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
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210 |
Dec 11th at 10:53 PM |
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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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Nov 21st at 9:57 PM |
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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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Nov 21st at 2:13 AM |
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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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Nov 5th at 6:15 AM |
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krpgenchantment_0.5.0.zip |
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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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482 |
Sep 25th at 12:50 AM |
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krpgenchantment_0.4.7.zip |
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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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182 |
Sep 18th at 4:13 PM |
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krpgenchantment_0.4.5.zip |
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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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Sep 16th at 11:38 PM |
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krpgenchantment_0.4.4.zip |
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v0.4.3
v0.4.3
- KRPG Wands 0.3.0 compatibility
- Added self targeting for wands
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111 |
Sep 15th at 4:16 AM |
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krpgenchantment_0.4.3.zip |
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v0.4.2
v0.4.2
- Fixed: Healing Reagent recipe item code mismatch
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190 |
Sep 9th at 3:39 AM |
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krpgenchantment_0.4.2.zip |
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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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Sep 8th at 6:27 AM |
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krpgenchantment_0.4.1.zip |
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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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Aug 25th at 2:56 AM |
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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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Aug 13th at 11:35 PM |
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krpgenchantment_0.3.8.zip |
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v0.3.7
v0.3.7
- Fixed Protection/Resist not applying damage properly
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93 |
Aug 12th at 2:27 AM |
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krpgenchantment_0.3.7.zip |
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v0.3.6
v0.3.6
- Fixed EnchantTimeOverride for Dedicated Servers
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138 |
Aug 8th at 3:21 PM |
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krpgenchantment_0.3.6.zip |
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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 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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Aug 5th at 7:25 PM |
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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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Jul 30th at 5:03 AM |
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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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Jul 29th at 10:35 PM |
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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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Jul 29th at 1:03 AM |
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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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469 |
Jun 16th at 5:44 PM |
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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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Jun 9th at 3:18 PM |
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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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271 |
Jun 1st at 6:00 PM |
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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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May 31st at 7:35 PM |
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krpgenchantment_0.2.8.zip |
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v0.2.7
v0.2.7
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120 |
May 30th at 5:09 PM |
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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