Mods / KRPG Enchantment

Tags: #Clothing #Magic #Other #Weapons
Author: BloodThunder
Side: Both
Created: May 30th 2024 at 5:07 PM
Last modified: May 1st at 5:48 AM
Downloads: 15265
Follow Unfollow 252

Latest release (for outdated Vintage Story v1.20.7 - v1.20.9):
krpgenchantment_0.6.29.zip  1-click install


KRPG Enchantments

This mod aims to add a "Minecraft-like" style of Enchanting system.

Build an Enchanting Table, and apply magical enchantments to your items.
Stab your friends with your Falx of Healing!
Collect Reagents, and use their potential temporal energies to imbue magical effects to your gear.


WIP Release 1.0.0 - Extensibility & Polish

Currently a work in progress, so everything is subject to change.

The following systems are getting lots of much overdue polish in the next update:
Reagents, Compatibility, API Extensibility for modders, Enchantment Balance, More Enchantments, Code optimizations


Release 0.6 - Lore Updates

Read the runes in 1.20 with new purchaseable Enchanter's Manuals. They can be found on the Treasure Hunter traders for a steep price.
All new 1.20 creatures should be updated since release 0.6.3, so please let me know if they're not working.
ValidReagents updates and compatibility with other mods are a priority for future patches, so look forward to that coming soon!

New Default Settings
"MaxEnchantsPerItem": 4, //The maximum amount of enchants which can be written to an item via an Enchanting Table
"EnchantTimeOverride": -1.0,  // In-game Hours to enchant an item. Set by enchant recipe, or override here. -1 or less disables override
"LatentEnchantResetDays": 7.0,  // The amount of in-game days before the item rolls new possible enchantments
"MaxLatentEnchants": 3,  // Maximum number of possible enchantments that can be chosen from in enchanting table
"MaxDamageEnchants": -1, // Maximum amount of unique damage type enchantments which can be written to an item via an Enchanting Table
"ValidReagents": {  // Overriden by an explicit "reagent" ingredient in a recipe. Can be set as { "domain:code": qty }
"game:gem-emerald-rough": 1,
"game:gem-diamond-rough": 1,
"game:gem-olivine_peridot-rough": 1
},
"ReagentPotentialTiers": {  // Defines the maximum possible Latent Enchant tier that MAY be inscribed to an item
"low": 2,
"medium": 3,
"high": 5
}

Includes a JSON Recipe system, so there's no need to wait for an official patch for your favorite mod or to make changes to existing recipes.
Please see this detailed guide for Custom Patches.
Multiplayer/Dedicated server compatible.

Please read the Wiki for more information on what enchants do what, and report all Issues at the github.

Enchantments
Chilling: Decreases target's body temperature.
Durable: Chance to prevent the item's durability loss.
Flaming: Deals fire damage.
Frost: Deals cold damage.
Harming: Deals injury damage.
Healing: Deals heal damage.
Knockback: Pushes target back.
Igniting: Sets target on fire.
Lightning: Calls a lightning strike at impact.
Pit: Creates a pit at impact.
Protection: Flat damage reduction (Blunt, Piercing, Slashing).
Resist: Percent damage reduction (Electric, Fire, Frost, Heal, Injury, Poison).
Shocking: Deals electrical damage.
Compatibility (May be disabled in the ConfigFile)

WARNING: Mod versions other than the listed versions may or may not work properly.
Ancient Armory 1.0.5
Ancient Military Tech v2.1.1 (called "Tonwexp-neue" in the config)
BetterScrap v1.2.1
Blackguard Additions v1.1.6
KRPG Wands v0.5.0 (recommended)
CAN Jewelry v0.4.17 (Gem Cutting Chisel only. Gems are not enchantable.)
Overhaul Lib v0.2.2 (Requires Enchantments v0.6.27 or higher)
Combat Overhaul v0.2.17 (use Enchantments v0.6.26) or v0.3.4 (use Enchantments v0.6.27 or higher)
Combat Overhaul: Armory v0.2.3 (called "Armory" in the config)
Crossbows v0.6.4 (called "MaltiezCrossbows" in the config)
Decaying Creatures 
Electricity Addon v0.0.15
Fantasy Creatures 
Fauna of the Stone Age (Bovinae, Caninae, Capreolinae, Casuariidae, Dinomithidae, Elephantidae, Felinae, Machairodontinae, Manidae, Meiolaniidae, Pantherinae, Sirenia, Spheniscidae, Viverridae, Vombatidae)
Feverstones Wilds 
Firearms v0.10.5 (called "MaltiezFirearms" in the config)
Forlon Additions v1.0.1
NDL Chisel Picks v2.1.0
Outlaws for Rust & Rot 
Paxel v1.4.5
Rust & Rot 
Rustbound Magic v1.9.74 (Melee and armor only)
Kanahaku`s (Not Only) Spear Expansion
Swordz v1.1.8
Tailored Brigandine v0.7.3 (called "LitBrig" in the config)
Custom Recipes (You can add your own with just JSON if you want to add compatibility)

