Qubit Anvil
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A tiny, configurable mod intended for use in modpacks. Allows for configuration of the anvil, primarily XP costs.
Fabric is a mod loader for versions 1.14+ of Minecraft, particularly popular for client side and optimization mods.
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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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