v0.6.29
v0.6.29
- Changed: Config version is now 0.92
- Added: Support for Blackguard Additions v1.1.6. This can be disabled in CustomPatches under "BlackguardAdditions" in the config.
- Added: Support for Forlon Additions v1.0.1. This can be disabled in CustomPatches under "ForlornAdditions" in the config.
- Tweak: Updated Pit enchantment to check BlockMaterial vs FirstCodePart.
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637 |
May 1st at 5:48 AM |
Show |
krpgenchantment_0.6.29.zip |
1-click install |
v0.6.28
v0.6.28
- Fixed: Pit acting on Sandstone. Thanks for the report Xorberax
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382 |
Apr 22nd at 7:53 PM |
Show |
krpgenchantment_0.6.28.zip |
1-click install |
v0.6.27
v0.6.27
- Fix: Compatibility for Overhaul Lib and Combat Overhaul 0.3.x I have re-compiled against overhaullib_0.2.2, and appears to work fine in my test environments. Let me know if you have any issues. Thanks!
- Fix: Non-PvP servers with Overhaul Lib 0.2.2 and later should allow healing. Thanks Maltiez for the quick patch!
- !! Warning !! This may not be compatible with older versions of Combat Overhaul (v0.2.17 or earlier) !!
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595 |
Apr 7th at 9:17 PM |
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krpgenchantment_0.6.27.zip |
1-click install |
v0.6.26
v0.6.26
- Tweak: Config version is now 0.91
- Added: MaxEnchantTier config option. This will be used to support ValidReagents in the future, but will not change anything right now
- Fixed: Fix to allow Healing enchant to work when AllowPvP is set to False. Let me know if there are any issues with it, since it's a bit difficult to test.
- Known Issue: Healing fix for AllowPvP in False in the presence of Combat Overhaul not working.
- Roadmap: Assuming the above works, this will probably be one of the last bugfixes of 0.6, and I'll be working on some more enchantments and features. Thanks, and happy enchanting!
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95 |
Apr 6th at 9:53 PM |
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krpgenchantment_0.6.26.zip |
1-click install |
v0.6.25
v0.6.25
- Fixed: Enchanter's Manuals client crashes after Resist Electric fix.
- Tweak: Added back translations for older Enchanter's Manuals to continue to read properly after removing old Resist Electric IDs
- Changed: Config version is now 0.90
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791 |
Mar 19th at 12:58 AM |
Show |
krpgenchantment_0.6.25.zip |
1-click install |
v0.6.24
v0.6.24
- Tweak: Config version is now 0.89
- Fixed: Issues with Resist Electricity string mismatch between newer and older updates. If you have an item which is registered to the old naming convention "resistelectric", then it will be converted to "resistelectricity" automatically.
There was also a resulting change to LoreIDs, and they will be regenerated. If you built your own mod to work with this, you will need to re-add your chapter loreIDs manually.
- Fixed: Some Config settings did not carry over during version upgrades.
- Added: Compiled with VS 1.20.5. There shouldn't be any discernable changes, but please report any issues vis GitHub or Discord. It should still be compatible with 1.20.4, as well
- Added: ConfigLib support for Debug option
- Known Issue: Reading an Enchanter's Manual will cause a client crash on dedicated server
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88 |
Mar 18th at 4:50 PM |
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krpgenchantment_0.6.24.zip |
1-click install |
v0.6.23
v0.6.23
- Tweak: Added variance to Call Lightning. Call Lightning now will spawn an amount of lightning strikes within a 4 meter radius of the target, equal to abs(Enchantment Tier / 2) to Enchantment Tier amount of lightning strikes.
Example: Call Lightning I: spawns 1 Lightning strike in a 4m radius of the target. Call Lighting V: spawns 2 - 5 lightning strikes in a 4m radius of the target. Let me know what you think, if this deserves any more balance.
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123 |
Mar 18th at 12:45 AM |
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krpgenchantment_0.6.23.zip |
1-click install |
v0.6.22
v0.6.22
- Fixed: Issue with Enchanting Manuals not pushing Journal event on servers.
- Tweak: Optimized getNextUndiscoveredChapter in ModJournal patch for servers
- Tweak: Optimized Enchanting Manual journal chapter name patch for servers
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448 |
Mar 10th at 4:40 AM |
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krpgenchantment_0.6.22.zip |
1-click install |
v0.6.21
v0.6.21
- Fixed: Client CTD when attempting to read Enchanter's Manuals on a dedicated server. Thanks NateDoesLife
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137 |
Mar 9th at 6:08 PM |
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krpgenchantment_0.6.21.zip |
1-click install |
v0.6.20
v0.6.20
- Added: Enchanter's Manuals, once read, now display their corresponding recipe in their name! This allows you to see which is which at a glance, so you can easily sort your book cases.
- Changed: Added a new random lore discovery function for Enchanter's Manual, versus the default VS sequential lore discovery.
- Fixed: Enchanter's Manuals not displaying their item description.
- Added: CAN Jewelry v0.4.17 compatibility. Currently, this only adds enchanting to the Gem Cutting Chisel.
- Changed: Config version is now 0.88
- Fixed: Hotfix for release 0.6.19 causing player CTD when attempting read the name of an Enchanter's Manual on a dedicated server. Version 0.6.19 has been removed to prevent further downloads. Sorry about that one, folks
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325 |
Mar 7th at 12:12 AM |
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krpgenchantment_0.6.20.zip |
1-click install |
v0.6.18
v0.6.18
- Changed: Config version is now 0.87
- Changed: Added extra debug logging to EnchantingRecipe's outputting an enchanted item
- Changed: Knockback enchantment reduced greatly in power. This will be rebalanced more over time, but it now shouldn't teleport targets as far as before.
- Added: New Config option "MaxDamageEnchants", default value -1 (disabled). You can now set a maximum number of unique Damage type enchantments which can be written to a single item at the Enchanting Table.. This currently includes "Flaming", "Frost", "Harming", "Shocking".
- Added: Support for Ancient Military Tech v2.1.1. This can be disabled in the config under "CustomPatches" and "Tonwexp-neue".
- Fixed: Support for Combat Overhaul and CO:Armory, certain items would not show Enchantment descriptions, despite enchanting properly in updated versions of CO and Armory. This was tested against CO v0.1.29 and Armory 0.1.6
- Fixed: EnchantmentEntityBehavior.TryEnchantments attempting to run Durable on attack, causing excess log entries.
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241 |
Mar 4th at 6:38 AM |
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krpgenchantment_0.6.18.zip |
1-click install |
v0.6.17
v0.6.17
- Added: Added support for NDL Chisel Picks v2.1.0. This is labeled "NDLChiselPicks" in "CustomPatches".
- Added: Added support for Tailored Brigandine v0.7.3. This is labeled "LitBrig" in "CustomPatches".
- Changed: New default for all "ValidReagents" is now quantity 1
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497 |
Feb 23rd at 4:25 AM |
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krpgenchantment_0.6.17.zip |
1-click install |
v0.6.16
v0.6.16
- Changed: Compatibility with KRPGWands v0.5.0. This now uses event triggers similar to Combat Overhaul, and thus should be much more reliable
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423 |
Feb 19th at 8:38 PM |
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krpgenchantment_0.6.16.zip |
1-click install |
v0.6.15
v0.6.15
- Added: Added support for BetterScrap v1.21. You can disable this in the CustomPatches section of the Config as "ScrapBlocks". This is how the mod author made their ModID, so it is expected that it does not match the public facing mod name.
- Added: Added support for FotSA: Viverridae v1.0.0 - Seems like the hitbox on some of them are weird, but that's a FotSA issue.
- Changed: KRPGEnchantment_Config.json Version is now 0.85
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308 |
Feb 17th at 10:58 PM |
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krpgenchantment_0.6.15.zip |
1-click install |
v0.6.14
v0.6.14
- Added: Fauna of the Stone Age support, as follows below
- Added: FotSA: Meiolaniidae
- Added: FotSA: Vombatidae
- Added: FotSA: Manidae
- Added: FotSA: Pantherinae
- Added: FotSA: Capreolinae
- Added: FotSA: Caninae
- Added: FotSA: Casuariidae
- Added: FotSA: Machairodontinae
- Added: FotSA: Sirenia
- Added: FotSA: Spheniscidae
- Added: FotSA: Dinomithidae
- Added: FotSA: Felinae
- Added: FotSA: Bovinae
- Added: FotSA: Elephantidae
- Fixed: Damage enchants causing disconnects when targeting players while using Combat Overhaul
- Fixed: Tentatively fixed multiple damage enchants (the right way)
- Changed: More/more accurate debugging. This is an ongoing effort. Damage enchantments will now report their totals and verification when Debug is set to true in the config.
