Tinkers' Devotion

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Tinkers' Devotion

By pwaztaOwner

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True Tinkers' Construct Integration: Mobs spawn with TC equipment, and loot/recipes/trades are all replaced

Mod Loaders
Minecraft

About

Description

Tinkers' Devotion

Tinkers' Devotion: true tinkers integration and immersion! Vanilla tools, weapons and armor all replaced by their TC counterparts in recipes, loot, mob equipment, and villager trades. There are no bounds to your tinkering, and the world should reflect that!

This mod is designed to be extensible, so the replacements system should work automatically with most mods! Most replacement systems can be toggled, scoped per item type, or blacklisted per mod. See Configuration further down.


Features

1. Mob Equipment

Mobs spawning with vanilla tools or armor spawn with the TC equivalent instead, rolled fresh per mob with materials biased toward the same tier. This affects armour, melee and ranged weapons.

2. Loot Tables

Vanilla tools, weapons, and armor in chest loot, fishing pools, and mob drops get replaced with TC same-tier equivalents at the same tier. Pre-enchanted items have their enchantments converted to weighted-random TC modifiers as part of the swap.

3. Crafting Recipes

Crafting vanilla tools, armor, and ranged weapons as outputs is disabled (via Mantle). Recipes that take vanilla tools as inputs (e.g: a dispenser requiring a bow) are rewritten to accept a TC equivalent at the same tier. This is designed to work for ALL modded recipes which require vanilla items as recipe inputs.

I highly suggest you use JEI, as it shows candidate TC tools per slot with tier hints in the tooltip.

4. Villager Trades

All villager trades involving such items (e.g: armorer, toolsmith, fisherman) have these trades replaced with a deterministic trade on spawn (e.g: iron-sword from a toolsmith will be replaced with a tier-2 TC sword equivalent). Wandering traders are also handled in the same way.

5. Custom Modded Item Support

The 4 systems above trigger on vanilla items & DON'T TOUCH MODDED ITEMS BY DEFAULT since mods build their tools differently. I support including ANY modded item, just add to config/tinkersdevotion/item_aliases.json with a vanilla counterpart, e.g: "twilightforest:steeleaf_pickaxe": "minecraft:iron_pickaxe". Now steeleaf pickaxes are replaced by TC iron-pickaxe equivalents, and will be replaced in loot, mobs, trade and recipes! Their own recipe gets disabled too, same as vanilla's. Only Tinkers items can't be aliased.


Nerdy Stuff

Skip to Configuration if you just want to play.

The general flow

The core of the mod is a shared tryReplace() function: vanilla item in, TC equivalent out (matched category, weighted materials, enchantments converted to modifiers). Everything else is just hooks that pass items into it.

Four entry points feed tryReplace():

  • First world load: scan all loaded recipes, write a generated datapack with TC-aware replacements, auto-reload.
  • Mob spawn: an EntityJoinLevelEvent handler swaps any vanilla item in the mob's slots.
  • Loot generation: a Forge Global Loot Modifier runs the same swap on result lists.
  • Villager trade roll: trade listings are wrapped at registration time, so trade results pass through the same swap.

Because every hook converges on the same tryReplace(), a mob's diamond axe and a chest's diamond axe roll the same way.

Picking materials: the 80 / 10 / 10 split (configurable)

We pick a TC tool matching the vanilla item's category (sword / pickaxe type, etc.), then rolls materials per part using a weighted split:

  • 80% canonical: the hand-picked TC material for that tier, chosen so the result feels natural.
  • 10% same-tier random: variety within the tier.
  • 10% any-tier random: cross-tier variance, capped at a configurable max tier (default diamond) so you don't get random hepatizon zombies in early game.

The full canonical mappings:

Vanilla tier Tool canonical Armor canonical
wooden tconstruct:wood —
stone tconstruct:rock —
leather — tconstruct:copper
iron / chainmail tconstruct:iron tconstruct:iron
golden tconstruct:rose_gold tconstruct:gold
diamond tconstruct:cobalt tconstruct:cobalt
netherite tconstruct:hepatizon tconstruct:hepatizon

Enchantments → TC modifiers

Pre-enchanted vanilla items get their enchantments converted to TC modifiers.

