Minecraft Version: 1.8.x Requires: Forge 1.8 - 11.14.4.1563 or higher
Confirmed to run on the following Forge versions: 1.8 - 11.14.4.1563 1.8.8 - 11.15.0.1655 (compatible with Optifine!) 1.8.9 - 11.15.1.1722 1.8.9 - 11.15.1.1764
This mod adds a new anvil to Minecraft: the workshop anvil (a.k.a. The Lizzy Anvil).
The workshop anvil replaces the vanilla anvil for the purpose of renaming, repairing, and enchanting with books. The vanilla anvil still exists in the game but it no longer does anything but look nice and fall on things.
Features:
Modified Features:
Renaming is always free.
Repairing non-enchanted items is always free (except for the materials needed).
There is only a "level" cost when working with enchanted items or books.
There is no "prior work penalty". The cost to repair an item is based solely on the enchantments on it and never goes up unless you add more enchantments. This means you can repair indefinitely. But the more powerful the enchanted item is, the higher the cost to repair will be.
The cost limit has been removed. But if you prefer having a cost limit you can set one (see configuration options). A cost limit will have a different impact with this system though (see Feature Information).
The anvil never breaks! But if you want it to break you can make it so (see configuration options).
The repair bonus is increased from 12% to 24% to make it more worthwhile having an anvil around for repairs. If you don't like that value, you can set it to whatever you like (see configuration options).
The material cost is adjusted to match the amount needed to craft the items, rather than 4 for all items in vanilla. The material cost is the amount of ingots, etc., used to repair. The repair bonus applies to this as well (it doesn't in vanilla).
You can repair all damageable items using materials (see Feature Information).
New Features:
You can unenchant items (see Feature Information).
You can transfer enchantments from items to books (see Feature Information).
A heat source is required within 3 blocks of the anvil to be able to repair or enchant items on it (see Feature Information and Heat Source Placement). If you don't like that idea you can turn this feature off (see configuration options).
The Plain Anvil (Vanilla Anvil):
Crafting Recipe: (7 iron ingots)
The vanilla anvil still exists in the game as the Plain Anvil. However, it no longer has a repair inventory. It also has a new, less expensive, crafting recipe. Otherwise, the plain anvil behaves exactly as the vanilla anvil does (it is the vanilla anvil): when it falls it has a chance of being damaged and when it falls on certain types of blocks, like torches and redstone circuits, it destroys those blocks.
The Workshop Anvil (Lizzy Anvil):
Crafting Recipe: (1 undamaged plain anvil, 2 blocks of iron, 6 iron ingots)
The total iron used to make a workshop anvil is the same as in the original vanilla anvil recipe (31 ingots).
The workshop anvil is what you use to rename, repair and enchant items on. It has the same inventory gui as the vanilla anvil and can do all the same things, and more. Only the costs and limitations are different. It also behaves a bit differently as a falling block.
As a falling block, the workshop anvil behaves differently from the vanilla anvil in a few minor ways (one reason I left the vanilla anvil in the game). When the workshop anvil is dropped on circuits or torches it does not break them. Instead, it drops itself as an item. Also, the workshop anvil is never damaged when it falls. The 'damage type' of the workshop anvil is different as well. This probably only affects death messages (i.e. " was squashed by a falling anvil"). So, plain (vanilla) anvils are for dropping on heads and workshop anvils are for working on.
Installation:
Installing Forge:
Go to minecraftforge and find version 1.8-11.14.4.1563 or 1.8.8-11.15.0.1655, or later (1.8.x only).
Download the installer.
Run the installer and install the client.
Run Minecraft once after installing Forge (this creates the 'mods' folder, among other things I'm sure)
Open your .minecraft directory and place the mod file in the 'mods' folder.
Done! Run Minecraft and you can say hello to your new workshop anvil... The Lizzy Anvil.
Client/Server Info:
This is a client-side mod, but it is designed to also work on a server. Any client connecting to a server using this mod must have the mod installed in order to connect. The config values for the server will be used by all connecting clients. If you have this mod installed on your client and you connect to a server that doesn't have it you will not be able touse the vanilla anvil. Simply uninstall this mod, reconnect, and everything will work normally again.