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512 |
Feb 12th at 12:40 AM |
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krpgenchantment_0.6.14.zip |
1-click install |
v0.6.13
v0.6.13
- Fixed: Pit not working with ranged weapons.
- Fixed: Multiple damage enchants not processing.
- Fixed: Bows not having access to Harming
- Fixed: Shocking not rolling in LatentEnchantment Assessments
- Fixed: Combat Overhaul compatibility script passing null source entity when processing enchantments
- Changed: Added a few more debug loggers for Enchantment processing. Of course, this is by no means finished.
- Known Issue: Player disconnect when attacking another player with a Damage Enchant while using Combat Overhaul
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477 |
Feb 6th at 4:26 AM |
Show |
krpgenchantment_0.6.13.zip |
1-click install |
v0.6.12
v0.6.12
- Fixed: New Bow handler broke KRPG Wands and thrown weapons handlers for Enchantment processing. Projectile will be checked before Bow when a target is hit by an Enchanted item.
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255 |
Feb 3rd at 3:32 AM |
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krpgenchantment_0.6.12.zip |
1-click install |
v0.6.11
v0.6.11
- Changed: Config version is now 0.84
- Changed: Debug is now a Config option. It's lightly implemented now as true/false, but will serve various LogLevels later. Default is false
- Changed: Vanilla Bows now pass their enchantments on to the projectiles. They now have access to all the normal Weapon enchants
- Changed: Ammo no longer receives weapon enchants, and only Universal enchants ("Durable" is the only one currently)
- Added: Ukranian translation
- Fixed: Combat Overhaul: Armory enchanting recipes overtaking vanilla ones
- Known Issue: New Bow handler broke the KRPGWands handler - Fixed in 0.6.12
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140 |
Feb 2nd at 8:07 PM |
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krpgenchantment_0.6.11.zip |
1-click install |
v0.6.10
v0.6.10
- Added: Русский translation. Спасибо FNX
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285 |
Jan 31st at 3:26 PM |
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krpgenchantment_0.6.10.zip |
1-click install |
v0.6.9
v0.6.9
- Changed: Config version is now 0.83
- Changed: CUSTOM PATCHES ARE NOW OPT-OUT. This means that compatibility toggles in CustomPatches in KRPGEnchant_Config.json, going forward, will default to true. If you want to disable enchantments on a certain mod, you must now set it to false manually. Everyone can thank Maltiez for requesting this.
- Fixed: "Armory" not auto-adding to CustomPatches
- Fixed: Healing should now properly reduce weapon damage to 0 for Combat Overhaul
- Changed: Combat Overhaul ammo now inherits the enchants of the weapon used to shoot it. Vanilla is soon to follow this behavior
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104 |
Jan 31st at 5:28 AM |
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krpgenchantment_0.6.9.zip |
1-click install |
v0.6.8
v0.6.8
- Fixed: Null ref error when attacking an enemy without Combat Overhaul installed
- Fixed: Issue causing client crashes when attempting to check for Durable enchant - v0.6.7
- Known Issue: Healing not working properly with Combat Overhaul yet.
- Known Issue: Config not adding "Armory" automatically to CustomPatches
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321 |
Jan 30th at 2:37 AM |
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krpgenchantment_0.6.8.zip |
1-click install |
v0.6.6
v0.6.6
- Added: 🎉 COMBAT OVERHAUL COMPATIBILITY 🎉 - Be sure to enable it in your config after loading in for the first time. You will need to reboot your server after this.
- Added: 🎉 COMBAT OVERHAUL:ARMORY COMPATIBILITY 🎉 - Be sure to enable it in your config after loading in for the first time. You will need to reboot your server after this.
- Special thanks to Maltiez for helping out to make this a possibility
- Fixed: Lots of Log spam. Sorry about that folks
- Known Issue: Healing not working properly with Combat Overhaul yet.
- Known Issue: Crash on armor durability loss - Fixed on 0.6.7
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75 |
Jan 29th at 10:49 PM |
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krpgenchantment_0.6.6.zip |
1-click install |
v0.6.5
v0.6.5
- Fixed: Crashes on dedicated servers when reading the new Enchanter's Manuals
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252 |
Jan 27th at 11:47 PM |
Show |
krpgenchantment_0.6.5.zip |
1-click install |
v0.6.4
v0.6.4
- Fixed: Issues with ConfigLib creating garbage config files if one was not already present.
- Added: Electricity Addon v0.0.15 compatibility patch. You will need to set "ElectricityAddon" to true in CustomPatches section of the KRPGEnchantment_Config.json file and restart your server for this to take effect
- Changed: Config version is now 0.81
- Changed: Config file is now stored in its own mod, using a new static path "KRPGLib.Enchantment.EnchantingConfigLoader.Config" which has ExecuteOrder 0 to load before ConfigLib
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189 |
Jan 27th at 4:32 AM |
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krpgenchantment_0.6.4.zip |
1-click install |
v0.6.3
v0.6.3
- Added: Support for new boss mobs
- Added: Support for Bowtorn
- Added: Support for Decaying Creatures v0.1.2 mod
- Changed: Enchanter's Manuals are now their own item type, since 1.20 only spawns specific lore books in specific ruins now. Sorry if this breaks your existing known Enchanting Recipes. There were lots of changes to Lore Discovery in 1.20 that made this much more difficult to work with.
- Added: Enchanter's Manuals can now be purchased at Treasure Hunter traders
- Added: Basic French translation. I really just jammed it into Google Translate, so let me know if it's wrong
Known Issues:
- Combat Overhaul is not supported. Not really a bug, but it's just not setup yet. It's coming, don't worry.
- ConfigLib will attempt to create an invalid KRPGEnchantment_Config.json file if one does not exist. - I'm working on a fix for this. Until now, you need to generate the config file before adding ConfigLib, and if you want to reset your file you should set the Version to 0. (Thanks NateDoesLife)
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175 |
Jan 26th at 7:43 AM |
Show |
krpgenchantment_0.6.3.zip |
1-click install |
v0.6.2
v0.6.2
- Fixed: Issue with KRPGWands. KRPGWands v0.4.1 required
- Fixed: A few more issues not detecting enchants properly
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670 |
Jan 19th at 4:20 AM |
Show |
krpgenchantment_0.6.2.zip |
1-click install |
v0.6.1
v0.6.1
Apologies for how long it took to get out this much needed patch, but I'm back at it. Thanks for your support and enjoying the mod, everyone!
- Fixed: Issue preventing many different enchantments from working properly
- Fixed: Issue preventing resolving of Enchanting Recipe ingredients with Quantity greater than 1
- Added: Audio loop during enchanting
- Added: ConfigLib support
- Changed: Config version is now 0.7
- Added: Enchanter limit for items with new config option "MaxEnchantsPerItem". NOTE: This only stops players from enchanting more than the value. You can still add more enchantments through an item's JSON.
- Fixed: Patches for several new 1.20 items and entities
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75 |
Jan 19th at 2:22 AM |
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krpgenchantment_0.6.1.zip |
1-click install |
v0.6.0
v0.6.0
WARNING! THIS RELEASE IS INTENDED FOR 1.20.0-RC1 OR LATER!
- Added: Compatibility for 1.20-rc1 ! DOES NOT SUPPORT 1.20.0-pre13 OR EARLIER !
- Fixed: Lots of changes in 1.20 which moved item files around for armor and tools
- Fixed: ModSystem.Journal.DidDiscoverLore() was removed in 1.20.0-pre, but added back in rc1
- Fixed: Debugging left on during Enchantment reading
- Fixed: Optimization in EnchantingRecipe in prep for Ammo fix
- Fixed: Enchantment not rolling enough potential values, resulting in the same enchantments being selected over and over
- Removed: Old Reagent's from the mod. The old ReagentItem's are completely deprecated and should be replaced with gems or another item of your choice in the KRPGEnchantment_Config.json
There are a number of issues as 1.20 has been updated, so expect issues with newer versions of 1.20
- Known Issue: Enchanter's Manual lore books not spawning
- Known Issue: Enchants with multiple ingredients in the recipe do not work
- Known Issue: Many new creatures don't work with Enchantment effects
- Known Issue: Damage enchants not working
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939 |
Dec 11th 2024 at 10:53 PM |
Show |
krpgenchantment_0.6.0.zip |
1-click install |
v0.5.2
v0.5.2
- Changed: KRPGEnchantment_Config Version is now 0.6
- Fixed: KRPGEnchantment_Config.json - ValidReagents typo for peridot.
- Fixed: Swordz compatibility broken.
- Fixed: CustomPatches not translating from KRPGEnchantment lang files.
- Changed: Config version check is smarter, and will attempt to fix typos in configs.