WIP Features / Known Issues
Particles! - Damage Enchants particle on use, working on more
Single-use Scrolls - Possibility, but very low priority
Enchanting Table - New model. Add interactivity (lighting candles, placing the book, etc.). Low priority
More Enchants - Tools next, then Accessories. Medium priority
ValidReagents - Rework in progress to make this easier. Currently requires some modding knowledge to change this setting. High priority
Translations - Currently we have EN, FR, RU, and UK. If anyone wants to help translate or suggest more languages to translate let me know.
Credits

D0ub7 - Thanks for your automation and advice
https://github.com/d0ub7

Maltiez - Thank you for making compatibility with Combat Overhaul such an easy task

QA, Advice, Inspiration:
l33tman
ApacheTech
areswarrior
NateDoesLife
LadyBlakeHammer
Runescholar
Mandikor

Translations:
FNX - Russian

There are many other modders out there whose code I learned from. Thanks for your hard work if you're not directly listed here. This is a small community of people keeping the modding scene alive, and we all work better together.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v0.6.29 637 May 1st at 5:48 AM Show krpgenchantment_0.6.29.zip 1-click install
v0.6.28 382 Apr 22nd at 7:53 PM Show krpgenchantment_0.6.28.zip 1-click install
v0.6.27 595 Apr 7th at 9:17 PM Show krpgenchantment_0.6.27.zip 1-click install
v0.6.26 95 Apr 6th at 9:53 PM Show krpgenchantment_0.6.26.zip 1-click install
v0.6.25 791 Mar 19th at 12:58 AM Show krpgenchantment_0.6.25.zip 1-click install
v0.6.24 88 Mar 18th at 4:50 PM Show krpgenchantment_0.6.24.zip 1-click install
v0.6.23 123 Mar 18th at 12:45 AM Show krpgenchantment_0.6.23.zip 1-click install
v0.6.22 448 Mar 10th at 4:40 AM Show krpgenchantment_0.6.22.zip 1-click install
v0.6.21 137 Mar 9th at 6:08 PM Show krpgenchantment_0.6.21.zip 1-click install
v0.6.20 325 Mar 7th at 12:12 AM Show krpgenchantment_0.6.20.zip 1-click install
v0.6.18 241 Mar 4th at 6:38 AM Show krpgenchantment_0.6.18.zip 1-click install
v0.6.17 497 Feb 23rd at 4:25 AM Show krpgenchantment_0.6.17.zip 1-click install
v0.6.16 423 Feb 19th at 8:38 PM Show krpgenchantment_0.6.16.zip 1-click install
v0.6.15 308 Feb 17th at 10:58 PM Show krpgenchantment_0.6.15.zip 1-click install
v0.6.14 512 Feb 12th at 12:40 AM Show krpgenchantment_0.6.14.zip 1-click install
v0.6.13 477 Feb 6th at 4:26 AM Show krpgenchantment_0.6.13.zip 1-click install
v0.6.12 255 Feb 3rd at 3:32 AM Show krpgenchantment_0.6.12.zip 1-click install
v0.6.11 140 Feb 2nd at 8:07 PM Show krpgenchantment_0.6.11.zip 1-click install
v0.6.10 285 Jan 31st at 3:26 PM Show krpgenchantment_0.6.10.zip 1-click install
v0.6.9 104 Jan 31st at 5:28 AM Show krpgenchantment_0.6.9.zip 1-click install
v0.6.8 321 Jan 30th at 2:37 AM Show krpgenchantment_0.6.8.zip 1-click install
v0.6.6 75 Jan 29th at 10:49 PM Show krpgenchantment_0.6.6.zip 1-click install
