The tooltips use a language file, so they need to be added by a mod or resource pack. The syntax is description.enchantment. followed by the enchantment name. For example, description.enchantment.waterWorker is the key for aqua infinity and description.enchantment.damage.all is the description for sharpness.
Im using the 1.7.10 version, sorry I should have specified. Im looking in the cfg files and see areas for the description of enchants, but they never seem to take.
Example:
B:enchantment.openblocks.flimflam=true
S:enchantment.openblocks.flimflam-ToolTip="This enchantment is applied to armor, and will bring bad luck to those who attack you, while the armor is equipped."
This does not seem to work in game. I have them server side, do they need to be client side? Is my syntax wrong? i assumed they needed to be strings.
So, placing the file on the client does indeed set tool tips. However, now the table only ever shows a max of 4 enchants, even if there are more for an item.
Also, while the cfg on the server side does disable/enable enchants from use. Unless the .cfg is on the client, disabled enchants will show as an option to users, they just will not be able to be applied.
EDIT: Correction, when the CFG is client side, its just the scroll bar that does not work UNLESS you click inside the enchantment list area, then it works.
So, placing the file on the client does indeed set tool tips. However, now the table only ever shows a max of 4 enchants, even if there are more for an item.
Also, while the cfg on the server side does disable/enable enchants from use. Unless the .cfg is on the client, disabled enchants will show as an option to users, they just will not be able to be applied.
EDIT: Correction, when the CFG is client side, its just the scroll bar that does not work UNLESS you click inside the enchantment list area, then it works.
In a way, yes. Tool tips show to users when placed on the client side and anything banned by the server (client must match or it still shows) are no longer options. Server side still controls allowed/enabled enchants. Only issue is the scroll bar break, but it has a work around that's just kind of clunky, and rather annoying if you don't meet requirements.
I use super enchants and the enchanting plus enchantment table works with it. although the highest super enchants goes is 5. however for helping you i don't know how to at all. i just though maybe you would want to know this
The Meaning of Life, the Universe, and Everything.
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53
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I really like this mod! But it's a little overpowered for me so I used the Minetweaker mod to make the recipes for the Advanced Enchantment Table and the Advanced Enchantment Table Upgrade harder to make:
- I thought Voidstone would be a good substitute for obsidian here (Chisel 2 mod required). And the Voidstone color goes nice with the Advanced Enchantment Table look.
- The writable book has been replaced with any enchanted book.
- Gold ingots have been replaced with gold blocks.
I really like this mod! But it's a little overpowered for me so I used the Minetweaker mod to make the recipes for the Advanced Enchantment Table and the Advanced Enchantment Table Upgrade harder to make:
- I thought Voidstone would be a good substitute for obsidian here (Chisel 2 mod required). And the Voidstone color goes nice with the Advanced Enchantment Table look.
- The writable book has been replaced with any enchanted book.
- Gold ingots have been replaced with gold blocks.
I just feel as if i should mention that you are basically using half a block of obsidian, half a stone block, and a quarter of a ender pearl when you added the void stone, which is kinda cheaper in the long run (short run its more expensive)
I just feel as if i should mention that you are basically using half a block of obsidian, half a stone block, and a quarter of a ender pearl when you added the void stone, which is kinda cheaper in the long run (short run its more expensive)
That's a good point. Since you get 8 Voidstone from that recipe, it is a somewhat cheaper. I didn't realize that until you mentioned it. I should probably change it to something a little more expensive.
That's a good point. Since you get 8 Voidstone from that recipe, it is a somewhat cheaper. I didn't realize that until you mentioned it. I should probably change it to something a little more expensive.
You could also use minetweaker to change the voidstone recipe so you only get 1, instead of 8. Of course, making voidstone much more expensive does make it a less viable building material. That's up to you
using this mod on modpack 1.7.10 - i have created and placed my advanced enchanting table - i am level 42 - but when i place an item on the table i get no enchantments. if i click the vanilla button, the enchantments show up. when i go back to mod tab the table is blank.
am i missing something?
EDIT - ok - just realised you need scrolls to unlock enchantments. D'oh.
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HalfOfAKebab
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This has major balancing issues. If I enchant a sword with Sharpness V and the highest level of every other compatible enchantment, the cost is 93 levels. However, I can apply each enchantment individually and the total will still be 93. This is very bad for balancing, since getting from level 15 to 16 is easier than 16 to 17, which means the enchantments you need are a lot cheaper if you apply them individually.
To fix this, the mod's enchantment table should take experience points rather than the level.
This has major balancing issues. If I enchant a sword with Sharpness V and the highest level of every other compatible enchantment, the cost is 93 levels. However, I can apply each enchantment individually and the total will still be 93. This is very bad for balancing, since getting from level 15 to 16 is easier than 16 to 17, which means the enchantments you need are a lot cheaper if you apply them individually.
To fix this, the mod's enchantment table should take experience points rather than the level.
This does not happen for me. Perhaps it is a conflict with another mod? Have you submitted a crash report to the mod author?
that i will due since it seems not everyone is having this issue thanks!
sadly there is no crash report due to you half to force close it this is being reported on the curse page as well for enchanting plus.