Known Issues: - Ammo is not enchantable - 1.20-pre is not supported
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587 |
Nov 21st 2024 at 9:57 PM |
Show |
krpgenchantment_0.5.2.zip |
1-click install |
v0.5.1
v0.5.1
Release 0.5.1 - Enchanting Recipe Lore
!! BEFORE YOU START, BACKUP YOUR SAVES !!.
- Added: New Lore type: Enchanter's Manual. When you find and read lore in game, you will have a chance to learn the name of an Enchanting Recipe. This will display the selected Enchantment's name in the Enchanting Table for those who have read the lore.
- Changed: KRPGEnchantment_Recipe_Config.json has been merged with KRPGEnchantment_Config.json. You may delete KRPGEnchantment_Recipe_Config.json manually.
- Changed: KRPGEnchantment_Config.json Version is now 0.5
- Added: Config option "LoreIDs". !! DO NOT EDIT UNLESS YOU KNOW WHAT YOU'RE DOING !! These LoreIDs tell the EnchantingTable which ChapterID corresponds to which enchantment. If you add or change any enchantments with their own lore chapters, you must add it here.
- Fixed: Issue where an item's Potential value would not read properly, causing all enchantments to be treated as Low Potential
- Fixed: Issue where ValidReagents could not read the domain
- Fixed: Enchanting Table UI optimization/excess calls
- Fixed: Updated in-game Handbook to reflect recent Reagent changes.
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99 |
Nov 21st 2024 at 2:13 AM |
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krpgenchantment_0.5.1.zip |
1-click install |
v0.5.0
v0.5.0
!!!!!! BACKUP YOUR SAVES !!!!!!!
MAJOR RELEASE 0.5.0 - NEW GUI & RECIPE REDUX
- Added: New Enchanting Table GUI. This should be more akin to classic Minecraft style enchanting. (Note: there is no translating what enchant you've selected YET. This will be added later)
- Added: Unique font loading for Enchanting Table GUI. Dependency-free loading of a runic TTF font, so long as you have internet available on the client when loading the GUI the first time.
- Added: Latent Enchants. Now, each item holds the potential for enchantments, as set in the config files. These are selected in your Enchanting Table, and reset every X days (default 7). You can also set the number of available LatentEnchants at a single time (default 3).
- Changed: Enchanting recipe reagents are defined in the config file. The format is {"domain:item": quantity}. Default uses vanilla gemstones like emerald, peridot, and diamond.
- Changed: Enchanting recipe tiers are defined in the config file. The format is {"potential": maxPower}. Default uses vanilla potential values "low", "medium", "high", as found in vanilla gemstones.
- Changed: Enchanting recipes are simplified. You can still override recipes to use specific reagents if you provide a "reagent" ingredient. You can also provide multiple "target" ingredients (so long as it's not named "reagent") with multiple wildcards, greatly reducing the amount of JSON required, something like 100x or more reduction in JSON recipes.
- Changed: !!! Older KRPGEnchantment Reagents are not used by default anymore !!! You can still craft them, so beware to not waste resources on them. Please ask your server admin for assistance with the items, and dispose of them before release 0.6.x when they will be removed from the mod.
- Changed: CustomPatches in KRPGEnchantment_Recipe_Config.json is authoritative for patch loading. You will likely need to re-configure these values after migration to 0.5.x. Single values outside of CustomPatches will be removed totally in a later update.
- Changed: KRPGEnchantment_Recipe_Config.json version is now 0.4. This should automatically migrate, but please check everything.
- Changed: Enchantments are stored in their own AttributeTree. This should be a seamless migration for anything enchanted before 0.5.x, but please use caution when migrating and backup your save first. The migration function will be deprecated in 0.6.x, meaning you will need to upgrade to 0.5.x before upgrading to a future version if you have an older save.
- Fixed: Optimizations and bugfixes galore, you can read github if you really want that list.
Please let me know your thoughts on the new recipe system. Hopefully this should make enchanting more accessible, but just random enough to be fun. Look forward to more additions to this sytem, including the ability to learn how to read the enchantment runes, and of course more enchantments!
Known Issues:
- Potential values not reading properly, resuling in "Low" value every time - Resolving in 0.5.1
- ValidReagents not reading domains properly - Resolving in 0.5.1
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349 |
Nov 5th 2024 at 6:15 AM |
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krpgenchantment_0.5.0.zip |
1-click install |
v0.4.7
v0.4.7
- NOTE: Removed 0.4.6 because it had an incompatibility with PetAI causing server disconnect. This now works properly in 0.4.7
- Fixed: Multiple damage enchantments (Flaming, Frost, Harming, Shocking) not applying. Only the first available alphabetically was dealing damage and the rest were timing out.
- Changed: Damage enchantments (Flaming, Frost, Harming, Shocking) now deal (1d4 + (Tier * 0.1)) damage per Tier. This should lead to a more stable, yet still random damage system that doesn't scale as intensely as a flat 1d6 + Tier.
- Changed: Resist is now a 10% elemental damage reduction per tier per piece of armor. IE: Helmet with Resist Fire I and Body with Resist Fire IV will resist 50% of Fire type damage. NOTE: This only applies to Enchantment damage right now, and will be fixed to apply to all damage later.
- Added: Outlaws for Rust & Rot compatibility
- Added: Rust & Rot compatibility
- Added: Descriptions to Reagent items.
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536 |
Sep 25th 2024 at 12:50 AM |
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krpgenchantment_0.4.7.zip |
1-click install |
v0.4.5
v0.4.5
- Fixed: Kanahaku`s (Not Only) Spear Expansion compatibility patches not loading. Missmatch between spelling of the word and the modid in the file structure.
- Changed: Handbook entry for Enchanting is now updated to include more useful information, including links to items and the Wiki.
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232 |
Sep 18th 2024 at 4:13 PM |
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krpgenchantment_0.4.5.zip |
1-click install |
v0.4.4
v0.4.4
- Added: Compatibility patches for Ancient Armory
- Added: Compatibility patches for Kanahaku`s (Not Only) Spear Expansion
- Added: Enchant color coding per enchant tier. (1 Cyan, 2 Green, 3 Purple, 4 Red)
- Changed: New EnchantmentRecipeConfig version 0.3. Your file should update when you first boot the server, then you will have to enable any of the new compatibility patches and reboot the server once more. Sorry, no hot-reload of compatibility patches yet.
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160 |
Sep 16th 2024 at 11:38 PM |
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krpgenchantment_0.4.4.zip |
1-click install |
v0.4.3
v0.4.3
- KRPG Wands 0.3.0 compatibility
- Added self targeting for wands
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163 |
Sep 15th 2024 at 4:16 AM |
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krpgenchantment_0.4.3.zip |
1-click install |
v0.4.2
v0.4.2
- Fixed: Healing Reagent recipe item code mismatch
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244 |
Sep 9th 2024 at 3:39 AM |
Show |
krpgenchantment_0.4.2.zip |
1-click install |
v0.4.1
v0.4.1
- Removed Temporal Reagent to reduce confusion. This was really only for testing and not necessary
- Fixed: Healing Reagent recipe uncraftable due to grid limitations
- Fixed: Frost Reagent uncraftable due to Chilling Reagent recipe overriding
- Changed: Chilling Reagent recipe to require more materials
- Fixed: Fantasy Creatures - Surface Skeleton missing Enchantment Behavior
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129 |
Sep 8th 2024 at 6:27 AM |
Show |
krpgenchantment_0.4.1.zip |
1-click install |
v0.4.0
v0.4.0
Release v0.4.0
- Added Tier 2, 3, 4
- Tier 2: 4x Processing Hours and Reagents
- Tier 3: 16x Processing Hours and Reagents
- Tier 4: 64x Processing Hours and Reagents
- Fixed Resist Frost recipe
- Fixed syntax inconsistency in many recipes
- Changed EnchantingRecipe to only work with exact matching reagents
- Fixed Axe had 2x EnchantmentBehavior, causing duplicate effects
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312 |
Aug 25th 2024 at 2:56 AM |
Show |
krpgenchantment_0.4.0.zip |
1-click install |
v0.3.8
v0.3.8
- Fixed Durable enchantment for Armor-Head-Sewn-* applying Protection instead
- Fixed Enchanter block ticking EnchantTime when a recipe was incomplete
- Changed Enchanter tick from 3s to 1s for smoother progress bar
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303 |
Aug 13th 2024 at 11:35 PM |
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krpgenchantment_0.3.8.zip |
1-click install |
v0.3.7
v0.3.7
- Fixed Protection/Resist not applying damage properly
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146 |
Aug 12th 2024 at 2:27 AM |
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krpgenchantment_0.3.7.zip |
1-click install |
v0.3.6
v0.3.6
- Fixed EnchantTimeOverride for Dedicated Servers
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194 |
Aug 8th 2024 at 3:21 PM |
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krpgenchantment_0.3.6.zip |
1-click install |
v0.3.5
v0.3.5
- Added Durable enchant for tools (chisel, cleaver, hammer, hoe, pickaxe, prospectingpick, saw, scythe, shears, shovel, wrench)
- Added Durable enchant for Swordz tools (axe, chisel, excavator, hoe, pickaxe, prospectingpick, scythe, shears, shovel, sledgehammer, tunneler, wrench)
- Fixed missing lang entry for Durable Reagent
- Fixed crash when opening Enchanter block entity on Dedicated Server. EnchantTimeOverride is disabled while I fix this
- Fixed Enchanter name resolution
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Aug 6th 2024 at 10:29 PM |
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krpgenchantment_0.3.5.zip |
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v0.3.4
v0.3.4
- Added Durable enchantment. Base 20% chance for the item to not take damage.