v0.6.5 252 Jan 27th at 11:47 PM Show krpgenchantment_0.6.5.zip 1-click install
v0.6.4 189 Jan 27th at 4:32 AM Show krpgenchantment_0.6.4.zip 1-click install
v0.6.3 175 Jan 26th at 7:43 AM Show krpgenchantment_0.6.3.zip 1-click install
v0.6.2 670 Jan 19th at 4:20 AM Show krpgenchantment_0.6.2.zip 1-click install
v0.6.1 75 Jan 19th at 2:22 AM Show krpgenchantment_0.6.1.zip 1-click install
v0.6.0 939 Dec 11th 2024 at 10:53 PM Show krpgenchantment_0.6.0.zip 1-click install
v0.5.2 587 Nov 21st 2024 at 9:57 PM Show krpgenchantment_0.5.2.zip 1-click install
v0.5.1 99 Nov 21st 2024 at 2:13 AM Show krpgenchantment_0.5.1.zip 1-click install
v0.5.0 349 Nov 5th 2024 at 6:15 AM Show krpgenchantment_0.5.0.zip 1-click install
v0.4.7 536 Sep 25th 2024 at 12:50 AM Show krpgenchantment_0.4.7.zip 1-click install
v0.4.5 232 Sep 18th 2024 at 4:13 PM Show krpgenchantment_0.4.5.zip 1-click install
v0.4.4 160 Sep 16th 2024 at 11:38 PM Show krpgenchantment_0.4.4.zip 1-click install
v0.4.3 163 Sep 15th 2024 at 4:16 AM Show krpgenchantment_0.4.3.zip 1-click install
v0.4.2 244 Sep 9th 2024 at 3:39 AM Show krpgenchantment_0.4.2.zip 1-click install
v0.4.1 129 Sep 8th 2024 at 6:27 AM Show krpgenchantment_0.4.1.zip 1-click install
v0.4.0 312 Aug 25th 2024 at 2:56 AM Show krpgenchantment_0.4.0.zip 1-click install
v0.3.8 303 Aug 13th 2024 at 11:35 PM Show krpgenchantment_0.3.8.zip 1-click install
v0.3.7 146 Aug 12th 2024 at 2:27 AM Show krpgenchantment_0.3.7.zip 1-click install
v0.3.6 194 Aug 8th 2024 at 3:21 PM Show krpgenchantment_0.3.6.zip 1-click install
v0.3.5 144 Aug 6th 2024 at 10:29 PM Show krpgenchantment_0.3.5.zip 1-click install
v0.3.4 131 Aug 5th 2024 at 7:25 PM Show krpgenchantment_0.3.4.zip 1-click install
v0.3.3 231 Jul 30th 2024 at 5:03 AM Show krpgenchantment_0.3.3.zip 1-click install
v0.3.2 110 Jul 29th 2024 at 10:35 PM Show krpgenchantment_0.3.2.zip 1-click install
v0.3.1 124 Jul 29th 2024 at 1:03 AM Show krpgenchantment_0.3.1.zip 1-click install
v0.2.11 524 Jun 16th 2024 at 5:44 PM Show krpgenchantment_0.2.11.zip 1-click install
v0.2.10 207 Jun 9th 2024 at 3:18 PM Show krpgenchantment_0.2.10.zip 1-click install
v0.2.9 318 Jun 1st 2024 at 6:00 PM Show krpgenchantment_0.2.9.zip 1-click install
v0.2.8 176 May 31st 2024 at 7:35 PM Show krpgenchantment_0.2.8.zip 1-click install
v0.2.7 169 May 30th 2024 at 5:09 PM Show krpgenchantment_0.2.7.zip 1-click install

141 Comments (oldest first | newest first)

💬 BloodThunder , 3 days ago

jamescook What about it regenerating durability in areas of high temporal activity?

💬 jamescook, 4 days ago

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?

💬 BloodThunder , May 3rd at 10:08 PM

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.

💬 AcidNight, May 3rd at 9:57 PM

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

💬 BloodThunder , May 3rd at 9:34 PM

AcidNight Send me your logs in Discord or in Issue Tracker.
You can also disable compatibility with other mods in the config.