Mod Compatibility:
This mod is likely to be compatible with other mods that do not modify the anvil in any way. Custom enchantments do not work with this anvil, only vanilla ones do.
Feature Information:
Modified Features:
Cost Mechanics:
Each enchantment has a cost-per-level value. The enchantment value is the cost-per-level times the level of the enchantment. When you enchant an item with a book on the workshop anvil it costs the enchantment value. When you repair an item, the cost is the total enchantment value for all the enchantments on that item. If there are no enchantments, there is no cost. The cost never goes up unless you add enchantment value to the item. When you combine two enchanted books together the cost is the lower of the two enchantment values on the books. When you combine two enchanted items together the cost is the value of the enchantments on the resulting item. Enchanting items with books and combining books together are considerably less expensive than combining enchanted items together. Renaming items never has a cost, even if the item is enchanted.
The costs for enchantments are based on the vanilla values with adjustments to make them fit this mod's repair system. They are also adjusted individually to fit my perception of actual in-game value. They represent a fair cost system overall, but your perception of actual in-game value may differ. You may also want repairing to require more or less grinding. With this in mind I have made the costs individually configurable. You can change them to whatever you like (see configuration options).
Cost Limit:
The cost can never be "Too Expensive!". If you prefer a cost limit, you can set one (see configuration options). The cost values used in this mod would never exceed the vanilla cost limit, but I removed the limit for those who would like to increase the enchantment costs (also configurable). The impact of increasing the costs with a cost limit in place, or having a cost limit lower than the vanilla value, is that you will have a limit on how many enchantments can go on an item. The level cap will serve as a limitation on how powerful enchanted items can be. Keep this in mind if you configure the enchantment costs yourself or use a cost limit lower than 40 (the vanilla value).
Anvil Breaking: Anvils don't break! But then, you also can't really stack 64 anvils and carry them around either. Still, I never liked this aspect of the anvil. It just seems like a cheap way to make players use up iron. Either way, I give you the power to choose whether it should break or not in your world (see configuration options).
Repair Bonus:
The repair bonus was raised from 12% to 24%. This tends to save you just under an ingot for pickaxes and a bit more for the various armours. I did this to make it more worth going to find an anvil to repair your item on rather than just making a new one. You can change this value to whatever you want (see configuration options).
Material Cost:
The material cost is the amount of materials (iron ingots, diamonds, leather, etc.) it takes to repair an item. On the vanilla anvil this was 4 for all items. On the workshop anvil it is based on the amount of materials used to make the item in the first place, with a bonus per material used based on the repair bonus.
Expanded Repairable Items:
All items that are damageable can be repaired using materials. This adds the following items to the list of repairable items.
New Repairable Items - (repair material): Hoe - (the material it is made of) Shears - (Iron Ingots) Bow - (String) Flint and Steel - (Flint) Fishing Rod - (String) Carrot on a Stick - (a new Carrot)
(let me know if I missed any)
New Features:
Unenchanting:
Place an enchanted item in the workshop anvil with a piece of redstone and you can remove all enchantments on that item for a cost of 1 "level". If you want to remove only one enchantment you can rename a piece of redstone to the name of the enchantment you want to remove (without the level numerals, case is ignored) and it will only remove that enchantment. This costs 1 "level" also. If the name does not match an enchantment on the item it will not do anything. To unenchant an item completely, the redstone must be unnamed*. If you would like the unenchant item to be something other than redstone, you can set it to the item ID of your choice (see configuration options). The usefulness of this feature is limited, but there are some cases where it can come in handy, such as when dealing with mutually exclusive enchantments.
Transferring Enchantments:
Place an enchanted item in the workshop anvil with a normal book and you can transfer the enchantments on the item to the book. This costs the total cost of the enchantment(s) transferred. If you want to transfer only oneenchantment you can rename a book to the name of the enchantment you want to transfer (without the level numerals, case is ignored) and it will only transfer that enchantment. If the name does not match an enchantment on the item it will not do anything. To transfer all enchantments the book must be unnamed*. The enchanted item and any enchantments not transferred will be destroyed in the process. As with unenchanting, this feature has limited usefulness, but there are a few cases where it'll be exactly what you want to do.