- Updated naming code to prepare for higher enchant tiers without manual lang file updates
- Added ICoreAPI helper method GetEnchantments(ItemSlot)
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krpgenchantment_0.3.4.zip |
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v0.3.3
v0.3.3
- KRPG_Enchantment_Recipe_Config.json is now version 0.2 and will regenerate at startup. This now features a CustomRecipes dictionary, where it you can add your own recipes to be loaded into the mod dynamically. YOU MAY NEED TO RESET YOUR SETTINGS
- Fixed: Item patch file loading
- Fixed: Compatibility patch files now reside in their respective mod directories
- Fixed: Issues with certain compatibility patches
- Rustbound Magic is now partially compatible.Use caution if you enable this.
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krpgenchantment_0.3.3.zip |
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v0.3.2
v0.3.2
- Fixed Protection Reagent recipe
- Changed Protection to Blunt/Piercing/Slashing damage only
- Added Resist (Electric, Fire, Frost, Heal, Injury, Poison) to Armor Enchants
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krpgenchantment_0.3.2.zip |
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v0.3.1
v0.3.1
- Added Armor Enchantment "Protection". Details in Wiki
- Fixed an issue preventing Players from being affected by Enchantments
- Backend optimization
- Look forward to more Wearable type Enchants in 3.x !
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krpgenchantment_0.3.1.zip |
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v0.2.11
v0.2.11
- Projectile compatibility fix - Arrow enchantments - Enchantments DO NOT pass from bow to arrow anymore. You must enchant arrows now
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krpgenchantment_0.2.11.zip |
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v0.2.10
v0.2.10
Mod Config files. You can override enchant time and compatibility patches in config now. Heal particles. WIP. Swordz compatibility. Thrown polearms not working yet.
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krpgenchantment_0.2.10.zip |
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v0.2.9
v0.2.9
Empty hand crash fix
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krpgenchantment_0.2.9.zip |
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v0.2.8
v0.2.8
Compat patches for: Fantasy Creatures Feverstones Wilds Paxel
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krpgenchantment_0.2.8.zip |
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v0.2.7
v0.2.7
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krpgenchantment_0.2.7.zip |
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jamescook What about it regenerating durability in areas of high temporal activity?
still wish there way a way to inplment an mending enchantment. maybe holding the materal the object is made of in offhand,while holding the object to be mended?
AcidNight You can just post your whole server-main.log and client-main.log in discord.
You can also enable Debug in the config and provide your server-debug.log and client-debug.log
I put specifically tested versions of mods in the compatibility list, since those are the ones I've verified.
BloodThunder The problem is like the new version of "Combat Overhaul" and "Xskill" there is no visible error message in the logs, the server starts well but when you want to connect there is something that blocks on the client side, I will try to see if I find something in the logs to post them on discord
AcidNight Send me your logs in Discord or in Issue Tracker.
You can also disable compatibility with other mods in the config.
Hello, I just updated several mods on my server and apparently KRPG is causing problems, I stay at 7kb after several minutes and once the mod is deleted everything is ok I tried to go back to the version I had but it does the same, I just changed these latest versions, diamondtools3.0.2, foodshelves_1.6.3, rustboundmagic_2.5.1, electricalprogressiveequipment_0.9.9 and Allclasses1.3.4
AcidNight Currently, it requires the mod author to add support, or I have to add an official compatibility patch (which tbf is pretty easy to do, and documented in the Wiki for Custom Patches)
I'm working on making this process even easier, but the entity must have the EnchantmentEntitybehavior patch to receive Enchantment effects at this time.
Hello, is it normal that the lightning enchantment doesn't work on all mobs? Like the cows in a mod and the mobs in Rustbound Magic? And also this enchantment on a melee weapon is dangerous ><
Xorberax Pit acting on Sandstone fixed in 0.6.28. Thanks for the report. There is a lot more left to do on it, but that will have to wait for 0.7.0
A bug I and some players noticed on our server is that sandstone blocks get mined by the Pit enchantment. I looked over the source code and I think it's happening because it's checking if the block code contains the word "sand" in it. Maybe those should check the full block code instead of a partial match, just to be safe.
It also can be exploited to mine huge chunks, as ore/coal gets dropped when hitting an entity with an item that has the Pit enchantment when over sandstone. Also does this respect land claims? I saw that it breaks blocks using an API method that takes in the player that triggered it, so I assume that checks for permissions.
For reproduction steps on the above exploit, you can get a weapon with the Pit enchantment (we had a player with Pit V) and he hit me with it and it mined a HUGE hole like 11x11x11 blocks, and we were able to get all the ore and stone from that. It only works on sandstone and ores in it; I tested on other rock types and it only breaks grass/dirt.
Disabling this enchantment wouldn't be too big of a deal if it only broke sand/grass/dirt as intended, though I'm not quite sure what the benefit of breaking blocks would be in combat be (maybe to trap an enemy in a hole?).
We also received reports from our players that some combat enchantments ignore our PvE settings and can allow players to hurt each other, such as setting them on fire. Not a huge deal, as we can deal with intentional malice as admins, but it can catch players off-guard thinking that because we're a PvE server where players can't hurt each other, that the enchantments should be safe to use near others.
Disabling enchantments will be in next major release. I'll also be re-balancing pit to scale a little bit less linearly
Is there a way to disable specific enchantments like Pit? It's incredibly OP.
TakeoTheWolf You're absolutely right. I'm working on this upgrade for 0.7.x, which is coming soon.
One of the big things is getting away from the default "potential" attribute, since it is technically a vanilla VS thing, and it's subject to change any time.
I'll also be upgrading some of the backend to be more extensible, as well.
If you want to hit me up on Discord, we can talk shop.
I don't know if the reagents rework is comming soon or not but knowing that it's an attribute {"potential": "*"} if this atribute also held the quantity value it would alow json modding compatibility without touching the config I believe. still new to modding, but I'm pretty sure this would allow applying a non random potential to items. just trying to be helpful.
BloodThunder, you're the goat!
Cowent1n @mrbunwah
Thanks for the bug reports. I'm working on some updates for the latest Combat Overhaul changes, and should have an update out soon.
Edit: Should be fixed with v0.6.27
Hey there, it's an amazing mod I've been using for a while!
Since the most recent update, I am now getting this error on the server:
KRPGLib.Enchantment.EnchantmentEntityBehavior.Initialize(EntityProperties properties, JsonObject attributes) in D:\VSProjects\Net7\KRPGEnchantment\krpgenchantment\Behaviors\EnchantmentEntityBehavior.cs:line 79at Vintagestory.API.Common.Entities.EntitySidedProperties.loadBehaviors(Entity entity, EntityProperties properties, IWorldAccessor world) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 373at Vintagestory.API.Common.Entities.EntityProperties.Initialize(Entity entity, ICoreAPI api) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 253at Vintagestory.API.Common.Entities.Entity.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\Entity.cs:line 584at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 121at Vintagestory.API.Common.EntityPlayer.Initialize(EntityProperties properties, ICoreAPI api, Int64 chunkindex3d) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 357at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity, EntityProperties type) in VintagestoryLib\Server\ServerMain.cs:line 2447at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity) in VintagestoryLib\Server\ServerMain.cs:line 2419at Vintagestory.Server.ServerMain.<>cDisplayClass316_0.<FinalizePlayerIdentification>b1() in VintagestoryLib\Server\ServerMainNetworking.cs:line 539at Vintagestory.Server.ServerMain.ProcessMainThreadTasks() in VintagestoryLib\Server\ServerMain.cs:line 2927at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 957at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 914
buffer_playback_finished
Any idea what's going on?