💬 AcidNight, May 3rd at 1:24 PM

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


💬 BloodThunder , Apr 22nd at 11:00 PM

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.

💬 AcidNight, Apr 22nd at 10:49 PM

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 ><

💬 BloodThunder , Apr 22nd at 7:55 PM

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

💬 Xorberax, Apr 22nd at 7:08 PM

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.

💬 BloodThunder , Apr 22nd at 3:24 AM

Disabling enchantments will be in next major release. I'll also be re-balancing pit to scale a little bit less linearly

💬 Xorberax, Apr 21st at 11:20 PM

Is there a way to disable specific enchantments like Pit? It's incredibly OP.

💬 BloodThunder , Apr 21st at 3:19 PM

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.

💬 TakeoTheWolf, Apr 20th at 10:01 PM

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.

💬 Cowent1n, Apr 7th at 11:46 PM

BloodThunder, you're the goat!

💬 BloodThunder , Apr 7th at 9:09 PM

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

💬 Cowent1n, Apr 7th at 8:31 PM

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?

💬 mrbunwah, Apr 7th at 2:58 PM

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

💬 BloodThunder , Mar 27th at 11:53 PM

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.

💬 Ninut, Mar 26th at 4:24 PM

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.

💬 TakeoTheWolf, Mar 16th at 9:40 PM

I don't know C# yet, but thank you very much for being so helpful.

💬 BloodThunder , Mar 16th at 3:31 PM

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.

💬 TakeoTheWolf, Mar 16th at 10:36 AM

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?

💬 BloodThunder , Mar 15th at 9:13 PM

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.

💬 AcidNight, Mar 15th at 11:24 AM

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

💬 BloodThunder , Mar 12th at 5:51 PM

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.

💬 AcidNight, Mar 12th at 4:33 PM

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

💬 BloodThunder , Mar 10th at 7:31 PM

LiothTheBrave Glad to hear you got it working!

💬 LiothTheBrave, Mar 10th at 5:15 PM

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.

💬 BloodThunder , Mar 10th at 5:30 AM

@LiothTheBrave It should work just fine with Firearms. Last version I tested with was Firearms 0.10.5

💬 LiothTheBrave, Mar 10th at 5:01 AM

Since this works on the Crossbow mod, how hard would it be to make it work with the Firearms mod?

💬 BloodThunder , Mar 9th at 6:09 PM

Crash on Enchanter's Manual reading in servers fixed in release 0.6.22

💬 NateDoesLife, Mar 8th at 1:31 AM

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

💬 BloodThunder , Mar 6th at 3:22 PM

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! 💖✨

💬 BloodThunder , Feb 24th at 5:04 PM

Thank you, Nate! 💖 You've earned a little special treatment. It's no problem to add the compat patches.

💬 NateDoesLife, Feb 23rd at 7:33 AM

I didnt want any special treatment! Thank you for providing support though! <3 your mod

BloodThunder 

💬 BloodThunder , Feb 22nd at 9:35 PM

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 🤦‍♀️

💬 NateDoesLife, Feb 21st at 12:33 AM

Any chance you can add compatiblity with NDL-Chiselpicks =p


💬 BloodThunder , Feb 16th at 11:39 PM

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.

💬 Terisu, Feb 16th at 8:04 AM

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

💬 BloodThunder , Feb 9th at 5:41 PM

Duargra And I did not expect the 100th comment to be a Skyrim reference lol
Hope you're enjoying it!

💬 Duargra, Feb 6th at 4:20 PM

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 👀

💬 BloodThunder , Feb 5th at 12:27 AM

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

💬 NateDoesLife, Feb 4th at 5:09 AM

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. 

💬 BloodThunder , Feb 1st at 4:33 AM

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.

💬 Asil, Jan 31st at 9:55 PM

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. 

💬 BloodThunder , Jan 31st at 3:27 PM

Done, thank you! FNX 

💬 BloodThunder , Jan 30th at 3:23 PM

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.

💬 Aodhwyn, Jan 30th at 7:04 AM

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.

💬 DudewithPizza, Jan 30th at 3:09 AM

BloodThunder Thanks! I didn't expect a response, much less a fix, so quickly!

