It uses Forges class transformation abilities to modify some of the vanilla enchantments' maxLevel.
All you need to do is put the JAR file into your mod's folder, nothing else is required.
A little background about me as I'm fairly new around here. I've been coding for 15 years and found Java very easy to pick up. I've been playing and enjoying Minecraft for about a year and couldn't wait to dig into the back-end. The folks over at the Forge project are phenomenal! They've done some truly brilliant things.
Also of note, this mod is fully compatible with Enchanting Plus.
I found I couldn't change the maxLevel's of every enchantment, some are just basically boolean flags enabling a certain behavior (like a bow's Infinity) and there was one enchantment which caused huge GL Rendering problems. The Respiration enchantment is tied somehow to the Alpha channels when underwater and even a value of 5 caused major problems so I kept that at 3.
Now, this first release has these values hard-coded, but I plan on adding a config process that allows users to set their own values.Screenshots, I am using Enchanting Plus to show the how high you can set the enchantments.
Download the mod to try it out, remember, just place it in your mods folder.
Nice job with this. Only problem I'm seeing so far is that the respective enchantment books don't work when used to combine with tools on an anvil. They simply give it the maximum Vanilla enchant. Everything works fine when using enchanting plus, though.
Also works on servers, so I'm going to mark is as Universal for the mods list. Keep up the good work. Hope you stick around in the modding community.
I looked at all the container repair code and could find nothing to indicate why it isn't working. It calls the enchantment getMaxLevel which is the very function i modify so it shouldn't have any problems.
Wow. Finally a way to get these enchants. Although a question comes to my mind when I see this.How much roughly would a Sharpness X or Eff X cost on something of iron? I would assume 100 levels or more would balance those enchants out, especially since there's quite a steep step from Protection IV to Protection V in regards to damage reduction. I really hope there's a 1.6.4 version, as I would like it add it to my minecraft. =DIn the meantime, I'm going to play with the 1.6.2's version, since this is pretty badass.
Welcome to the Minecraft community! Always good to see new friendly faces around here! =D Also, I noticed that you do not have a donation button on the first post, since I know a LOT of people will see/use this mod in the future.
But, with an full diamond armor you have 80% less damage, every protection level adds 1%, an full diamon protection IV gives a 96% and with protection V you are inmortal ¿Isn´t the protection X too overpowered?
Do you think this can be backported to 1.5.2?
Because I would need it there... (not requesting it, I would try and do it myself somehow... for private uses)
But I really love the idea of this, no more editing enchantment classes...
Ok, I'm going to tell some devs to speed up...
I'm going to download it and put it into the 1.6 version i'm using, but the modpack will have to wait...
looking forward to having everything i need updated
Leyrs, I read through that log and found nothing to indicate why the extensions didn't take. In my dev test environment they worked great.
Do you have any other mods that could edit the enchantment classes I access? Since it worked for you in 1.6.2 I'm also curious about anything that might have changed from one profile to the next. The only thing I changed for the new version was a annotation for version checking, nothing else in the code was changed.
I'll look into it more. If anyone else is having this issue, please let me know!
I am also having the same issue as Leyrs is having. The current mods I'm using that involve enchantments are Thaumcraft 4, More Enchantments Mod and Enchanting Plus. The mod does display on the forge mod menu and says it's active as well.
The Maximuim values are as follows;
I am going to perform further testing on this to see if i can get a sharp 6 or something.