*Unnamed items have no 'custom name'. If an item has a custom name, the displayed name is italicized. To remove a custom name, put your item in the left anvil slot, delete all the characters from the text field, then pick the item up from the output slot. The item will now be unnamed.
Heat Source Requirement:
The workshop anvil (optionally) requires a heat source within 3 blocks for you to be able to repair or enchant items on it. This is intended to make the anvil require a forge for full functionality like the enchanting table requires a library. The heat source can be fire or lava, and there must be a clear path between the anvil and the heat source. You do not need a heat source to rename items or to work exclusively with books, only to work with damageable items. Enchanting a damageable item with a book does require a heat source. Again, this feature can be easily turned off if you don't like it (see configuration options).
Heat Source Placement:
The image below shows the range of blocks that a heat source must be in to provide heat for the workshop anvil. This is 3 blocks in "taxicab" distance. Lava must be on the same level (y coordinate) as the anvil or one level lower. Fire must be on the same level as the anvil or one level higher.
There must be a clear path to the heat source (nothing solid in the way). The idea is that you need to heat up your tool/weapon/armour to work with it and need easy access to the heat source from the anvil. Most blocks that are not full blocks, such as torches, redstone wires, slabs, etc., won't block access to the heat, but all full, solid blocks, and a few blocks that are nearly full blocks, like stairs, will. Glass and fences do block access to the heat source. You'll have to try other blocks to see if they block access or not. Some things that block or do not block access may be illogical. This is something that I expect could use some improvement. Let me know if you find a block that doesn't seem to make sense for this.
In order to check whether a heat source is accessible from the anvil, place a damageable item in the left slot of the anvil inventory and any item in the right slot. If the heat source is not accessible you will see the message, "No Heat Source!". If you have set the configuration options to not require a heat source you will never see this message.
Configuration Options:
The configuration file can be found in ...\.minecraft\config after running the game once with this mod installed.
For your convenience, the five "General" options below can be set in-game from the mod configuration menus:
In-Game Configuration Menus:
Main Menu-> Mods-> The Lizzy Anvil-> Config Button
Pause Menu-> Mod Options-> The Lizzy Anvil-> Config Button
The mod options button in the pause menu may not work on all versions of Forge.
General Options:
1. Set Break Chance Percent: (0-100) 0 = will never break; default: 0 ; vanilla = 12
2. Set Repair Bonus Percent: (0-100) default: 24 ; vanilla = 12
3. Set Cost Limit: 0 disables the cost limit; default: 0 ; vanilla = 40
4. Set Unenchant Item ID: a valid item ID (dec), default is Redstone
5. Set Heat Requirement: true or false; default: true
Enchantment Costs Per Level:
The enchantment costs can be configured in the config file (there is no in-game menu for this).
Change the costs to whatever you like, but keep the following in mind:
-Minimum acceptable value is 1. If 0 or less is used, the cost will be 1.
-The cost is per level, so a cost increase of +1 can have a small or large impact, depending on max level.
-Go to Minecraft Wiki/Enchanting for enchantment level information.
-Higher costs may result in limiting the amount of enchantments an item can have if the cost limit is enabled (default is no cost limit).
Other Stuff:
Lizzy's Notes and Commentary:
The vanilla anvil always seemed to me one of the most badly designed elements of Minecraft, along with their experience/level system that's nothing like an experience/level system and their enchantment table that feels more like it belongs in a casino than a library. So, since the anvil seemed the easiest of these to modify, it was on the top of my list when I decided I wanted to make a Minecraft mod. The anvil behaviour I designed aims to alleviate some of the more frustrating, demotivating and work-penalizing aspects of the vanilla anvil, the "level" system, and the slot machine (enchanting table).
