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Additional Enchantments

Additional Enchantments

by Cadentem • Downloads: 0 • Followers: 0
Description
Gallery
Changelog
Versions

FAQ

  • 1.19.2 documentation can be found here
  • 1.20.1 documentation can be found here

Further enchantments are planned

  • Hunter
  • Confusion (maybe)
  • Voiding (maybe)
  • Straight Shot (maybe)
  • ...?
General Technical Definitions

New trigger point for enchantment effects

  • equipment_change_trigger: When changing any equipped item
    • Most enchantments in this mod apply data attachments to the target entity, which handle the logic
    • Meaning it is unlikely that they work well with other trigger points for enchantments

New loot item conditions

  • entity_type
  • match_item_entity
Entity Type

Allows broader checks for entities

EntityType (LootItemCondition)

{
  "type": Type,           // [Mandatory] || 
  "entity": EntityTarget  // [Mandatory] || Which entity of the loot context is checked
}

Type

  • living_entity: Entities that extend the LivingEntity class (i.e., no Minecarts, Items etc.)
  • enemy: Entities that implement the Enemy interface or are of the mob category MONSTER
  • tamed: Entities that extend the TamableAnimal class and are tamed
  • animal: Entities that extend the Animal class
  • item: Entities that extend the ItemEntity class
  • experience_orb: Entities that extend the ExperienceOrb class

EntityTarget

  • this
  • attacker
  • direct_attacker
  • attacking_player
Match Item Entity

Allows using ItemPredicates to check the item of the Item Entity

{
  "predicate": ItemPredicate, // [Optional] || To match the item of the item entity, all are valid if left empty
  "target": EntityTarget      // [Optional] || Which entity of the loot context is checked (Default: 'this')
}

Additional explanations

  • ItemPredicate: Check the predicate definition of match_tool

EntityTarget

  • this
  • attacker
  • direct_attacker
  • attacking_player

Enchantments

Fluid Vision

  • Improves visibility through fluids from above
  • Improves visibility while within the fluids

Water example

Lava example

Default Effects

Level 1:

  • Improves visibility in water

Level 2:

  • Improves visibility in lava
  • Improves visibility in create fluids (#additional_enchantments:create fluid type tag)
  • Improves visibility in the_bumblezone fluids (#additional_enchantments:bumblezone fluid type tag)
  • Better visibility

Level 3:

  • Fluids from Level 1 and Level 2
  • Better visibility

Level 4:

  • Fluids from Level 1 and Level 2
  • Better visibility
Technical Definition
{
  "vision": {                                     // [Mandatory] || 
    "values": [                                   // [Mandatory] || 
      {
        "level_range": {                          // [Mandatory] || Defines at which enchantment levels this effect will apply
          "min": integer,                         // [Optional]  || 
          "max": integer                          // [Optional]  || 
        },
        "value": [                                // [Mandatory] || 
          {
            "id": ResourceLocation,               // [Mandatory] || Unique identifier for the effect
            "fluid_types": HolderSet<FluidType>,  // [Mandatory] || Defines to which fluids this effect will apply to 
            "percentage": LevelBasedValue         // [Mandatory] || Defines how see-through the fluid will be and by how much the viewing distance within the fluid will be improved
          }
        ]
      }
    ]
  }
}

Additional explanations

Homing

  • Causes the projectile to home in on targets
  • Entities closest to the camera focus are prioritized (i.e., the entity you look at)
  • Friendly entities (your tamed animals, allies or their tamed animals, players if pvp is disabled) are ignored
  • The target definition with the highest priority is checked first
Default Effects

All Levels:

  • Living entities (priority 0)
    • Except minecraft:villager, minecraft:iron_golem and minecraft:enderman
  • Animals (priority 1)
  • Enemies (priority 2)
    • Except minecraft:enderman
  • Bosses (priority 3)
    • #c:bosses and minecraft:warden

Level 2

  • Improved search range, velocity and turn angle per tick

Level 3:

  • Improved search range, velocity and turn angle per tick
Technical Definition
{
  "homing": {                                       // [Mandatory] || 
    "values": [                                     // [Mandatory] || 
      {
        "level_range": {                            // [Mandatory] || Defines at which enchantment levels this effect will apply
          "min": integer,                           // [Optional]  || 
          "max": integer                            // [Optional]  || 
        },
        "value": [                                  // [Mandatory] || 
          {
            "id": ResourceLocation,                 // [Mandatory] || Unique identifier for the effect
            "projectiles": HolderSet<EntityType>,   // [Optional]  || Projectiles this effect applies to (none specified = all) 
            "target_condition": LootItemCondition,  // [Mandatory] || Determines which entities are targeted
            "search_range": {                       // [Mandatory] || Specifies the search range used to pick targets
                "front": LevelBasedValue,           // [Optional]  || (Default: 0)
                "back": LevelBasedValue,            // [Optional]  || (Default: 0)
                "left": LevelBasedValue,            // [Optional]  || (Default: 0)
                "right": LevelBasedValue,           // [Optional]  || (Default: 0)
                "up": LevelBasedValue,              // [Optional]  || (Default: 0)
                "down": LevelBasedValue             // [Optional]  || (Default: 0)
              },
            "velocity_multiplier": LevelBasedValue, // [Mandatory] || A multiplier that is applied per tick to the projectiles velocity
            "max_turn_per_tick": LevelBasedValue,   // [Optional]  || The maximum amount of degrees the projectile can turn per tick (Default: 180, meaning it will snap directly to the target)
            "priority": integer                     // [Optional]  || The priority of this effect (Default: 0)
          }
        ]
      }
    ]
  }
}

Additional explanations

Perception

  • Displays entities as glowing using custom colors, see below to which entities are affected by default

Perception example

Default Effects

Level 1:

  • Highlights valuable items (#additional_enchantments:valuables item tag)
  • Highlights enchanted items
  • Highlights enemies
  • Highlights animals

Level 2:

  • Highlights valuable items (#additional_enchantments:valuables item tag)
  • Highlights enchanted items
  • Highlights enemies
  • Highlights animals
  • Highlights bosses

Level 3:

  • Highlights valuable items in a limited form (#additional_enchantments:limited_valuables item tag)
  • Highlights enchanted books containing useful enchantments (e.g., Unbreaking II or Mending)
  • Highlights enemies
  • Highlights animals
  • Highlights bosses
Technical Definition
{
  "perception": {                           // [Mandatory] ||  
    "values": [                             // [Mandatory] || 
      {
        "level_range": {                    // [Mandatory] || Defines at which enchantment levels this effect will apply
          "min": integer,                   // [Optional]  || 
          "max": integer                    // [Optional]  || 
        },
        "value": [                          // [Mandatory] || 
          {
            "key": ResourceLocation,        // [Mandatory] || Unique identifier for the effect
            "condition": LootItemCondition, // [Mandatory] || Checks which entities this effect will apply to
            "range": LevelBasedValue,       // [Mandatory] || Defines up to which distance the entities will be affected at
            "color": ShiftingColor          // [Mandatory] || The colors of the effect
          }
        ]
      }
    ]
  }
}

ShiftingColor

{
  "colors": [                 // [Mandatory] || The colors defined in here will be smoothly cycled through based on the specified shift rate 
    {
      "color": TextColor,     // [Mandatory] || 
      "alpha": float          // [Optional]  || The alpha value of the color (0..1) (Default: 1)
    }
  ],
  "color_shift_rate": double, // [Optional]  || At which speed the colors will be cycled through (Default: 1.0)
  "priority": integer         // [Optional]  || Which color to be picked - the entry with the highest priority will be picked (Default: 0)
}

Additional explanations

  • TextColor: Either a named minecraft color or Hex codes
  • ResourceLocation
  • LootItemCondition
    • this entity context relates to the targeted entity that would receive the glow effect
    • origin relates to the position of the targeted entity
  • LevelBasedValue

Treasure Finder

  • Will highlight blocks using different ways, see below for more information

Treasure Finder example

(Compression combined with a still image makes this look worse than it actually is)

Default Effects

All levels:

  • treasures, using the particles display type

Level 1:

  • (Uses simple_shader for all ores)
  • Copper ore
  • Iron ore
  • Zinc ore
  • Silver ore

Level 2:

