[b]New in v4.9: 1.2.5 compatibility! That's all for now.[/b]
This minor (and customizable) mod is intended to take away some of the annoyances you might experience while enchanting items in Minecraft 1.2.5.
- [b]By default, all enchantment costs are halved! (You may adjust this or turn it off using a custom settings file--see below.)[/b] A level 50 enchantment now only costs 25 experience levels, a level 15 enchantment now only costs 7 experience levels, and so on. (Cost is rounded down if needed. However, minimum cost is 1 experience level, so no free level 1 enchantments.) The enchant window still displays the enchantment's power, but the new cost is visible as well. You'll still need 30 bookshelves for the maximum power of 50.
Why? Because as it stands now, getting the 50 XP levels for a max enchantment requires you to kill 1785 925 hostile mobs without dying or enchanting anything else. Frankly, I think that's ridiculous. In my opinion, high level enchantments shouldn't be limited to those willing to construct mob grinders and stand in one place whacking mobs for hours. In comparison, reaching XP level 25 requires 455 244 hostile mob kills, which seems more reasonable. (I just discovered that the XP formula was changed for 1.0 and up. Mob counts updated accordingly.)
- [b]You may now increase and decrease the levels of the available enchantments at will![/b] When you place a valid item on an enchantment table, plus and minus buttons will appear at the top right of the GUI. Click them to increase or decrease the slots' enchantment levels by 1; shift-click them to increase or decrease the levels by 10 instead! For convenience, the third enchantment slot will always start with a maximum power enchantment. Note that you cannot increase the enchantment level beyond the table's capability, so you'll still need bookshelves.
Why? Because currently, anyone who wants a certain level has to sit at the enchantment table and drop the item on it over and over and over again, and what fun is that?
- [b]High level enchantments are now more likely to produce multiple effects![/b] For instance, the average level 50 enchantment on a diamond sword would receive multiple effects about 56% of the time. With Sensible Enchanting, that chance is increased to over 70%! Note that low level enchantments (and checks for third and fourth effects) receive a much smaller benefit. If you prefer, this bonus may be adjusted or turned off using a custom settings file.
Why? Because having almost half of highest level enchantments be single-effect seems a bit too weak to me.
- If you enchant an item and are disappointed with the enchantment--say, Knockback II on a level 50 diamond sword--[b]you can immediately reverse the enchantment to recover 80% of the levels you spent![/b] (You may adjust this or turn it off using a custom settings file.) Once you enchant an item, a red reversal slot will appear with the number of levels you can regain displayed in yellow. If, after seeing how your item turned out, you elect to reverse the enchantment, the just-enchanted item will revert to normal and you'll regain those levels! However, due to the strain placed on the item, some of its durability will be lost depending on the strength of the original enhancement. Furthermore, reversal is a one-time opportunity--if you take the item from the table, the enchantment becomes final and you won't get another chance to recover your XP. Choose wisely!
Why? Because if you don't get a satisfactory result, you shouldn't have to earn all of those levels again just for another shot. Although enchanting is random by nature, you deserve to be rewarded for your work.
- [b]At any enchantment table, you can now repair enchanted items for a modest XP cost![/b] (If you prefer, you may disable enchanted item repair or modify the XP cost for repairs using a custom settings file--see below.)[/b] The exact cost varies depending on the number of enchantments and the strength of each individual enchantment, but is not affected by the item's type, material, or remaining durability; for instance, that Sharpness III in the screenshot below costs only 3 levels to repair, considerably less than the 20 levels spent to make it!
To repair an enchanted item, simply place it on any enchantment table, and a blue repair slot will appear with the XP cost displayed. (You'll also see the repair slot just after you enchant an item.) However, just as with normal repairs, you'll need to use another item of the same type and material, although this item does not have to be enchanted. After placing that item in the new component space, click the repair slot to add durability back to your enchanted item for the cost of your component item and some XP. Note that attempting to repair enchanted items using a standard crafting grid will still result in the loss of the enchantment, so make sure to do your enchanted item repairs at an enchantment table!
Why? Because enchanted items are meant to be used, after all.
- [b]Bookshelves are no longer obstructed by objects in between them and the enchantment table![/b]
Why? Because some players get confused when they have 30 bookshelves but aren't getting maximum level enchantments because of an errant torch, ladder, or sign. (If you prefer Minecraft's original bookshelf-counting algorithm, you can reactivate it using a custom settings file.)
Screenshots for your viewing pleasure!
First, some v4.0 shots of enchantment reversal (note that enchantment costs were set to 100% for this demo):
Just after enchanting, you've given the opportunity to reverse it to regain some XP...
...like so! The item was damaged due to the strain of reversing the enchantment, but it's easier to replace items than XP!
Both cost and power are now displayed! Note the plus and minus icons in the top right corner of the GUI.
Clicking on those icons will adjust the levels of the available enchantments!
Place an enchanted item back on the table to see its repair cost.
To repair, place the second item in the component slot and click the blue "repair" slot. (Yes, that's what it says. Original, isn't it?) Unlike vanilla repairs, SE repairs preserve your item's enchantment!
Like most other mods, installation is simple: open your minecraft.jar, drop in the .class files included, and copy the new SEenchant.png file into the jar's gui folder. Delete the jar's META-INF folder if you haven't already. That's it!
That's all for now. Stay tuned for new updates and ports for new Minecraft versions!
Sensible Enchanting is designed for maximum compatibility with other Minecraft mods, overwriting only one base class--the enchantment table block. Most mods that don't modify the enchanting system or the enchanting table block, including TooManyItems, SinglePlayerCommands, and practically all ModLoader mods, can be used alongside SE. However, since SE uses a separate enchantment GUI, inventory mods and GUI mods such as Customizible Inventory may not be able to modify it. (All other GUIs, however, should be changed as expected.)