The main theme of the anvil behaviour provided by this mod is that only anvil operations involving enchantments have a "level" cost. "Levels" work more like mana/magical energy than like experience levels in Minecraft. You make magic items with it and it doesn't make you personally better, like real xp levels would. Thus, working with non-magical items should not cost "levels".
The cost of repairing a magic item is based on the value of all the enchantments on the item, not how many times you've repaired it (that would be silly ;P). The only time the cost to repair goes up is when you add more enchantments. This means you can repair your magic items indefinitely. The cost, however, isn't cheap when you have a lot of enchantments on an item.
With this mod's cost system, you only have to spend time in the casino (library) with the slot machine (enchanting table) when you want a different or new magic item (like when you're starting out... or when you die in lava DX)... or when you feel like gambling. Really, if your're lucky you might get an Efficiency IV, Unbreaking III, Fortune III pickaxe for 3 "levels" from the slot machine, and that has a repair cost of 20 "levels" with this mod. Jackpot! But if you're not lucky you may have to enchant and combine dozens of books to get that pickaxe and that will likely end up costing considerably more than 20 "levels". So you may still want to go to the casino and try your luck, but with this mod you don't always HAVE to. Personally, I've never much liked gambling.
I also wanted to give Minecraft players (myself in particular) more freedom to manipulate the enchantments that come out of the slot machine (enchanting table). So I added a few features that allow the player to do some rearranging of enchantments, namely Unenchanting and Transferring. They don't have a broad range of usefulness, but they do come in handy in a few circumstances.
As with the vanilla anvil, pay attention to your output. The vanilla anvil allows for redundant operations, with a cost. I cleaned that up when you're enchanting an item with a book (the cost will reflect only what has been added and the output will be empty if nothing was added), but when combining two items or books the output can still be redundant and have a cost.
This mod is complete and functional (barring any undetected bugs), but it could surely use some improvement in some places. I am open to suggestions. An updated version is likely to be made if significant improvement solutions come to light, or if any bugs are discovered.
Acknowledgements:
Neale Gaming - The most comprehensive Minecraft modding video tutorial series on YouTube that I am aware of.
MrCrayfish - Has a few very good Minecraft modding video tutorials and a cool Model Creator program which came in handy for retexturing the workshop anvil. BedrockMiner - Helpful written tutorial series! Jabelar - Many pages of very valuable information on modding Minecraft, covering most topics, if not all. An excellent resource! vdvman1 - Author of Better Anvil - Looking at the open-source code for Better Anvil helped me with a few things, though I ended up doing my modifications quite differently (1.8 is quite different). The folks who made Forge - this kind of goes without saying, but you deserve some recognition too. The folks who talk about Forge and Minecraft modding on the forums - I've been reading your posts. Many of them have been helpful.
Thank you!
All Rights Reserved. Do not distribute, link instead. Ok to include in modpacks. Not for profit, including via advertizing.
Nice mod, I like this anvil much more than vanilla one, but why transferring enchantment into book destroys item or enchantments that didn't get transferred? What if i want to transfer 2 enchants onto 2 books? Or if i have enchanted full durability diamond sword, transferring enchants wouldn't be worth.
Nice mod, I like this anvil much more than vanilla one, but why transferring enchantment into book destroys item or enchantments that didn't get transferred? What if i want to transfer 2 enchants onto 2 books? Or if i have enchanted full durability diamond sword, transferring enchants wouldn't be worth.
Not that i hate this system, just curious.
First of all, thanks for the feedback.
To answer your question:
Thematically, transferring enchantments from an item to a book is a magical procedure that involves sacrificing one thing for another. The idea is that it turns your item to dust while allowing you to keep some, or all, of the enchantments on it. Unenchanting, on the other hand, destroys only enchantments while allowing you to keep the item. Both involve sacrificing something to get something you want.
On the developement side of things, this is a new feature and it could end up needing improvement. It was initially thought up as an extra little way to manipulate enchantments and was not meant to be an elaborate sub-system that allows unlimited freedom. One of the main things I had in mind for this feature was making magic items dropped by monsters worth something: what are you going to do with that Looting III gold sword you picked up now that you can transfer enchantments? In vanilla, you'd probably throw it away.