  1. Budget: sum vanilla enchantment levels, take ceil(sqrt(totalLevels × 4)), cap at 7. Sharpness V Unbreaking III Mending I gets a budget of about 6.
  2. Modifier pool: built from your installed TC recipes, so addon modifiers are auto-included. Modifiers with unmet prerequisites are filtered.
  3. Specialty weighting: specialist modifiers (apply specifically to one "type" of tool, e.g: sharp) are ~8× more likely than universals. Tunable.
  4. Spending the budget: at each step, either level up an existing modifier (default 65% chance) or pick a new one. Bonus-slot modifiers added if budget overflows.

A skip list in the config keeps unwanted modifiers out (defaults include netherite, creative_slot, draconic, etc.).

Compatibility & extensibility

  • TC addons: picked up automatically via standard tags and Forge tool actions. Tested with Tinkers' Things, TCIntegrations, Tinkers Levelling Addon, and Tinkers' Thinking.
  • Addon materials: read live from MaterialRegistry. New material drops in, it's eligible. Custom-tier materials work for armor and ranged; tools need a vanilla-tier mapping.
  • Modded recipes: caught by the same scan as vanilla. Datapack recipes should be automatically handled.
  • Modded loot, mob equipment, villager professions: all hit the same hooks as vanilla. No allowlist.
  • JEI: integrated. Replacement ingredient cycles through valid TC tools per slot. Recipe transfer works on the vanilla 3×3, player inventory grid, TC crafting station, and any container declared in the user-extensible config.
    • NOTE: Other crafting interfaces may need special handling which I haven't specifically accounted for! Please let me know if there are any issues.

Configuration

Drop the jar in your mods folder and load a world.

The defaults are quite sensible but if you want to tune, four files appear under config/ after first launch:

File Format What it controls
tinkersdevotion-common.toml TOML Main toggles. Independently disable vanilla-crafting removal, mob, loot, or villager replacement. Tune the parts-match threshold, loot variance, modifier specialization weight.
tinkersdevotion/tool_exclusions.json JSON Blacklist specific TC tools per slot or action. Stops dagger from substituting for cleaver in recipes, stops slimesuit from rolling as armor loot, etc. Defaults pre-populated.
tinkersdevotion/modifier_skip_list.json JSON TC modifier IDs that should never appear in the random enchantment pool. Defaults pre-populated.
tinkersdevotion/item_aliases.json JSON Treat a modded item as a vanilla one (Refer to Feature #5).

Commands

  • /tinkersdevotion generate re-runs the recipe scan and rewrites the generated datapack. Useful after installing or removing mods. OP level 2.
  • /tinkersdevotion generate reset resets the two JSON config files to defaults and regenerates. The TOML config is untouched.

The recipe datapack auto-generates on first world load, so the command is only needed if you change your mod list.


Issues & Feedback

Leave a comment or hop in the Discord to chat or ask a question. If you've found a bug or have a specific request, flag it on the GitHub issue tracker.

Discord

  • I am just one guy!!
  • FAQ COMING SOON.

Requirements & Compatibility

  • Minecraft 1.20.1, Forge 47.4+
  • Tinkers' Construct 3.11+
  • Mantle 1.11+ (Tinkers' dependency, you'll have it)
  • JEI 15.20+ (optional, used for recipe display and shift-click transfer)

Tested with almost all tinker's addons (at time of release here)! Friendly to any other TC addon that uses standard tags and registers its modifiers via TC's recipe system.

Modded items (if you are interested in replacing tools from other mods like epic-fight, simply-swords etc): No modded items are replaced by default, but you can add a simple mod:mytool, minecraft:vanillaItem to replace them (see Feature #5)! Built to be super friendly to everyone :) Please lmk if any issues with this!


Credits & License

Tinkers' Construct and Mantle by SlimeKnights. Without them this mod would have nothing to integrate.

License: All Rights Reserved. Short version:

  • Free to include in any public or private modpack. Credit would be nice but not required.
  • Free for personal use.
  • Not allowed: modification, forks, re-uploads, or porting without written permission.