While going though the config of eplus (I'm not sure if it helps) I've noticed this
S:AntiVenom-ToolTip=Protection from poison
S:Cloud-ToolTip=A More advanced feather fall
S:Durability-ToolTip=Unbreaking for armor
S:Healing-ToolTip=Mmmh, Tastes like healing
S:"High Jump-ToolTip"=Jump one block higher per level
S:Horticulture-ToolTip=Grow things around you as you walk
S:IceStep-ToolTip=Make a trail of ice
S:Leech-ToolTip=Steal the life of your foes
S:Lethargy-ToolTip=Slow your target
S:Magnet-ToolTip=Draw items in from further away
S:"Night Vision-ToolTip"=Night becomes day
S:Penetrate-ToolTip=Bypass enermy armor
S:Poison-ToolTip=Arrow of poisony death
S:PoisonAspect-ToolTip=Poison your target
S:"Quick Draw-ToolTip"=Speed your bow fire rate
S:Slow-ToolTip=Arrow of slowing
S:Swiftness-ToolTip=Run really fast
S:Vertically-ToolTip=Fling your target into the air
S:Vigour-ToolTip=Mine faster while in use. Stacks with effciency
S:Wisdom-ToolTip=Boost XP gain
S:enchantment.arrowInfinite-ToolTip=Shooting consumes no arrows
S:enchantment.damage.arthropods-ToolTip=Extra damage to spiders, cave spiders and silverfish
S:enchantment.damage.undead-ToolTip=Extra damage to undead mobs
S:enchantment.digging-ToolTip=Faster resource gathering while in use
S:enchantment.fire-ToolTip=Lights the target on fire
S:enchantment.frugal-ToolTip=Wand equivalent of unbreaking.
S:enchantment.haste-ToolTip=Usable on boots and the Thaumostatic Harness only. Makes you move faster. Very effective on Boots of the Traveller, or the Thaumostatic Harness.
S:enchantment.lootBonus-ToolTip=Mobs can drop more loot
S:enchantment.lootBonusDigger-ToolTip=Increases the drop rate of items from blocks
S:enchantment.oxygen-ToolTip=Decreases the rate of air loss underwater; increases time between damage while suffocating and drowning
S:enchantment.potency-ToolTip=Increases damage or range that wands have.
S:enchantment.protect.all-ToolTip=Reduces damage from all sources
S:enchantment.protect.explosion-ToolTip=Protection against explosion damage; reduces explosion recoil
S:enchantment.protect.fall-ToolTip=Protection against fall damage
S:enchantment.protect.fire-ToolTip=Protection against fire damage; fire is extinguished faster
S:enchantment.protect.projectile-ToolTip=Protection against damage from projectile entities
S:enchantment.repair-ToolTip=Consumes vis from the local aura to repair the item with this enchantment
S:enchantment.thorns-ToolTip=Chance of dealing damage to mobs or players attacking the wearer
S:enchantment.untouching-ToolTip=Mined blocks will drop themselves instead of the item(s) it should drop
S:enchantment.waterWorker-ToolTip=Increases underwater mining rate
That's "Power" on the bow's correct? If it is, wouldn't it be tagged as B:Power=true, or B:"Power"=true or something instead of "enchantment.insertenchantmenthere=true"? I have no knowledge of coding whatsoever, but by the looks of things, it seems like they're not overwriting the vanilla enchants correctly. I would assume that "damage.all" with be the same thing with Sharpness. I would assume that when the mod is loaded into the game and a world is generated etc, it would attempt to grab those enchantments and possibly "couldn't find" said enchants. Just a speculation.
Here's some in-game tests I've screened
Firstly, I've tried it on the advanced table with a Malachite Sword (from SimpleOres 2). As you can see, the slider won't move past 5.
Secondly, given Malachites ridiculous enchant ability, I tried with the standard vanilla enchanting table
And it provided with the following enchants
So I decided to try one more test, with NEI. Forcing Sharpness X on the sword and to see if I could bring the slider to Sharpness VII and back up to Sharpness X, this was the result;
That's pretty much the most I can give you in game. Unfortunately, this is the most I can provide to you. Hopefully some of this can help. Eventually, I'm going to learn modding as well, as someone gave me the link to forge's beginners tutorial on modding. Maybe in the future I'll be able to help you, if necessary. =)
EDIT: Fire Aspect 5 is working, but that's it. I just noticed it.