It's looking like Combat Overhaul compat will need to be updated for the latest version. Trying it with the latest versions I get this error:
[Error] Exception: Object reference not set to an instance of an object.
at KRPGLib.Enchantment.EnchantmentEntityBehavior.Initialize(EntityProperties properties, JsonObject attributes) in D:\VSProjects\Net7\KRPGEnchantment\krpgenchantment\Behaviors\EnchantmentEntityBehavior.cs:line 79
at Vintagestory.API.Common.Entities.EntitySidedProperties.loadBehaviors(Entity entity, EntityProperties properties, IWorldAccessor world) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 373
Ninut I'll need some logs with Debug enabled in config to see what you're talking about on the weapon damage. You can either send it to me in the VS discord thread or make an issue on the GitHub.
As for the PvP healing thing, I'll have to look into that as well. It shouldn't be too hard to fix, but good to know.
Damage enchants like the shocking one overwrites normal weapon damage, when a friend with an iron sword attacked me, it only did 2, then it did 13 on the next swing, I think instead of adding to the weapon's damage it randomly decides if it uses weapon or enchant damage instead. Also the healing spell added onto a wand only works if pvp is enabled, hoping you can find a way around that.
I don't know C# yet, but thank you very much for being so helpful.
TakeoTheWolf Currently, it relies on the "potential" string Attribute of an item. At least until I finish revamping ValidReagents to use an attribute not provided by vanilla VS.
This means you need to assign the attribute to each obsidian stone that spawns with a code patch of some sort, which rolls for a random potential attribute, until I automate this process in a future patch.
As for the config version, 0.88 is current.
Feel free to hit me up on discord or drop a GitHub issue if you want more detailed help.
I finally started llearning modding, but I'm sorry to bother again with a silly question.
in the config, valid reagents are "path:item": quantity so I could add the line "game:stone-obsidian": 2 to make obsidian a reagent requiring 2 stones to enchant right? if so where do I specify the potential value in the config if I say wanted to make obsidian a medium potential. or would I have to make a patch to add a bit of code to the stone resource?, I didn't see such a patch in this mod though unless I missed it.
also my config file is version 0.88 is this outdated?
AcidNight They should work just fine as of release 0.6.22. If you're having issues, message me on the discord or make an issue on the GitHub, and we can diagnose the problem.
BloodThunder
ah yes indeed I didn't know that it would be different objects, I'll test it solo to see how the new modifications work, the books do you have to do something special with them to see the enchantments? I can't read it
AcidNight Yes, actually! I do want to add particles and light effects on enchanted items. Rendering new textures/shapes for each enchantable item is a bit more than I want to bite off, but particles definitely.
BloodThunder
Hello, is there any plan to add an effect or something else on enchanted equipment to make the difference? I can see a kind of rune placed on the object represented by some bright colored pixel,
or even one by enchantment, but it might be more complicated if I put several on a knife for example xD
LiothTheBrave Glad to hear you got it working!
It doesn't. I tried and no enchantments pop up when I put a firearm(I literally tried all of them) into the table. I even tested with all the reagents just to be sure nothing silly was going on, still got nothing. Currently running Firearms 0.10.7
Edit: Forgot to try breaking and replacing the table. Somehow that fixed the problem.
@LiothTheBrave It should work just fine with Firearms. Last version I tested with was Firearms 0.10.5
Since this works on the Crossbow mod, how hard would it be to make it work with the Firearms mod?
Crash on Enchanter's Manual reading in servers fixed in release 0.6.22
So still getting a crash on right click on an enchanter's manual
- here is the crash report - crash on right click - Pastebin.com
- it does not loop though, so as long as I dont try to read the book I don't crash
Holy moly, we finally crossed 10k downloads.
I just want to thank everyone who has given this mod a chance, all the people who gave bug reports, all the suggestions to make the mod better, the server owners who run the mod, and those who helped with translations or compatibility scripting.
Thank you all! 💖✨
Thank you, Nate! 💖 You've earned a little special treatment. It's no problem to add the compat patches.
I didnt want any special treatment! Thank you for providing support though! <3 your mod
BloodThunder
Sure, ChiselPicks is a pretty easy patch to make.
Edit:
NateDoesLife Bruh, you didn't say that was your mod. lol You now have an official patch in v0.6.17
Edit2:
I just realized NDL is NateDoesLife 🤦♀️
Any chance you can add compatiblity with NDL-Chiselpicks =p
Terisu CAN Jewelry is on the list for compatibility. As for Grounded, yeah, that's definitely a possibility for when I start adding in more enchantments.
I really want to fix a few more things before moving on to new enchants, but I see myself moving on to new things soon.
Is there compatability with CAN Jewelry? I'd love a "Grounded" or lightning resist enchant so my spear doesn't nuclear strike me and my opponent both when I try to use it anywhere on the surface
Duargra And I did not expect the 100th comment to be a Skyrim reference lol
Hope you're enjoying it!
I did NOT expect to see Thu'um on here LOL
Genuinely surprised but also extremely happy. Will use this at some point when I get back on my PC 👀
NateDoesLife I will need some logs for that one. Next release is going to add more debugging to Enchantment triggers, so it'll be easier to quickly diagnose this stuff, too.
I'm pretty sure it's an old bug from server timing out multiple damage calls in succession in default VS code. I had to reset it due to some 1.20 changes that broke my workaround.
If it's what I think it is, I'll need to address this again in next patch as well.
Edit: This should be fixed in v0.6.13
Pretty sure it has something to do with the enchantments on melee weapons (falx atleast), but if you hit something in quick seccession with combat enchants (call lightning, freeze, etc) the second and sometimes even teh third hit fail to do damage. The sound effects play for stuff like the lightning but damage does not apply.
Asil Awesome, I'm glad you're enjoying it! I really want to add gathering tool enchants soon, along with other fun stuff for accessories.
I just hit a big milestone with the Lore updates, Combat Overhaul compatibility, and bugfixing/cleaning up the mod's workflow in the back-end.
There's still a little bit left to do with bugfixing, but the sprint to fix all the 1.20 changes to seems to be mostly over.
Silk Touch, Efficiency, Fortune. They're all on the radar, as well as some wonderful suggestions from others.
Renaming items is definitely do-able, but I'm unsure if that should be a function of Enchantment. I'd almost like to see that as a standalone mod, but I'm not ruling it out as a feature.
Finally decided to look at your mod, and boy, am I nostalgic. May I suggest Silk Touch and Efficiency? Carve rock out in one piece for sculptors and builders, grass covered blocks for gardeners, and leaf blocks for hedges. I also liked that the MC version let you name your tools. Stone Dragon and Silk Dragon plowed through caves and mines. Silk Angel prettied up the gardens, and Forest Angel gave a stack of leaf blocks and saplings. Seraph? That bow had a ready made meal and boneal on the side after a hunt. Angel Fang, the sword, just murdered monsters to death, To complete the nostalgia trip, how about an enchantment that creates ready made cobblestone? It can be done with like a clay golom figurine or jewelry or something. I love the magnet necklace.
Done, thank you! FNX
hi i made a translation into russian, if it's not too much trouble could you add it to your mod, thanks in advance
Aodhwyn It depends on which entities you're attempting to affect with your enchants.
If you want to go through diagnostics, I recommend either a GitHub Issue or messaging me on Discord, where we can share logs and screenshots easily.
Apologies for the confusion with the config. It's setup that way so people can adjust/add their own compatibility patches without my intervention, or like in your case to fix a config without intervention.
Not sure if im missing something here, i enabled combat overhaul in the config, but doesnt work for the armory weapons. still works for other things though.
EDIT: after some rummaging around on the description page, it seems there was suppose to be a "Armory" in the configs, but there wasnt for me, after manually adding it, it now works.
Side note: not sure if its due to the mod updating and possibly messing with something from "Helve hammer Extentions" is now throwing multiple errors. but i can live with that as long as i can wield my enchanted longsword.
EDIT 2: Enchants seem to apply just fine, but none of them are working at all. no effects, I.E. wand with any enchantment doesnt apply effect / Sword with igniting doesnt ignite enemies. No error codes that i can see. just the enchants are not actually applying the effect.
BloodThunder Thanks! I didn't expect a response, much less a fix, so quickly!
DudewithPizza Check out patch 0.6.8. Thanks for the report
Anyone else experiencing crashes on hitting enemies with any weapons? Just installed it in an existing world and every player gets an exception crash anytime they hit any mob.
30.1.2025 01:23:38 [Server Error] Exception: Object reference not set to an instance of an object.
at KRPGLib.Enchantment.EnchantmentEntityBehavior.OnInteract(EntityAgent byEntity, ItemSlot itemslot, Vec3d hitPosition, EnumInteractMode mode, EnumHandling& handled) in D:\VSProjects\Net7\KRPGEnchantment\krpgenchantment\Behaviors\EnchantmentEntityBehavior.cs:line 222
at Vintagestory.API.Common.EntityAgent.OnInteract(EntityAgent byEntity, ItemSlot slot, Vec3d hitPosition, EnumInteractMode mode) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 306
at Vintagestory.Server.ServerSystemEntitySimulation.HandleEntityInteraction(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 391
at Vintagestory.Server.ServerMain.HandleClientPacket(ConnectedClient client, Byte[] data) in VintagestoryLib\Server\ServerMainNetworking.cs:line 154
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 147
This is the exception it throws in console everytime someone hits an enemy and crashes out
These weapons are vanilla weapons that were made before the mod was installed and have no enchantements on them
Some of those are pretty cool sounding. Appreciate the input!