  • (Uses simple_shader for all ores)
  • Iron ore
  • Zinc ore
  • Silver ore
  • Lapis ore
  • Gold ore

Level 3:

  • (Uses simple_shader for all ores)
  • Lapis ore
  • Gold ore
  • Emerald ore
  • Diamond ore

Level 4:

  • (Uses outline for all ores)
  • Emerald ore
  • Diamond ore
  • Netherite ore
Technical Definition
{
  "vision": {                             // [Mandatory] || 
    "values": [                           // [Mandatory] || 
      {
        "level_range": {                  // [Mandatory] || Defines at which enchantment levels this effect will apply
          "min": integer,                 // [Optional]  || 
          "max": integer                  // [Optional]  || 
        },
        "value": [                        // [Mandatory] || 
          {
            "id": ResourceLocation,       // [Mandatory] || Unique identifier for the effect
            "blocks": BlockDefinition,    // [Mandatory] || Defines to which blocks this effect will apply to
            "range": LevelBasedValue,     // [Mandatory] || Defines up to which distance the blocks will be affected at
            "display_type": DisplayType,  // [Mandatory] || Defines how the effect will be displayed
            "particle_rate": integer,     // [Optional]  || The rate at which particles will be spawned (only applicable to 'particles' display type) (Default: 0)
            "color": ShiftingColor        // [Mandatory] || The colors of the effect
          }
        ]
      }
    ]
  }
}

ShiftingColor

{
  "colors": [                 // [Mandatory] || The colors defined in here will be smoothly cycled through based on the specified shift rate 
    {
      "color": TextColor,     // [Mandatory] || 
      "alpha": float          // [Optional]  || The alpha value of the color (0..1) (Default: 1)
    }
  ],
  "color_shift_rate": double, // [Optional]  || At which speed the colors will be cycled through (Default: 1.0)
  "priority": integer         // [Optional]  || Which color to be picked - the entry with the highest priority will be picked (Default: 0)
}

Additional explanations

  • BlockDefinition allows either one of these two
    • treasures: Unopened loot containers (included in additional_enchantment:treasures block tag)
    • HolderSet of type Block
  • DisplayType
    • outline: Outline around the block, visible through walls
    • particles: Spawns particles at the block position
    • simple_shader: A glow effect around the block
  • TextColor: Either a named minecraft color or Hex codes
  • ResourceLocation
  • HolderSet
  • LevelBasedValue

Climbing

  • Allows climbing on most blocks, no ladder required
  • At further levels also disables the automatic sliding down and even allows climbing on ceilings
Default Effects

Level 1:

  • Allows climbing if the block matches:
    • Is not air
    • Is solid
    • Is not a fluid
    • Is not #additional_enchantments:slippery (ice / glass)

Level 2:

  • Enables sticking to walls

Level 3:

  • Enables ceiling climbing
Technical Definition
{
  "climbable": {                            // [Mandatory] || 
    "values": [                             // [Mandatory] || 
      {
        "level_range": {                    // [Mandatory] || Defines at which enchantment levels this effect will apply
          "min": integer,                   // [Optional]  || 
          "max": integer                    // [Optional]  || 
        },
        "value": [                          // [Mandatory] || 
          {
            "key": ResourceLocation,        // [Mandatory] || Unique identifier for the effect
            "blocks": BlockPredicate,       // [Mandatory] || Defines which blocks are climbable
            "can_stick_to_walls": boolean,  // [Optional]  || If enabled the entity will not automatically slide down the wall (press SHIFT to be able to climb downwards)
            "can_climb_ceilings": boolean   // [Optional]  || If enabled the entity will be able to climb along the ceiling 
          }
        ]
      }
    ]
  }
}

Additional explanations

Green Foot

  • Applies a bonemeal effect on the blocks you walk on and around you
  • For saplings and crops the effect will also damage the enchanted item per application
Default Effects

Level 1:

  • Any block: Constant 1% chance
  • #minecraft:saplings: 10% chance, + 7.5% chance per level
  • #minecraft:crops: 30% chance, + 10% chance per level

Level 2:

  • Increased range
  • Increased probability

Level 3:

  • Increased range
  • Increased probability
Technical Definition
{
  "growth_entries": [                 // [Mandatory] ||  
    {
      "predicate": BlockPredicate,    // [Mandatory] || Checks which block to apply this effect to 
      "probability": LevelBasedValue, // [Mandatory] || The chance for this effect to be applied, checked separately before each attempt for every position
      "priority": integer,            // [Optional]  || Which effect to pick if multiple predicates match - the highest priority is selected (Default: 0)
      "damage": integer               // [Mandatory] || The amount the enchanted item will be damaged from each successful effect attempt 
    }
  ],
  "extra_range": LevelBasedValue      // [Mandatory] || The extra range (radius) around the player this effect will apply to, in addition to the origin position 
}

Additional explanations

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.21.x
Neoforge
2mo ago 1
26.1.2
Neoforge
2mo ago 1
1.21.x
Neoforge
2mo ago 1
26.1.2
Neoforge
2mo ago 1
1.21.x
Neoforge
2mo ago 1
1.20.x
Forge Neoforge
8mo ago 1
1.20.x
Forge Neoforge
9mo ago 1
1.20.x
Forge Neoforge
10mo ago 1
1.19.2
Forge
10mo ago 1
1.19.2
Forge
last yr. 1
1.20.x
Forge Neoforge
last yr. 1
1.20.x
Forge Neoforge
last yr. 1
1.20.x
Forge Neoforge
last yr. 1
1.19.2
Forge
last yr. 1
1.20.x
Forge Neoforge
last yr. 1
1.19.2
Forge
last yr. 1
1.20.x
Forge Neoforge
last yr. 1
1.19.2
Forge
last yr. 1
1.20.x
Forge Neoforge
last yr. 1
1.19.2
Forge
last yr. 1
1.20.x
Forge Neoforge
last yr. 1
1.19.2
Forge
last yr. 1
1.20.x
Forge Neoforge
last yr. 1
1.19.2
Forge
last yr. 1
1.20.x
Forge Neoforge
last yr. 1
1.19.2
Forge
last yr. 1
1.20.x
Forge Neoforge
last yr. 1
1.19.2
Forge
last yr. 1
  • adjust fog handling for better visibility inside certain fluids like lava
  • skip rendering fire overlay if the player is fire immune / in creative mode / has fire resistance effect (only relevant while inside fluids related to the enchantment)
  • generally re-apply fog changes in fluids, lost by last update (cancel for event got lost which is needed in < 26.1.2)
  • adjust fog handling for better visibility inside certain fluids like lava
  • skip rendering fire overlay if the player is fire immune / in creative mode / has fire resistance effect (only relevant while inside fluids related to the enchantment)
Adjust fluid vision
  • better visibility through liquids
  • fixed an issue where the fluid fog visibility might get worse with increased (visibility) percentage
Initial 26.1.2 release
Initial 1.21.1 release

See description for enchantments etc.
fix treasure finder glow effect rendering
fixed a potential crash issue with tipped enchantment (when an effect could no longer be loaded?)
Warning: Backup your configs


Ore Sight has been removed and its functionality merged with Treasure Finder
  • Existing items with Ore Sight should automatically update and switch to Treasure Finder

![Treasure Finder](https://i.imgur.com/8W7URV1.gif)

The config has been extended and allows different ways to render per block / enchantment level

The display types are:
  • GLOW
  • X_RAY_OUTLINE
  • PARTICLES

A config entry looks like this:

``toml
[[treasure_finder.entries]]
resource = "#forge:ores/emerald"
from_level = 4
to_level = -1
range = 16.0
color_shift_rate = 1.0
display_type = "X_RAY_OUTLINE"
[[treasure_finder.entries.colors]]
color = "dark_green"
alpha = 0.15
[[treasure_finder.entries.colors]]
color = "green"
alpha = 0.15
[[treasure_finder.entries.colors]]
color = "#55ff88"
alpha = 0.15
`

from- / to level determine to which enchantment level this config applies (-1 meaning that it applies to any higher levels as well)

When multiple color entries exist the display will shift through them at the specified rate


Added two config entries for
tipped
  • tipped_cooldown (default 0), which prevents new tipped applications until the cooldown has finished
  • tipped_scale_cooldown_with_level`, which (if enabled) increases the cooldown by multiplying it with the enchantment level)
Warning: Backup your configs