You're right, transferring enchantments from a full durability diamond sword wouldn't be worth it.
Let me ask you a question. Why would you want to transfer enchantments from your full durability diamond sword at all?
As with your question, I'm curious. At the moment, I can't think of what purpose that would serve that couldn't be achieved in other less costly ways.
Thanks for extensive answer, i can see your logic in this, well anything better than vanilla system works for me.
Why would i transfer enchants? I like to have specific enchants for specific situations and since vanilla enchanting is a bit random, it would be useful if i could transfer enchants between swords, but i think i could find workaround for that problem.
The Meaning of Life, the Universe, and Everything.
Join Date:
9/15/2011
Posts:
234
Minecraft:
Adagea
Member Details
So, I wanna start by saying that this mod is absolutely fantastic. I love it, and I want it in every minecraft world I create. But there's an issue. I play with several mods, and unfortunately, the Lizzy Anvil does not play well with not-vanilla enchantments. So much so, in fact, that I have several books I can't use because the vanilla anvil has ceased to exist in its original form and the Lizzy Anvil doesn't recognize them as valid. Is there a way that I can fix this problem in the config?
It would be unfortunate to have to remove the mod over something like this... I really do like your mod a lot and do thank you for making it.
I'm glad you appreciate The Lizzy Anvil so much Saraphae. I know I wouldn't want to play without it anymore either.
And yeah, it has come to light that the inherent incompatibility of The Lizzy Anvil with non-vanilla enchantments is a major flaw.
Unfortunately, I won't be publishing any more of my work on the internet (at least not until the internet vultures who wish to profit off other people's work go away, which is unlikely to happen).
Even if that were not the case, making The Lizzy Anvil compatible with non-vanilla enchantments would be quite challenging to figure out how to do. I would have to be really motivated (like I was about making this mod in the first place; Minecraft needed a better anvil).
I don't use any mods that add enchantments, so my own personal motivation undertake such a project is pretty low.
Likewise, my personal motivation to update this mod to later versions of Minecraft (something that's been requested on the Curse mod page) is also extremely low. I only play 1.8 at this point as all my mods are for 1.8 and I have absolutely no interest in what 1.9 and later has to offer.
So all that is to say I'm done with The Lizzy Anvil, and even if I do work on it again I won't be publishing the resulting mod.
Bummer, I know.
However... if someone else wants to undertake the challenge of making thier own better anvil mod I would be happy to help them out.
Minecraft Version: 1.8.x
Requires: Forge 1.8 - 11.14.4.1563 or higher
1.8 - 11.14.4.1563
1.8.8 - 11.15.0.1655 (compatible with Optifine!)
1.8.9 - 11.15.1.1722
1.8.9 - 11.15.1.1764
Download The Lizzy Anvil from CurseForge
Description:
This mod adds a new anvil to Minecraft: the workshop anvil (a.k.a. The Lizzy Anvil).
The workshop anvil replaces the vanilla anvil for the purpose of renaming, repairing, and enchanting with books. The vanilla anvil still exists in the game but it no longer does anything but look nice and fall on things.
Features:
Modified Features:
New Features:
The Plain Anvil (Vanilla Anvil):
Crafting Recipe: (7 iron ingots)
The vanilla anvil still exists in the game as the Plain Anvil. However, it no longer has a repair inventory. It also has a new, less expensive, crafting recipe. Otherwise, the plain anvil behaves exactly as the vanilla anvil does (it is the vanilla anvil): when it falls it has a chance of being damaged and when it falls on certain types of blocks, like torches and redstone circuits, it destroys those blocks.
The Workshop Anvil (Lizzy Anvil):
Crafting Recipe: (1 undamaged plain anvil, 2 blocks of iron, 6 iron ingots)
The total iron used to make a workshop anvil is the same as in the original vanilla anvil recipe (31 ingots).
The workshop anvil is what you use to rename, repair and enchant items on. It has the same inventory gui as the vanilla anvil and can do all the same things, and more. Only the costs and limitations are different. It also behaves a bit differently as a falling block.