For now, compatibility with other major mods is the #1 priority, so I'm looking forward to adding more enchantments after that.
Sadly coding is outside of my skillset; I only meant ideas for the potential future.
"Rusting" Creates iron spikes at impact.
"Crystalize" Increases rate of gems on pickaxe, more resin on knife
"Overgrowth" Increases rate of seed drops on axe; more grass on knife/scythe.
"Blocked" Creates a 5 wide 3 tall wall of low fertility soil at impact.
"Swarming" Creates a swarm of bees at impact, same as beenade.
"Fleshed" Small chance to drop bushmeat on hit.
"Vigil" places a torch on target death if the kill was one shot and there hasn't been a torch in the last minute.
"Impact" changes a stone block from cracked to solid or vice versa with hammer.
"Debarking" Makes all logs broken drop a debarked variant instead.
"Gravity Well" Shield, when crouching with shield you cannot be moved by mob-push.
"Reverb" Shield, blocked attacks cause them to knockback.
"Quick" Lowers the cooldown between attacks.
"Cache Out" Knife or wand; allows a hold-right-click to determine distance to nearest damaged chest or cracked vessel; but no direction
"Venom" Deals venom damage.
"Poison" Armor/shield, deals minor poison damage on hit.
"Smokescreen" Shield, causes smoke (like that of explosives) when blocking as long as it hasn't activated in the last minute (PVP intent)
"Toxic Gas" Shield, same as smokescreen but damaged all players/mobs within the cloud.
"Clockwork" Deals damage equal to last damage received from target, otherwise no effect.
"Temporality" Lowers target sanity.
"Rotting" Deals decay damage (same as injury but perhaps causes the visuals of a temporal storm on target?)
"Inferno" Deals fire damage, but spreads that damage to all nearby targets excluding player. (Maybe requires 'Igniting' on same item)
"Short Circuit" Deals electrical damage, but spreads that damage to all nearby targets excluding player. (Maybe requires 'Lightning' on same item)
"Blizzard" Deal cold damage, but spreads that damage to all nearby targets excluding player. (Maybe requires 'Chilling' on same item)
"Snowball" Dumps a 3x3x3 chunk of snow blocks on target as long as it hasn't activated in the last minute (PVP intent)
"Cog in the Machine" Reduces time checks on other enchantments from 60 seconds to 40 seconds.
"Repulsion" Shield, all entities are pushed away from player by 1 block while crouching with shield.
SniperGecko If you have code to submit, you can make a GitHub Pull request or Issue, otherwise you're welcome to discuss here.
Do you take suggestions for future enchantments and if so; where would be the best place to submit those?
RedRockG Delete KRPGEnchantment_Config.json and start a new singleplayer game with only KRPGEnchantment. This will make a new config file
Edit: This issue should be fixed in release 0.6.4
me manda este tipo de interaccion con config lib, [Error] [Config Lib] (krpgenchantment) error on parsing config: Newtonsoft.json.jsonReaderExceptio:Unexpected character encountered while parsing value: C.Path ", línea 0, posición 0,
en newtonsoft. y mas...
NateDoesLife Thanks for the report. I'm not able to duplicate the issue, and there's some missing info in the crash report. Ping me on the VS discord and I can help debug.
So I deleted and regenerated my config to try to fix my issue with not being able to enchant (see previous comment a few down).
Problem now after regenerating config is I get this crash when I add a gem into the enchanting table with a tool KRPG-Enchantment crash - Pastebin.com
Rainheart
Candles require you cook beeswax and a flax fiber in a pot in 1.20.
I don't really have any plans to add an Altar recipe unless if it gets removed from worldgen, since I like that kind of progression.
However, I believe the Age of Confession mod adds that recipe, but I could be wrong.
https://mods.vintagestory.at/ageofconfession
I also like Better Ruins in my world gen, for more chances to get an altar
Its in a vanilla ruin set, I believe the underground church/burial one.
Rainheart
Sorry if this is a dumb question, but where the hell do I get an altar from?? I have most of what I need but can't find an altar and its driving me crazy. Would appreciate a crafting recipe to make your own. Candles recipe would also be nice instead of finding chandaliers to break...
Not sure if this is just on my end but for some reason I am no longer able to do any enchanting with 1.20.1. Nothing happens, boxes are blank but still selectable.
sorry. I think I'll just wait for an updated tutorial.
I mean no offense I just would rather not do much talking recently. I'm no good at it.
TakeoTheWolf Thanks for that. I'll fix the typo for RustboundMagic in the next update. "SpearExpantion" is the correct spelling, however, since that's how the mod author spells their ModID.
If you want to message me on the VS Discord, I can help you with making a custom recipe.
I still plan to do some more work to make this easier and more understandable, but to change these settings, you should have a base understanding of VintageStory modding.
NateDoesLife Same to you, if you want help making custom recipes.
sorry to be a bother.
some of the compatibility patches don't show up in the config. the ones that show are:
AncientArmory, KRPGWands, Paxel, RustbowndMagic (that typo is in the config), SpearExpantion (and so is that one), Swordz.
but the rest don't have an entry in the config for me to set true or false? I deleted the config and had the system regenerate a new one but no.
just a couple of more things if you don't mind. the metal wands from the wands mod don't seem to want to accept enchantments.
and I don't get adding valid reagents at all. How am I supposed to find out the internal name for other items especially from mods. I wanted to add the gems from can jewelery as valid reagents but... I haven't the slightest clue.
I understand that the format is "domain:code": qty but the only part I really understand is qty. and is there no place to input it's potential teir?
If you're trying to make custom recipes, you'll need to follow this guide to create your own Explicit Recipe Files. It does require a little work with a text editor and the ability to make your own mod or repackage this mod on your server, though.
There are some problems with the recipe resolver in 0.6.0, which I have ready for the next patch, though. Specifically with targetting ammo for enchantment, or multiple item stacks as targets.
I also notice that there is also a lot of confusion about which items go into which slot, so I'm looking into a way to make this more obvious and streamlined for the patch, as well.
@Sapion Combat Overhaul is definitely on the radar. I'm definitely in a better place to re-visit CO support, but it's still a lot of work.
@NateDoesLife
- Disenchanting is definitely a possibility. I'll have to think about this one a bit, since it's new feature territory.
- You can definitely add your own Reagents in the KRPGEnchantment_Config.json file under the "ValidReagents" section. Of course, it still depends on having a Potential value, which I've definitely considered. I'll likely be moving to my own custom "potential" value just auto-assigning to anything in that ValidReagents list.
- The other option to do this is to make your own explicit recipes with a "reagent" ingredient type and corresponding explicit level enchantment, following the wiki. The system is there, but it's not as easy as punching it in the existing config.
- Enchantment caps are coming soon, along with ConfigLib support. There are specific default overwrites as listed in the wiki, but I believe it's really just for Healing vs Damage enchantments, though.
Just wanted to throw out 2 suggestions (one I have made before but wanted to just lump it in). Apologies if this isn't the spot to make them and if there is another spot just let me know.
- Disenchanting (A way to remove enchantments from a tool)
- Could be an item you use with the tool or another type of bench maybe?
- Ability to add your own enchanting item
- Currently you can only use the vanilla gems, it would be nice to be able to add custom ones of choice with their own priority level
- A way to limit the amount of enchants and even what enchants can go on a particular item, seems like currently you can keep stacking enchants on an item and some replace some others don't? Maybe I am misunderstanding how the system works?
- Prob would have to be a configuraiton file of some sort
Please make a Compatability for the items from Combat Overhaul, the crossbows, firearms, and melee weapons
Blazha The Heal Resist enchant is meant to be something of a curse in most situations.
A weakness to a damage type is definitely a possibility, though. That would make for a nice positive curse with Heal Weakness.
So if I understood correctly, you can deal "Heal damage" to enemies and you can enchant your armor to resist "Heal damage" from enemies? Is there a way to curse your armor to have weakness to "Heal damage"?
Edit: 1.20.0-rc1 is now supported with mod version 0.6.0!
Confirming that 1.20 is not supported yet.
I've got a patch for 1.20 support, but there are some issues with the Journal that need to be fixed in 1.20 before it's ready.
Mandikor I haven't done any testing with 1.20 yet, so good to know about the changes. I'll be sure to make those changes when I release the 1.20 version.