If you're using a texture pack with custom GUIs, SE's variant of the enchantment GUI won't match your texture pack. Unfortunately, I can't do much about this--I'm a modder, not a magician. Of course, you're welcome to modify or replace SEenchant.png for use with your texture pack.
[b]Custom Settings (NEW!):[/b]With the optional custom settings file (SensibleEnchanting.txt), you can disable enchanted item repair or alter the enchantment and repair cost modifiers. Place SensibleEnchanting.txt in your .minecraft directory (where lastlogin and options.txt are found) and modify it to suit your tastes. (The settings file is annotated, so reading it will tell you what sorts of settings are available and what they do.) If you don't install the custom settings file, Sensible Enchanting will use the default values.
If you already have a custom settings file from an earlier version of SE, you can safely keep using it without issue. SE will just use the default values for any new settings your old file left out.
Special thanks to the fine fellows responsible for the Minecraft Coder Pack. If you'd like to get started with your own Minecraft mods, MCP's a great way to start. (But if you just want to play this mod, you don't need to worry about MCP at all.)
Disclaimer: This Minecraft modification was created by FifthWhammy, who does not own the rights to Minecraft or Minecraft source code. (That's Mojang AB, not me.) You may distribute this modification freely as long as credit is given and this README file is also included. Neither I nor Mojang are responsible for any damage, distress, or data loss suffered by you, the user of this modification. Use at your own risk. Batteries not included.
Very nice!! This (IMO) makes enchanting fair without being overpowered. Doesnt feel like cheating because you still have to earn the levels. Also love how there is a guaranteed lvl 50 w/30 bookshelves. i've been dropping and picking up pickaxes thousands of times and have NEVER seen one legit, plenty of 46 47 48 etc though. Thanks again for this mod.
Thanks for the enthusiastic response! I'm glad you're enjoying it.
I do plan to update this mod--and probably add new features, as well!--for the full release of Minecraft. However, I might not port it to 1.9pre6, especially since Jeb's going to fix the wooden door bug on Sunday. I'll keep looking through the enchantment code and try to figure out how I can implement some of the stuff I'm thinking of.
First priority: allowing the player to repair enchanted items without losing the enchantment. There might be a modest XP cost for that, though, depending on the enchantment's power.
I just checked, and I got a black screen, so it doesn't look like it works with pre6. I'd be more concerned if not for the fact that Jeb's reportedly going to be putting out another pre-release (7, I guess?) tomorrow that fixes the unresponsive wooden door issue. So once that's out, I'll update everything for that.
On the plus side, I've got enchanted item repair working. That'll definitely be in the next release.
Have lvl 50 is only good for sword, but for armor you NEED to be under 50 depend of what you search.
We can't choice :sad.gif:
That's a very good point. If you remove some bookshelves, the maximum available level for that enchantment table will decrease, letting you get to the level you want. (Or very close to it.) But that can be irritating, because if you want a lv50 enchantment later, you have to recraft and replace those bookshelves or build a new table-and-shelves set elsewhere. (Enchantment tables are somewhat expensive, and you'll need a lot of sugar cane for 30 more bookshelves.) I suppose if you really wanted to be thorough, you could build a table with 1 bookshelf, a table with 2 bookshelves, a table with 3 bookshelves...but that takes lots of space, effort, and materials and it's certainly not practical!
I've got a few ideas for handling that problem and I'm looking through the code for the easiest way to implement them. You'll likely be seeing the fruits of that labor in a future release. I hope, anyway. :wink.gif:
Anyway, the v1.5 update for 1.9pre5 is out, adding enchanted item repair! For the curious, the repair cost formula is the sum of the levels of the individual effect(s) on the item, plus 1 for the second effect, 2 for the third effect, and so on. Since the full version of Minecraft is out in three days, you probably won't see any more 1.9pre5 updates.
in my new game i can't aford enought bookshelves (and i didn't find a spawner, so can't have xp lulz),
so i can't try repair item - but i hope it will be fine.
Also, good idea to destroy/place bookshelves for have the good level : in fact you just have to put a torch (or anything else ...) in the ground to "cut" the way table-bookshelves and low the level of enchanting.
I don't know if you understand ^^
Edit : Okay, easy to change the level, just put some Sticky Piston in the ground, to push some block near the table.
Add a button, if you need 50, don't use it, if you need 40, just push the button !
I HATE the current system. I dont want to click for a zillion minutes just for a lvl 50 item, which I would have to kill ~1700 hostile mobs for [without dieing]. It was unusable to me.
Hell, I spawned a total of 1792mobs [128mobs * 14runs] in creative fly mode [always crit] & that still took me about 30 minutes to do. After that, I had to mem-edit the enchantment table to give me a lvl 50 slot caz I was tired of clicking after 5 min. The enchantment results were unlucky...
I like this mod way better.
The bad news is that the 1.9pre5 release won't work with 1.0.0.
The good news is that now there's a 1.0.0 release! See the first post for the new download link. I'll keep the links to the pre5 releases available just in case anyone's curious.
I'm considering further tweaks to the enchantment system, possibly even adding bow enchantments! (I would put anything involving new enchantments in a separate mod. One of the pluses of Sensible Enchanting is that, like TooManyItems or SinglePlayerCommands, it won't mess up your world if you uninstall it or update to a new Minecraft version without it.)
SMP support would take some extra effort, as I would have to do some research into the server code and the various SMP APIs (Bukkit, etc.)--however, it's certainly not out of the question. :wink.gif:
If the Technic Launcher was destroyed, over 80% of Minecraft players would cry about it and go insane. If you are one of the 20% that would be laughing at them, copy this and post it in your signature and hope it happens