Installation:
Installing Forge:
Installing The Lizzy Anvil mod:
Done! Run Minecraft and you can say hello to your new workshop anvil... The Lizzy Anvil.
Client/Server Info:
This is a client-side mod, but it is designed to also work on a server. Any client connecting to a server using this mod must have the mod installed in order to connect. The config values for the server will be used by all connecting clients. If you have this mod installed on your client and you connect to a server that doesn't have it you will not be able touse the vanilla anvil. Simply uninstall this mod, reconnect, and everything will work normally again.
Mod Compatibility:
This mod is likely to be compatible with other mods that do not modify the anvil in any way. Custom enchantments do not work with this anvil, only vanilla ones do.
Feature Information:
Modified Features:
Each enchantment has a cost-per-level value. The enchantment value is the cost-per-level times the level of the enchantment. When you enchant an item with a book on the workshop anvil it costs the enchantment value. When you repair an item, the cost is the total enchantment value for all the enchantments on that item. If there are no enchantments, there is no cost. The cost never goes up unless you add enchantment value to the item. When you combine two enchanted books together the cost is the lower of the two enchantment values on the books. When you combine two enchanted items together the cost is the value of the enchantments on the resulting item. Enchanting items with books and combining books together are considerably less expensive than combining enchanted items together. Renaming items never has a cost, even if the item is enchanted.
The costs for enchantments are based on the vanilla values with adjustments to make them fit this mod's repair system. They are also adjusted individually to fit my perception of actual in-game value. They represent a fair cost system overall, but your perception of actual in-game value may differ. You may also want repairing to require more or less grinding. With this in mind I have made the costs individually configurable. You can change them to whatever you like (see configuration options).
Cost Limit:
The cost can never be "Too Expensive!". If you prefer a cost limit, you can set one (see configuration options). The cost values used in this mod would never exceed the vanilla cost limit, but I removed the limit for those who would like to increase the enchantment costs (also configurable). The impact of increasing the costs with a cost limit in place, or having a cost limit lower than the vanilla value, is that you will have a limit on how many enchantments can go on an item. The level cap will serve as a limitation on how powerful enchanted items can be. Keep this in mind if you configure the enchantment costs yourself or use a cost limit lower than 40 (the vanilla value).
Anvil Breaking:
Anvils don't break! But then, you also can't really stack 64 anvils and carry them around either. Still, I never liked this aspect of the anvil. It just seems like a cheap way to make players use up iron. Either way, I give you the power to choose whether it should break or not in your world (see configuration options).
Repair Bonus:
The repair bonus was raised from 12% to 24%. This tends to save you just under an ingot for pickaxes and a bit more for the various armours. I did this to make it more worth going to find an anvil to repair your item on rather than just making a new one. You can change this value to whatever you want (see configuration options).
Material Cost:
The material cost is the amount of materials (iron ingots, diamonds, leather, etc.) it takes to repair an item. On the vanilla anvil this was 4 for all items. On the workshop anvil it is based on the amount of materials used to make the item in the first place, with a bonus per material used based on the repair bonus.
Expanded Repairable Items:
All items that are damageable can be repaired using materials. This adds the following items to the list of repairable items.
New Repairable Items - (repair material):
Hoe - (the material it is made of)
Shears - (Iron Ingots)
Bow - (String)
Flint and Steel - (Flint)
Fishing Rod - (String)
Carrot on a Stick - (a new Carrot)
(let me know if I missed any)
New Features:
Place an enchanted item in the workshop anvil with a piece of redstone and you can remove all enchantments on that item for a cost of 1 "level". If you want to remove only one enchantment you can rename a piece of redstone to the name of the enchantment you want to remove (without the level numerals, case is ignored) and it will only remove that enchantment. This costs 1 "level" also. If the name does not match an enchantment on the item it will not do anything. To unenchant an item completely, the redstone must be unnamed*. If you would like the unenchant item to be something other than redstone, you can set it to the item ID of your choice (see configuration options). The usefulness of this feature is limited, but there are some cases where it can come in handy, such as when dealing with mutually exclusive enchantments.