Im using the 1.7.10 version, sorry I should have specified. Im looking in the cfg files and see areas for the description of enchants, but they never seem to take.
Example:
This does not seem to work in game. I have them server side, do they need to be client side? Is my syntax wrong? i assumed they needed to be strings.
So, placing the file on the client does indeed set tool tips. However, now the table only ever shows a max of 4 enchants, even if there are more for an item.
Also, while the cfg on the server side does disable/enable enchants from use. Unless the .cfg is on the client, disabled enchants will show as an option to users, they just will not be able to be applied.
EDIT: Correction, when the CFG is client side, its just the scroll bar that does not work UNLESS you click inside the enchantment list area, then it works.
So you solved your issue or no?
Check out my modpack if you are looking for a tough modpack, though its still having stuff changed here and there: http://minecraft.curseforge.com/projects/deadly-encounters
Also using agricraft and pam's harvestcraft and want to fix the sesame seed issue? I know how to check my bio for link to see how to fix it.
In a way, yes. Tool tips show to users when placed on the client side and anything banned by the server (client must match or it still shows) are no longer options. Server side still controls allowed/enabled enchants. Only issue is the scroll bar break, but it has a work around that's just kind of clunky, and rather annoying if you don't meet requirements.
I use super enchants and the enchanting plus enchantment table works with it. although the highest super enchants goes is 5. however for helping you i don't know how to at all. i just though maybe you would want to know this
Already for 1.9.4: http://minecraft.curseforge.com/projects/enchanting-plus/files
thank you very much. I couldn't find this "enchanting plus 4 beta" download and i had given up
I really like this mod! But it's a little overpowered for me so I used the Minetweaker mod to make the recipes for the Advanced Enchantment Table and the Advanced Enchantment Table Upgrade harder to make:
- I thought Voidstone would be a good substitute for obsidian here (Chisel 2 mod required). And the Voidstone color goes nice with the Advanced Enchantment Table look.
- The writable book has been replaced with any enchanted book.
- Gold ingots have been replaced with gold blocks.
Put your spoiler here.
Minetweaker code:
recipes.remove(<eplus:tile.advancedEnchantmentTable>);
recipes.addShaped(<eplus:tile.advancedEnchantmentTable>,
[[<minecraft:gold_block>, <minecraft:enchanted_book>, <minecraft:gold_block>],
[<chisel:voidstone>, <minecraft:enchanting_table>, <chisel:voidstone>],
[<minecraft:gold_block>, <minecraft:ender_eye>, <minecraft:gold_block>]]);
recipes.remove(<eplus:item.tableUpgrade>);
recipes.addShaped(<eplus:item.tableUpgrade>,
[[<minecraft:gold_block>, <minecraft:enchanted_book>, <minecraft:gold_block>],
[<chisel:voidstone>, null, <chisel:voidstone>],
[<minecraft:gold_block>, <minecraft:ender_eye>, <minecraft:gold_block>]]);.
Minecraft 1.7.10
EnchantingPlus-1.7.10-3.0.2-d
Chisel-2.9.5.11
Forge 1614
I just feel as if i should mention that you are basically using half a block of obsidian, half a stone block, and a quarter of a ender pearl when you added the void stone, which is kinda cheaper in the long run (short run its more expensive)
Check out my modpack if you are looking for a tough modpack, though its still having stuff changed here and there: http://minecraft.curseforge.com/projects/deadly-encounters
Also using agricraft and pam's harvestcraft and want to fix the sesame seed issue? I know how to check my bio for link to see how to fix it.
That's a good point. Since you get 8 Voidstone from that recipe, it is a somewhat cheaper. I didn't realize that until you mentioned it. I should probably change it to something a little more expensive.
You could also use minetweaker to change the voidstone recipe so you only get 1, instead of 8. Of course, making voidstone much more expensive does make it a less viable building material. That's up to you
I am probably missing something but is it possible to disable regular vanilla enchanting?
Either Disabling the option to go over the Vanilla Enchanting Screen
Come over and check out Wulf Hollow Server!
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mod-packs/2723091-wulf-hollow-v1-0-1-custom-recipes-friendly-players
hello,
using this mod on modpack 1.7.10 - i have created and placed my advanced enchanting table - i am level 42 - but when i place an item on the table i get no enchantments. if i click the vanilla button, the enchantments show up. when i go back to mod tab the table is blank.
am i missing something?
EDIT - ok - just realised you need scrolls to unlock enchantments. D'oh.
thanks.
no deja Encantar en la supervivencia. Minecraft 1.10.2, forjar 12.18.1.2094
This has major balancing issues. If I enchant a sword with Sharpness V and the highest level of every other compatible enchantment, the cost is 93 levels. However, I can apply each enchantment individually and the total will still be 93. This is very bad for balancing, since getting from level 15 to 16 is easier than 16 to 17, which means the enchantments you need are a lot cheaper if you apply them individually.
To fix this, the mod's enchantment table should take experience points rather than the level.
Why not post this on their issue tracker?
Check out my modpack if you are looking for a tough modpack, though its still having stuff changed here and there: http://minecraft.curseforge.com/projects/deadly-encounters
Also using agricraft and pam's harvestcraft and want to fix the sesame seed issue? I know how to check my bio for link to see how to fix it.
Link to the tracker?