Also, those Reagent grid recipes are meant to be deprecated, and will be officially removed soon. Appreciate the report, though.
Edit: Looks like that wasn't a 1.20 issue, so much as the config file not smartly fixing those values.
That should be fixed now in 0.5.2. Thanks again!
I still have one clue. 😉
Place the assets folders of the mods you support (ancientarmory, fantasycreatures, feverstonewilds, krpgwands, outlaws, paxel, rustandrot, rustboundmagic, spearexpantion, swordz) into this folder in your assets folder:
assets/krpgenchantment/compatibility/...
Then the patches and extensions will only be executed if the corresponding mod has been loaded. You may then have to adjust some path information, but it is the clean version.
And another typo in the configuration file.
game:olivine_peridot-rough is now called game:gem-olivine_peridot-rough in VS 1.20.
Hello BloodThunder, I found a small error in one of the recipes.
[Error] Grid Recipe with output Item code krpgenchantment:reagent-healing contains an ingredient that cannot be resolved: Item code game:powderedsulfur
In VS 1.20 it is no longer called game:powderedsulfur but rather game:powder-sulfur.
Alright, the WIki should be updated for 0.5.0. Hope this makes clear how to work with the changes to the recipe system.
In-Game handbook will be updated next minor patch.
I could probably make a potential imbuing table. I picked "potential" because it was a sort of unused vanilla setting that's relatively easy to add to any item.
If you can handle a little JSON, you can make a custom item, you just need to add ' attributes: { "potential": "low/medium/high" } ' to the file.
Of course, if you want to use a recipe in the old style, where you give a set "reagent" ingredient and a set given enchantment/tier, that will work, too.
I'll have a full tutorial about this on the Wiki soon.
Ahh ok, I like the idea of discovering from lore, thats cool!
Could you explain the gem potential a bit more (if I am understanding right this is just a vanilla system for the 3 gems in the game?) and how that would effect if I added say an item itself (say I wanted to use copper instead of diamonds) to be used for enchanting or can I only use vanilla gems?, how is that determined could it possibly be better to create your own value system so that people can add their own "gems/items/reagents"?
NateDoesLife Thanks for the input! There are a lot of points here that are on my task list
1. The arrow not updating properly is a known bug. It's an annoyance, but should be graphical problems only, so it hasn't been a higher priority to fix.
2. I haven't checked anything with CAN Jewelry, tbh. The item's ID's should match exactly for each item in the Config, as well as it will need to have a matching Potential attribute. I'll have to just look at their mod to see what's going on there.
3. Currently, gem potential dictates how high of an enchantment you can get, as set in the Config. I believe defualt is MAX tier 2 for Low, tier 3 for Medium, and tier 5 for High. I'll update the literature on this in the Handbook and Wiki soon.
3a. I'll have to do some testing to see, but it's possible you're just using Low potential gems?
4. There is only 1 Tool enchant available (Durable) currently, so multiple enchants will only yield various versions of that enchant.
I'm working on an in-universe way of "learning" enchantments. Likely, through random lore books/scrolls you might find in ruins. This would make the detail text of your selected enchant show in plain text when selected, or reveal more info in some other way.
As for particles and animations, I have a lot of cool ideas swimming around in my head on how to make it more interactive and immersive. They're on the list
There will definitely be more explanation in the Handbook to help with some of that confusion. I'll do some thinking on how to indicate a valid quantity of reagents has been met
Thanks again for taking the time to comment and share your thoughts 💖
Love the update btw, Great idea to use gems for enchanting and the enchanting gui changes are awesome.
Some feedback/bugs as an active user of your mod:
1 - Making the enchanting table keep the arrow green somehow, its a bit odd when I load the table gui and its not there at first (this is not a big deal)
2 - For some reason I added some gems from canjewelry to use as well as the diamond/emeral/peridot but it didn't seem to like using them (this could be me I will test more later and let you know)
3 - I enchanted a shovel with a diamond twice to get it to have durable II and another to have durable I, when I went to enchant them with an emerald for Durable III and II neither worked at all
3a - I did change the value down to 1 as well for enchanting with emeralds, it did the full load but then no increase. I eventually went back and tried with a diamond, the durable I went to durable II but durable II did not go to durable III?
4 - I just had this occur on me, I went to enchant 2 shovels with dur 2 already, when they finished they only had dur I back on them? Not sure if intended or bug
Recommendations
1 - Some way to view what the possible enchants are in the table and how high they can go maybe?
2 - Table animation so I know when the table is in use versus done (maybe the gear could spin on the bottom or the book could be open with "particles" floating around it?
3 - Indicator in GUI to show how many of the "reagent" you need to enchant, I originally tried with an emerald and vanilla config and had no idea you needed 8, I just thought it was broken
warpStory They're typically found in ruins. I'm sure you'll find a bunch if you do some spelunking
How do I get the Altar item?
LadyBlakeHammer You getting smote a lot? Your server sounds fun lol
Jewely/clothing is definitely on the list after 0.5.x, when I finish the rework of reagents and enchantment recipes.
RuneScholar All good with Outlaws/RnR?
Can't wait for the Jewelry update >:D
Will be resisting lightning like nobody's business.
Cool, I understand how that could be a problem them. I’m looking forward for 1.20 being stable and the things modders will be able to do. I’ll give the Outlaws and Rust and Rot update a test later and see how it goes.
Apologies for delisting 0.4.6 - I didn't want any more servers to load it.
Deployed a quick hotfix to fix a problem with Resist checking PetAI inventories
RuneScholar Yeah, each entity currently requires a patch file to have the enchantments interact with them. Maybe I'll find a better way to do this, but atm it's really not a huge deal because entities don't often get added/removed.
As for mods that modify how projectiles or combat works pose a pretty big issue without me making them a direct dependency, which is not ideal. It's mostly ranged weapons that have this problem, due to the nature of how physics is handled. I've got some ideas for this, so it's on the list. We'll see how this changes in 1.20, since I know that's going to break a few things, too.
I appreciate the input, and look forward to some more compat patches soon.
I did some testing and just wanted to report back. If there is somewhere else other than the mod page you’d rather me do so, let me know.
Your enchantment mod and the Item quality mod seem to work fine together. Items retain their increased stats from their quality and gain the enchantment when enchanted. I think this works well together, as quality feels like it refers to how well made an item is, whereas enchantments are a magical trait on top of that.
As expected, the damage debuffs are not applied to modded enemies beyond those you’ve made a compatibility for. I actually didn’t realize this would happen until you mentioned having to make compatibility for them, but it makes sense.
I would also like to request compatibility for the mod “Gilded Steel” and “Maltiez Crossbows.” I know the crossbow mod is pretty popular, but I don’t see a lot of people using the Gilded Steel mod except me, so I understand if this request is a bit low on your list of concerns. It is only about 7 items to patch, though, so that helps. I don’t use Maltiez’s other ranged weapons mods, but plenty of people would probably like compatibility for them. I’ll continue testing things. No pressure to update, and thanks for making this mod for the community.
NateDoesLife Hopefully you have a merciful server admin who can help you recoup some of the materials. I'll look into adding a safeguard for exact duplicate enchantments, but that's lower priority until I start reworking Reagents.
As for a guide, I released an update to the in-game handbook this morning, so hopefully that explains things a bit better.
Could you make it so that it wont consume the reagent if you only put 1 in and it already has said enchantment on it lol. I used like 2 durable reagents because I didn't realize.
Honestly not sure if there is one in the handbook but a guide or something as well might help with that. Sorry if there is already one.
NateDoesLife Right, the enchantments aren't additive. Whatever you enchant at the time is what you get, and so you'd need 4x Protection Reagents in the Enchanting Table to reach T2.
RuneScholar Noted. I'll work on Outlaws and Rust & Rot compat patches for 0.4.6
Maybe I misunderstood the higher tier enchanting process.
Do I have to add 4x the reagents to get it to show say Durable II? or do I have to keep enchanting until ive used 4x?
I actually use the Rust and Rot and Outlaw mods that I personally buffed the mods in and lowered their spawn chances for challenging but more rare fights, so this helps Ballance them out.
RuneScholar Let me know if it works. I think I looked at compat for that mod before, and it shouldn't conflict. However, I don't actively use it, so idk.
In my server, I buffed the mobs a bit, so the ultimate goal is to make interesting late-game encounters without just scaling flat stats.
Excellent work. This will probably now replace the RPG Item Rarity mod I usually use to add some more “spice” to weapons, since I like the idea of actively enchanting them better. I suppose I could use both, and I may test it for compatibility, but I like to keep my mod list under control.
NateDoesLife I'll add a note in the in-game handbook for default timings.
As for the Chain Head Armor, I couldn't reproduce the error. Make sure you're using the latest version of the mod, and if you get stuck ping me on the VS discord to help troubleshoot.