Ore Sight has been removed and its functionality merged with Treasure Finder
  • Existing items with Ore Sight should automatically update and switch to Treasure Finder

![Treasure Finder](https://i.imgur.com/8W7URV1.gif)

The config has been extended and allows different ways to render per block / enchantment level

The display types are:
  • GLOW
  • X_RAY_OUTLINE
  • PARTICLES

A config entry looks like this:

``toml
[[treasure_finder.entries]]
resource = "#forge:ores/emerald"
from_level = 4
to_level = -1
range = 16.0
color_shift_rate = 1.0
display_type = "X_RAY_OUTLINE"
[[treasure_finder.entries.colors]]
color = "dark_green"
alpha = 0.15
[[treasure_finder.entries.colors]]
color = "green"
alpha = 0.15
[[treasure_finder.entries.colors]]
color = "#55ff88"
alpha = 0.15
`

from- / to level determine to which enchantment level this config applies (-1 meaning that it applies to any higher levels as well)

When multiple color entries exist the display will shift through them at the specified rate


Added two config entries for
tipped
  • tipped_cooldown (default 0), which prevents new tipped applications until the cooldown has finished
  • tipped_scale_cooldown_with_level`, which (if enabled) increases the cooldown by multiplying it with the enchantment level)
Add changes from 1.20.1 which include:
  • Treasure enchantment (similar to ore sight with no x-ray and also marks chests with loot that has not been generated yet)
  • Performance improvements for ore sight enchantment (this also replaces the client config with a server config per enchantment level for which blocks to mark)
  • Fix to a kill / loot credit issue with the confusion enchantment


Also:
  • Fix a crash which would occur at a certain height when the ore sight enchantment was active
  • Added russian translation (@AKNAL0GIA from Github)
  • don't display particles for treasure blocks when broken instead of looted
  • use max. configured enchantment level if no configuration exists for a higher enchantment level
  • fix kill credit / loot issue with confusion enchant
improved ore sight performance


added treasure finder enchantment, which is sort of an alternative - it doesn't have x-ray but rather spawns particles around the blocks


treasure finder will also spawn particles around containers that have a loot table (i.e. non-generated loot)


only certain block entities are supported - try and add them to the additional_enchantments:treasures block tag to see if it works for your custom ones, at the moment only chest blocks are added to the tag



both enchantments now have a list in the server config, that decides the blocks, required enchantment level, range and color



![treasure finder example](https://i.imgur.com/Ng71MaC.gif)
further fixes to tags
further fixes to tags
fixed a bug where the shatter aoe entity blacklist tag was not being considered
fixed a bug where the shatter aoe entity blacklist tag was not being considered
  • fix compatibility with Skin Layers 3D
  • fix perception ingame config resetting
  • set max. time for no gravity (to prevent projectiles like tridents from never returning)
  • made ore sight colors client configurable
  • fix compatibility with Skin Layers 3D
  • fix perception ingame config resetting
  • set max. time for no gravity (to prevent projectiles like tridents from never returning)
  • made ore sight colors client configurable
  • fix (non-crash?) exception with confusion enchantment
  • improve ore sight rendering performance
  • fix (non-crash?) exception with confusion enchantment
  • improve ore sight rendering performance
  • fix potential mixin redirect conflict
  • fix flickering with hunter stacks
  • fix issue where configuration reset on entering the end exit portal
  • keep player invisible if the invisibility effect is present
  • fix potential mixin redirect conflict
  • fix flickering with hunter stacks
  • fix issue where configuration reset on entering the end exit portal
  • keep player invisible if the invisibility effect is present
  • adjusted plague particles
  • added iceandfire:dragon_ice_spikes to the bracewalk enchantment blocks
  • capped max. amount of particles
  • added more enchantment specific configs
  • adjusted plague particles
  • added iceandfire:dragon_ice_spikes to the bracewalk enchantment blocks
  • capped max. amount of particles
  • added more enchantment specific configs
Actual initial release for Modrinth
Actual initial release for Modrinth
Initial Modrinth release
Initial Modrinth release
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