Full terms in LICENSE.md. For permission requests, open a GitHub issue.

Tinkers' Devotion

Tinkers' Devotion: true tinkers integration and immersion! Vanilla tools, weapons and armor all replaced by their TC counterparts in recipes, loot, mob equipment, and villager trades. There are no bounds to your tinkering, and the world should reflect that!

This mod is designed to be extensible, so the replacements system should work automatically with most mods! Most replacement systems can be toggled, scoped per item type, or blacklisted per mod. See Configuration further down.

Preview on mobs :) --> More features in Gallery!!


Features

1. Mob Equipment

Mobs spawning with vanilla tools or armor spawn with the TC equivalent instead, rolled fresh per mob with materials biased toward the same tier. This affects armour, melee and ranged weapons.

2. Loot Tables

Vanilla tools, weapons, and armor in chest loot, fishing pools, and mob drops get replaced with TC same-tier equivalents at the same tier. Pre-enchanted items have their enchantments converted to weighted-random TC modifiers as part of the swap.

3. Crafting Recipes

Crafting vanilla tools, armor, and ranged weapons as outputs is disabled (via Mantle). Recipes that take vanilla tools as inputs (e.g: a dispenser requiring a bow) are rewritten to accept a TC equivalent at the same tier. This is designed to work for ALL modded recipes which require vanilla items as recipe inputs.

I highly suggest you use JEI, as it shows candidate TC tools per slot with tier hints in the tooltip.

4. Villager Trades

All villager trades involving such items (e.g: armorer, toolsmith, fisherman) have these trades replaced with a deterministic trade on spawn (e.g: iron-sword from a toolsmith will be replaced with a tier-2 TC sword equivalent). Wandering traders are also handled in the same way.

5. Custom Modded Item Support

The 4 systems above trigger on vanilla items & DON'T TOUCH MODDED ITEMS BY DEFAULT since mods build their tools differently. I support including ANY modded item, just add to config/tinkersdevotion/item_aliases.json with a vanilla counterpart, e.g: "twilightforest:steeleaf_pickaxe": "minecraft:iron_pickaxe". Now steeleaf pickaxes are replaced by TC iron-pickaxe equivalents, and will be replaced in loot, mobs, trade and recipes! Their own recipe gets disabled too, same as vanilla's. Only Tinkers items can't be aliased.


Nerdy Stuff

Skip to Configuration if you just want to play.

The general flow

The core of the mod is a shared tryReplace() function: vanilla item in, TC equivalent out (matched category, weighted materials, enchantments converted to modifiers). Everything else is just hooks that pass items into it.

Four entry points feed tryReplace():

  • First world load: scan all loaded recipes, write a generated datapack with TC-aware replacements, auto-reload.
  • Mob spawn: an EntityJoinLevelEvent handler swaps any vanilla item in the mob's slots.
  • Loot generation: a Forge Global Loot Modifier runs the same swap on result lists.
  • Villager trade roll: trade listings are wrapped at registration time, so trade results pass through the same swap.

Because every hook converges on the same tryReplace(), a mob's diamond axe and a chest's diamond axe roll the same way.

Picking materials: the 80 / 10 / 10 split (configurable)

We pick a TC tool matching the vanilla item's category (sword / pickaxe type, etc.), then rolls materials per part using a weighted split:

  • 80% canonical: the hand-picked TC material for that tier, chosen so the result feels natural.
  • 10% same-tier random: variety within the tier.
  • 10% any-tier random: cross-tier variance, capped at a configurable max tier (default diamond) so you don't get random hepatizon zombies in early game.

The full canonical mappings:

Vanilla tier Tool canonical Armor canonical
wooden tconstruct:wood —
stone tconstruct:rock —
leather — tconstruct:copper
iron / chainmail tconstruct:iron tconstruct:iron
golden tconstruct:rose_gold tconstruct:gold
diamond tconstruct:cobalt tconstruct:cobalt
netherite tconstruct:hepatizon tconstruct:hepatizon

Enchantments → TC modifiers

Pre-enchanted vanilla items get their enchantments converted to TC modifiers.