Transferring Enchantments:
Place an enchanted item in the workshop anvil with a normal book and you can transfer the enchantments on the item to the book. This costs the total cost of the enchantment(s) transferred. If you want to transfer only oneenchantment you can rename a book to the name of the enchantment you want to transfer (without the level numerals, case is ignored) and it will only transfer that enchantment. If the name does not match an enchantment on the item it will not do anything. To transfer all enchantments the book must be unnamed*. The enchanted item and any enchantments not transferred will be destroyed in the process. As with unenchanting, this feature has limited usefulness, but there are a few cases where it'll be exactly what you want to do.
*Unnamed items have no 'custom name'. If an item has a custom name, the displayed name is italicized. To remove a custom name, put your item in the left anvil slot, delete all the characters from the text field, then pick the item up from the output slot. The item will now be unnamed.
Heat Source Requirement:
The workshop anvil (optionally) requires a heat source within 3 blocks for you to be able to repair or enchant items on it. This is intended to make the anvil require a forge for full functionality like the enchanting table requires a library. The heat source can be fire or lava, and there must be a clear path between the anvil and the heat source. You do not need a heat source to rename items or to work exclusively with books, only to work with damageable items. Enchanting a damageable item with a book does require a heat source. Again, this feature can be easily turned off if you don't like it (see configuration options).
Heat Source Placement:
The image below shows the range of blocks that a heat source must be in to provide heat for the workshop anvil. This is 3 blocks in "taxicab" distance. Lava must be on the same level (y coordinate) as the anvil or one level lower. Fire must be on the same level as the anvil or one level higher.
There must be a clear path to the heat source (nothing solid in the way). The idea is that you need to heat up your tool/weapon/armour to work with it and need easy access to the heat source from the anvil. Most blocks that are not full blocks, such as torches, redstone wires, slabs, etc., won't block access to the heat, but all full, solid blocks, and a few blocks that are nearly full blocks, like stairs, will. Glass and fences do block access to the heat source. You'll have to try other blocks to see if they block access or not. Some things that block or do not block access may be illogical. This is something that I expect could use some improvement. Let me know if you find a block that doesn't seem to make sense for this.
In order to check whether a heat source is accessible from the anvil, place a damageable item in the left slot of the anvil inventory and any item in the right slot. If the heat source is not accessible you will see the message, "No Heat Source!". If you have set the configuration options to not require a heat source you will never see this message.
Configuration Options:
For your convenience, the five "General" options below can be set in-game from the mod configuration menus:
In-Game Configuration Menus:
Main Menu-> Mods-> The Lizzy Anvil-> Config Button
Pause Menu-> Mod Options-> The Lizzy Anvil-> Config Button
The mod options button in the pause menu may not work on all versions of Forge.
General Options:
1. Set Break Chance Percent: (0-100) 0 = will never break; default: 0 ; vanilla = 12
2. Set Repair Bonus Percent: (0-100) default: 24 ; vanilla = 12
3. Set Cost Limit: 0 disables the cost limit; default: 0 ; vanilla = 40
4. Set Unenchant Item ID: a valid item ID (dec), default is Redstone
5. Set Heat Requirement: true or false; default: true
Enchantment Costs Per Level:
The enchantment costs can be configured in the config file (there is no in-game menu for this).
Change the costs to whatever you like, but keep the following in mind:
-Minimum acceptable value is 1. If 0 or less is used, the cost will be 1.
-The cost is per level, so a cost increase of +1 can have a small or large impact, depending on max level.
-Go to Minecraft Wiki/Enchanting for enchantment level information.
-Higher costs may result in limiting the amount of enchantments an item can have if the cost limit is enabled (default is no cost limit).
Other Stuff:
Lizzy's Notes and Commentary:
The main theme of the anvil behaviour provided by this mod is that only anvil operations involving enchantments have a "level" cost. "Levels" work more like mana/magical energy than like experience levels in Minecraft. You make magic items with it and it doesn't make you personally better, like real xp levels would. Thus, working with non-magical items should not cost "levels".
