Project Details

Type
Mod
License
MIT License
Latest Version
1.0.0
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About

Description

Usage

By default, this mod should change nothing.

It can be configured with a file at <mc folder>/config/qubit/player_xp.json

Its configuration has this format (these are the vanilla settings):

{
  // The minimum cost at which a transaction is "Too Expensive!" to complete.
  "too_expensive": 40,
  // The maximum length of an item's custom name.
  "max_name_length": 50,
  // The chance (0-1) for an anvil to be damaged after using it.
  "damage_anvil_chance": 0.12,
  // The hard cap on transaction level costs.
  "price_cap": 2147483647,
  // Whether a transaction can occur that costs 0 levels.
  "zero_allowed": false,
  // Controls how the prior work tax (the minecraft:repair_cost component) increases on the result item after a transaction.
  "prior_work": {
    // The multiplier on the previous tax.
    "multiplier": 2,
    // The additional constant added after multiplying.
    "constant": 1,
    // The cap on the prior work tax.
    "cap": 2147483647
  },
  // Controls renaming on the anvil.
  "rename": {
    // The price in levels to rename an item.
    "price": 1,
    // The price in levels to reset the custom name.
    "price_remove": 1,

    // If all operations have this true, the price is capped below "Too Expensive!" so it is always possible to pay.
    "cap_below_too_expensive": true,
    // If any operation has this true, the prior work tax is added to the final cost.
    "use_prior_work": true,
    // If any operation has this true, the prior work tax is increased on the resulting item using the formula in the prior_work section above.
    "add_prior_work": false
  },
  // Controls repairing an item with a material (like an iron sword with an iron ingot)
  "material_repair": {
    // The reciprocal fraction of the item's durability to be restored (1/4 is restored in this case)
    "denominator": 4,
    // The price in levels per material item used.
    "price": 1,

    // See the rename section.
    "cap_below_too_expensive": false,
    "use_prior_work": true,
    "add_prior_work": true
  },
  // Controls repairing an item with another item (like an iron sword with another iron sword)
  "item_repair": {
    // How much extra durability (as a percentage of the total durability) is restored when doing this.
    "bonus_percent": 12,
    // The price in levels to repair with an item.
    "price": 2,

    // See the rename section.
    "cap_below_too_expensive": false,
    "use_prior_work": true,
    "add_prior_work": true
  },
  // Controls transferring enchantments from the sacrifice item to the resulting item.
  "enchanting": {
    // The price penalty in levels to fail to add an enchantment that is exclusive with one already on the item.
    "incompatible_price": 1,
    // The multiplier on the enchantment-specific application cost if applied through a book.
    "book_cost_multiplier": 0.5,
    // The multiplier on the enchantment-specific application cost if applied through another item.
    "item_cost_multiplier": 1.0,
    // The strategy for combining levels of the same enchantment between two items.
    //   VANILLA: Take the highest level between the two items, add 1 if they are the same.
    //   ADD: Add the levels.
    // More may be supported in the future.
    "level_combination": "VANILLA",
    // The strategy for considering the number of levels transferred in the cost.
    //   CONSTANT: No multiplier. No matter how many levels are transferred, the cost is the base enchantment application cost.
    //   TOTAL: Vanilla. Multiply by the total level on the resulting item.
    //   DIFFERENCE: Multiply by the number of levels added.
    // More may be supported in the future.
    "level_cost_multiplier": "TOTAL",

    // See the rename section.
    "cap_below_too_expensive": false,
    "use_prior_work": true,
    "add_prior_work": true
  }
}

Client

The mod is technically not necessary client-side, but should be installed client-side for costs over the vanilla too_expensive to display correctly and for the max_name_length to be enforced in the rename text box.

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