  1. Budget: sum vanilla enchantment levels, take ceil(sqrt(totalLevels × 4)), cap at 7. Sharpness V Unbreaking III Mending I gets a budget of about 6.
  2. Modifier pool: built from your installed TC recipes, so addon modifiers are auto-included. Modifiers with unmet prerequisites are filtered.
  3. Specialty weighting: specialist modifiers (apply specifically to one "type" of tool, e.g: sharp) are ~8× more likely than universals. Tunable.
  4. Spending the budget: at each step, either level up an existing modifier (default 65% chance) or pick a new one. Bonus-slot modifiers added if budget overflows.

A skip list in the config keeps unwanted modifiers out (defaults include netherite, creative_slot, draconic, etc.).

Compatibility & extensibility

  • TC addons: picked up automatically via standard tags and Forge tool actions. Tested with Tinkers' Things, TCIntegrations, Tinkers Levelling Addon, and Tinkers' Thinking.
  • Addon materials: read live from MaterialRegistry. New material drops in, it's eligible. Custom-tier materials work for armor and ranged; tools need a vanilla-tier mapping.
  • Modded recipes: caught by the same scan as vanilla. Datapack recipes should be automatically handled.
  • Modded loot, mob equipment, villager professions: all hit the same hooks as vanilla. No allowlist.
  • JEI: integrated. Replacement ingredient cycles through valid TC tools per slot. Recipe transfer works on the vanilla 3×3, player inventory grid, TC crafting station, and any container declared in the user-extensible config.
    • NOTE: Other crafting interfaces may need special handling which I haven't specifically accounted for! Please let me know if there are any issues.

Configuration

Drop the jar in your mods folder and load a world.

The defaults are quite sensible but if you want to tune, four files appear under config/ after first launch:

File Format What it controls
tinkersdevotion-common.toml TOML Main toggles. Independently disable vanilla-crafting removal, mob, loot, or villager replacement. Tune the parts-match threshold, loot variance, modifier specialization weight.
tinkersdevotion/tool_exclusions.json JSON Blacklist specific TC tools per slot or action. Stops dagger from substituting for cleaver in recipes, stops slimesuit from rolling as armor loot, etc. Defaults pre-populated.
tinkersdevotion/modifier_skip_list.json JSON TC modifier IDs that should never appear in the random enchantment pool. Defaults pre-populated.
tinkersdevotion/item_aliases.json JSON Treat a modded item as a vanilla one (Refer to Feature #5).

Commands

  • /tinkersdevotion generate re-runs the recipe scan and rewrites the generated datapack. Useful after installing or removing mods. OP level 2.
  • /tinkersdevotion generate reset resets the two JSON config files to defaults and regenerates. The TOML config is untouched.

The recipe datapack auto-generates on first world load, so the command is only needed if you change your mod list.


Issues & Feedback

Leave a comment or hop in the Discord to chat or ask a question. If you've found a bug or have a specific request, flag it on the GitHub issue tracker.

Discord

  • I am just one guy!!
  • FAQ COMING SOON.

Requirements & Compatibility

  • Minecraft 1.20.1, Forge 47.4+
  • Tinkers' Construct 3.11+
  • Mantle 1.11+ (Tinkers' dependency, you'll have it)
  • JEI 15.20+ (optional, used for recipe display and shift-click transfer)

Tested with almost all tinker's addons (at time of release here)! Friendly to any other TC addon that uses standard tags and registers its modifiers via TC's recipe system.

Modded items (if you are interested in replacing tools from other mods like epic-fight, simply-swords etc): No modded items are replaced by default, but you can add a simple mod:mytool, minecraft:vanillaItem to replace them (see Feature #5)! Built to be super friendly to everyone :) Please lmk if any issues with this!


Credits & License

Tinkers' Construct and Mantle by SlimeKnights. Without them this mod would have nothing to integrate.

License: All Rights Reserved. Short version:

  • Free to include in any public or private modpack. Credit would be nice but not required.
  • Free for personal use.
  • Not allowed: modification, forks, re-uploads, or porting without written permission.

Full terms in LICENSE.md. For permission requests, open a GitHub issue.