💬 BloodThunder , Jan 30th at 2:19 AM

DudewithPizza Check out patch 0.6.8. Thanks for the report

💬 DudewithPizza, Jan 30th at 1:32 AM

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

💬 BloodThunder , Jan 27th at 11:13 PM

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.

💬 SniperGecko, Jan 27th at 7:36 PM

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.

💬 BloodThunder , Jan 27th at 2:01 PM

SniperGecko If you have code to submit, you can make a GitHub Pull request or Issue, otherwise you're welcome to discuss here.

💬 SniperGecko, Jan 27th at 6:08 AM

Do you take suggestions for future enchantments and if so; where would be the best place to submit those?

💬 BloodThunder , Jan 26th at 10:47 PM

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

💬 RedRockG, Jan 26th at 10:40 PM

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...

💬 BloodThunder , Jan 25th at 4:00 AM

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.

💬 NateDoesLife, Jan 24th at 10:41 PM

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

 

💬 BloodThunder , Jan 22nd at 9:58 PM

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

💬 NateDoesLife, Jan 22nd at 2:58 AM

Its in a vanilla ruin set, I believe the underground church/burial one.

Rainheart

💬 Rainheart, Jan 21st at 11:23 PM

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...

💬 NateDoesLife, Jan 21st at 11:10 PM

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.

💬 TakeoTheWolf, Jan 20th at 2:14 AM

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.

💬 BloodThunder , Jan 20th at 12:46 AM

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.

💬 TakeoTheWolf, Jan 19th at 10:18 PM

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? 

💬 BloodThunder , Jan 18th at 1:43 AM

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.

💬 BloodThunder , Jan 17th at 5:59 AM

@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.

💬 NateDoesLife, Jan 15th at 10:31 PM

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

💬 Sapion, Jan 12th at 1:21 AM

Please make a Compatability for the items from Combat Overhaul, the crossbows, firearms, and melee weapons

💬 BloodThunder , Dec 14th 2024 at 9:06 PM

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.

💬 Blazha, Dec 13th 2024 at 1:00 PM

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"?

💬 BloodThunder , Nov 29th 2024 at 3:07 PM

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.

💬 BloodThunder , Nov 21st 2024 at 3:21 PM

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!

💬 Mandikor, Nov 21st 2024 at 1:16 PM

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.

💬 Mandikor, Nov 21st 2024 at 12:55 PM

And another typo in the configuration file.
game:olivine_peridot-rough is now called game:gem-olivine_peridot-rough in VS 1.20.

💬 Mandikor, Nov 21st 2024 at 12:33 PM

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.

 

💬 BloodThunder , Nov 6th 2024 at 5:23 PM

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.

💬 BloodThunder , Nov 6th 2024 at 4:32 AM

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.

💬 NateDoesLife, Nov 6th 2024 at 3:42 AM

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"?


💬 BloodThunder , Nov 6th 2024 at 12:31 AM

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 💖

💬 NateDoesLife, Nov 5th 2024 at 11:42 PM

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

💬 BloodThunder , Oct 18th 2024 at 5:52 AM

warpStory They're typically found in ruins. I'm sure you'll find a bunch if you do some spelunking

💬 warpStory, Oct 14th 2024 at 8:24 PM

How do I get the Altar item?

💬 BloodThunder , Oct 4th 2024 at 11:21 PM

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?

💬 LadyBlakeHammer, Oct 2nd 2024 at 1:48 AM

Can't wait for the Jewelry update >:D

Will be resisting lightning like nobody's business.

💬 RuneScholar, Sep 25th 2024 at 3:14 PM

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.

💬 BloodThunder , Sep 25th 2024 at 1:00 AM

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

💬 BloodThunder , Sep 21st 2024 at 2:34 AM

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.

💬 RuneScholar, Sep 19th 2024 at 12:41 PM

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.

 

💬 BloodThunder , Sep 18th 2024 at 6:19 PM

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.

💬 NateDoesLife, Sep 18th 2024 at 6:00 PM

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.

💬 BloodThunder , Sep 18th 2024 at 5:42 PM

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

💬 NateDoesLife, Sep 18th 2024 at 5:36 PM

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? 

💬 RuneScholar, Sep 18th 2024 at 5:26 PM

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.

💬 BloodThunder , Sep 18th 2024 at 4:48 PM

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.

💬 RuneScholar, Sep 18th 2024 at 4:22 PM

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.