RuneScholar Wait no longer since 0.4.4 0.4.5
LadyBlakeHammer Girl, I'm trying lol Appreciate the support
Awesome that you added a way to get to higher tier enchantments - any chance you can make it display the time it will take to do the enchant as well?
Also I tried to do the enchantment up to T2 on a Chain Head Armor (Steel) and all it did was eat my reagent and keep it at protection 1 lol, unless you have to do it from base form?
That’s awesome of you. Looking forward to it.
Love ya mod, keep up the great work man!
Mandikor Good suggestion. This will be in the next release.
LadyBlakeHammer Definitely! I know balance is a really subjective thing, so I try to make things configurable. You can actually edit all of the recipes without any code, so if you want to make things cheaper, it's fairly easy. (see the Custom Patches) link in the description.
Bleed and Poison are likely to be added soon.
RuneScholar Official compatibility will be in the next release.
There's things like mining speed, harvest, run speed speed or even jump that could stack, but anything like that remains up to you. I just think it'd be fun and/or silly cus I can understand how any of my suggestions can come off as over-powered. Seeing as *some* of the reagents are easier to obtain via crafting, over others.
>I surprisingly didn't a notif for your reply D:
Editing to add a couple more ideas of mine.
Bleeding
Poison
If applicable.
If you could now, as a small improvement, specify the different enchantment tiers in different colors in the ToolTips, that would be great. 👍
LadyBlakeHammer I appreciate that! I really want to do more passive enchants like that, more likely for certain jewelry slots or items. Clothing introduces a lot of variants, so there are some other things I need to update before I can tackle that.
Which enchantments do you want to stack?
Hey, I have a few suggestions that you can look over.
Reagents on Jewely and/or Clothes
More Reagents:
Speed Reagent
Jump Height
Night Vision
Mining Speed
Harvest %
all that fun rpg stuff :P
Oh and stacking enchantments. :D
RuneScholar Sure thing. I'll look into those and make an official compatibility patch if possible.
Will this mod work with tools and weapons from other mods?
Edit: I tested it and answered my own question. It does not. If I could make a request, could you add compatibility for Ancient Weapons and Kanahaku’s (Not Only) Spear Expansion? Swordz is great, but not just not one I use. I like the extra bows from Kanahaku’s mod and the fact that Ancient Weapons makes usable versions of the ruined weapons you find in ruins.
DejFidOFF Check back later for recipe rebalancing. I'm working on some better ways to handle enchants vs the current reagent system, but it's what I've got right now.
if you have suggestions for what is a reasonable amount of resources, I'd be happy to hear them, too.
BloodThunder
Thank you. I try. But honestly, the enchants not worth that resources.. Pointless in my opinion..
DejFidOFF To enchant an item requires an Enchanting Table, a Reagent of some kind, an appropriate item for the enchantment, and some in-game time. Please read the Wiki for more details on which Enchantments do what. If the docs are misleading or confusing, let me know and I can update it.
BloodThunder
I´am a bit confused. Where I can get that enchantments from?
So the only problem with utilization of temporal stability is for people that have it off in there world (i do myself) it might be hard to use the mod (I would think) but I do indeed like the direction of that or maybe something involving jonas tech, not sure. If I think of any more ideas I will 100% post them here!
Thanks for the input there. It helps to hear from someone actively using it, as I honestly spend more time coding the mod than using it.
I was kind of leaning towards a new table, and utilization of temporal stability in some way. I like the idea of being required to use a temporally unstable area to reach higher levels of enchantment, but I don't like the idea of modeling a new table lol
Gottcha, I had a feeling that was what it was but was just checking.
As for the higher tier enchants, few ideas I can come up with quickly
- Higher tier enchanting table (upgrade the current one some way or add alternative ones that you can craft from other items you find in the world similar to the altar (alter was an awesome idea for the recipe btw I loved that!!))
- Higher tier reagents (make the recipes require more stuff or something along those lines, higher tier metal or what not)
- Enchant the item with said reagent more then once (pretty basic idea but it works lol)
- Add placeable objects or totems that you can build around the current enchanting table that "unlocks" higher tier enchants (this idea is similar to the old ars technica mod from minecraft)
As for textures....I know nothing about teh VS Model Creator, and a tiny bit of photoshop/gimp and nothing of how the two work together but if I get some free time I will certainly give it a shot.
NateDoesLife Thanks so much! I'd call the Reagent recipes a placeholder at best right now. The Temporal Reagent isn't really useful beyond being a base item for all the other reagent types, so it didn't make sense to require that conversion in the reagent recipes.
As for higher tiers, I have a few ideas, but I haven't settled on a solution just yet. I'd really like to tackle higher tier enchants in 0.4.x, but the bug squashing has been high prio lately. If you have suggestions, I'm down to hear them here, the official VS Discord, or GitHub.
Finally, for extra textures and models, that's fairly low prio atm. I can work the photoshop and the VS Model Creator, but I'm certainly not the best. If you or anyone wants to contribute, the official VS Discord is probably the best place to reach out to me
Thank you for fixing! Hate to keep mentioning things but it looks like you can craft all the reagents with just a temporal gear instead of having to craft the temporal reagent (not sure if this is intentional or not)
Wanted to also ask and not sure if it says how in the wiki so sorry if it does, but how do you get higher tier enchants, say durable II and so on?
And then finally, do you have any plans on making custom textures/items for the reagents so they are easier to identify?
Love the mod so far!
BloodThunder
NateDoesLife Thank you for the report. That should be fixed now in 0.3.8
Found an interesting one, when you enchant some armor with durable its giving it protection, specifically found this to happen on the leather helmet.
Also there is a way to double the enchants up on stuff, if you put the item into the table before the reagent the arror fills green, then if you put the reagent in and click enchant, wait the time it will have 2 versions of the reagent enchantment on.
areswarrior Fixed in 0.3.7. Thanks for the report
your mod messes with my game with makes it so no enemies deal damage to me but when i remove it everything goes to normal
NateDoesLife Yeah, got all that stuff added today. Let me know if you have any issues with it
Seems that durable is not working on a few things that I noticed, shovels, pickaxes, blackguard shortsword, shears. I imagine this is probably just a config thing or oversight since durable was just added but wanted to give you a heads up.
Running latest version that I just installed today.
mostly wanting an easyer way to repair the tools/armour tbh
jamescook Mending is definitely a possibility. Rustbound is on my radar, as well. Is there anything in particular you'd want out of Rustbound other than just the armors?
Edit: I got the Rusbound Magic armor working, and technically the casting staffs work with melee, but it's ready to be enabled.
i hope you are able to make a rustbound patch and maybe a repairing enchantment.
NateDoesLife Absolutely, I plan to add tool enchants, armor enchants, bauble enchants, etc. I'm almost done polishing up the T1 weapon enchants, then I can move on to new stuff.
Any plans to add utility type enchants like MC has "durabiltiy, efficiency"?
Maltiez This belongs in the Issue Tracker, please. I'm looking into adding better compatibility for projectiles, but combat system overhaul mods like this are not currently compatible.
Edit: Things should be much more compatible now, there are no more projectile overwrites.
Incompatible with FSM lib projectiles.
Your patch: https://github.com/splitlungs/krpgenchantment/blob/master/krpgenchantment/Patches/EntityProjectile_Patch.cs
Mine: https://github.com/maltiez2/vsmod_fsmlib/blob/2671faab1b202bf0afcb0c1d43802af131f4f1f7/fsmlib/source/FiniteStateMachineSystem.cs#L231-L237
https://github.com/maltiez2/vsmod_fsmlib/blob/2671faab1b202bf0afcb0c1d43802af131f4f1f7/fsmlib/source/Systems/Common/Projectile.cs#L84-L112
Should be fixed on your side
@SkollDrachen I'll look into it. Swordz has a lot of like partially implemented item variants when I looked last night, and idk about Rustbound yet. It should be do-able, for Swordz, though.
SkollDrachen Patch added for Swordz. Be sure to enable it in your mod config, then restart the server!
hi there can you add a patch for rustbound magic? with this the staves and rustbound it could be so awesome. adding alot to the game and maybe swordz to?
@Neo_O
Paxel would require a recipe patch be added to enable, which can be done really easily with JSON. (See the mod's assets\krpgenchantment\recipes\enchanting-table\ for examples)
Otherwise, I see no reason why a melee hit from any tool wouldn't work, unless if it replaces the existing damage event system on an entity.
Edit: I had to make some patches for another set of mods I was using, so I did it anyway.
is compatible with paxel?
Exciting!
Best of luck with developement of this mod, it looks wonderful.
This is excellent!!!
Talk about some quality content, it's about damn time! :D
LETS GOOO
holy moly