💬 BloodThunder , Sep 18th 2024 at 3:16 AM

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

💬 NateDoesLife, Sep 17th 2024 at 11:20 PM

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?

 

💬 RuneScholar, Sep 17th 2024 at 5:36 AM

That’s awesome of you. Looking forward to it.

💬 LadyBlakeHammer, Sep 16th 2024 at 8:24 PM

Love ya mod, keep up the great work man!

💬 BloodThunder , Sep 16th 2024 at 4:55 PM

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.

💬 LadyBlakeHammer, Sep 15th 2024 at 2:11 PM

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.

💬 Mandikor, Sep 15th 2024 at 12:21 PM

If you could now, as a small improvement, specify the different enchantment tiers in different colors in the ToolTips, that would be great. 👍

💬 BloodThunder , Sep 14th 2024 at 5:22 AM

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?

💬 LadyBlakeHammer, Sep 13th 2024 at 2:58 PM

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

💬 BloodThunder , Sep 12th 2024 at 9:44 PM

RuneScholar Sure thing. I'll look into those and make an official compatibility patch if possible.

💬 RuneScholar, Sep 12th 2024 at 4:26 AM

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.

 

 

💬 BloodThunder , Sep 9th 2024 at 3:46 PM

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.

💬 DejFidOFF, Sep 9th 2024 at 3:30 PM

BloodThunder

Thank you. I try. But honestly, the enchants not worth that resources.. Pointless in my opinion..

 

💬 BloodThunder , Sep 8th 2024 at 4:35 PM

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.

💬 DejFidOFF, Sep 8th 2024 at 7:34 AM

BloodThunder

 

I´am a bit confused. Where I can get that enchantments from?

💬 NateDoesLife, Aug 14th 2024 at 6:09 AM

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!

💬 BloodThunder , Aug 14th 2024 at 4:01 AM

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

💬 NateDoesLife, Aug 14th 2024 at 1:50 AM

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.

💬 BloodThunder , Aug 14th 2024 at 1:27 AM

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

💬 NateDoesLife, Aug 14th 2024 at 12:54 AM

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


💬 BloodThunder , Aug 13th 2024 at 11:36 PM

NateDoesLife Thank you for the report. That should be fixed now in 0.3.8

💬 NateDoesLife, Aug 12th 2024 at 11:27 PM

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.

💬 BloodThunder , Aug 12th 2024 at 2:28 AM

areswarrior Fixed in 0.3.7. Thanks for the report

💬 areswarrior, Aug 11th 2024 at 9:30 AM

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 

💬 BloodThunder , Aug 6th 2024 at 10:31 PM

NateDoesLife Yeah, got all that stuff added today. Let me know if you have any issues with it

💬 NateDoesLife, Aug 6th 2024 at 5:01 AM

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.

💬 jamescook, Aug 6th 2024 at 12:36 AM

mostly wanting an easyer way to repair the tools/armour tbh

💬 BloodThunder , Jul 29th 2024 at 5:26 PM

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.

💬 jamescook, Jul 29th 2024 at 5:12 AM

i hope you are able to make a rustbound patch and maybe a repairing enchantment.

💬 BloodThunder , Jun 17th 2024 at 3:48 AM

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.

💬 NateDoesLife, Jun 17th 2024 at 12:46 AM

Any plans to add utility type enchants like MC has "durabiltiy, efficiency"?

💬 BloodThunder , Jun 8th 2024 at 6:50 PM

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.

💬 BloodThunder , Jun 5th 2024 at 6:35 PM

@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!

💬 SkollDrachen, Jun 4th 2024 at 6:59 PM

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?

💬 BloodThunder , May 31st 2024 at 4:44 PM

@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.

💬 Neo_O, May 31st 2024 at 2:20 PM

is compatible with paxel?

💬 PrivatePretzel, May 31st 2024 at 7:22 AM

Exciting!

Best of luck with developement of this mod, it looks wonderful.

💬 Frepo, May 31st 2024 at 6:11 AM

This is excellent!!!

💬 LyndonBJohnson, May 30th 2024 at 9:56 PM

Talk about some quality content, it's about damn time! :D 

💬 DisVern, May 30th 2024 at 5:43 PM

LETS GOOO

💬 DUCATISLO, May 30th 2024 at 5:41 PM

holy moly

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