The cost of repairing a magic item is based on the value of all the enchantments on the item, not how many times you've repaired it (that would be silly ;P). The only time the cost to repair goes up is when you add more enchantments. This means you can repair your magic items indefinitely. The cost, however, isn't cheap when you have a lot of enchantments on an item.
With this mod's cost system, you only have to spend time in the casino (library) with the slot machine (enchanting table) when you want a different or new magic item (like when you're starting out... or when you die in lava DX)... or when you feel like gambling. Really, if your're lucky you might get an Efficiency IV, Unbreaking III, Fortune III pickaxe for 3 "levels" from the slot machine, and that has a repair cost of 20 "levels" with this mod. Jackpot! But if you're not lucky you may have to enchant and combine dozens of books to get that pickaxe and that will likely end up costing considerably more than 20 "levels". So you may still want to go to the casino and try your luck, but with this mod you don't always HAVE to. Personally, I've never much liked gambling.
I also wanted to give Minecraft players (myself in particular) more freedom to manipulate the enchantments that come out of the slot machine (enchanting table). So I added a few features that allow the player to do some rearranging of enchantments, namely Unenchanting and Transferring. They don't have a broad range of usefulness, but they do come in handy in a few circumstances.
As with the vanilla anvil, pay attention to your output. The vanilla anvil allows for redundant operations, with a cost. I cleaned that up when you're enchanting an item with a book (the cost will reflect only what has been added and the output will be empty if nothing was added), but when combining two items or books the output can still be redundant and have a cost.
This mod is complete and functional (barring any undetected bugs), but it could surely use some improvement in some places. I am open to suggestions. An updated version is likely to be made if significant improvement solutions come to light, or if any bugs are discovered.
Acknowledgements:
MrCrayfish - Has a few very good Minecraft modding video tutorials and a cool Model Creator program which came in handy for retexturing the workshop anvil.
BedrockMiner - Helpful written tutorial series!
Jabelar - Many pages of very valuable information on modding Minecraft, covering most topics, if not all. An excellent resource!
vdvman1 - Author of Better Anvil - Looking at the open-source code for Better Anvil helped me with a few things, though I ended up doing my modifications quite differently (1.8 is quite different).
The folks who made Forge - this kind of goes without saying, but you deserve some recognition too.
The folks who talk about Forge and Minecraft modding on the forums - I've been reading your posts. Many of them have been helpful.
Thank you!
All Rights Reserved. Do not distribute, link instead. Ok to include in modpacks. Not for profit, including via advertizing.
Nice mod, I like this anvil much more than vanilla one, but why transferring enchantment into book destroys item or enchantments that didn't get transferred? What if i want to transfer 2 enchants onto 2 books? Or if i have enchanted full durability diamond sword, transferring enchants wouldn't be worth.
Not that i hate this system, just curious.
First of all, thanks for the feedback.
To answer your question:
Thematically, transferring enchantments from an item to a book is a magical procedure that involves sacrificing one thing for another. The idea is that it turns your item to dust while allowing you to keep some, or all, of the enchantments on it. Unenchanting, on the other hand, destroys only enchantments while allowing you to keep the item. Both involve sacrificing something to get something you want.
On the developement side of things, this is a new feature and it could end up needing improvement. It was initially thought up as an extra little way to manipulate enchantments and was not meant to be an elaborate sub-system that allows unlimited freedom. One of the main things I had in mind for this feature was making magic items dropped by monsters worth something: what are you going to do with that Looting III gold sword you picked up now that you can transfer enchantments? In vanilla, you'd probably throw it away.
You're right, transferring enchantments from a full durability diamond sword wouldn't be worth it.
Let me ask you a question. Why would you want to transfer enchantments from your full durability diamond sword at all?
As with your question, I'm curious. At the moment, I can't think of what purpose that would serve that couldn't be achieved in other less costly ways.
Thanks for extensive answer, i can see your logic in this, well anything better than vanilla system works for me.
Why would i transfer enchants? I like to have specific enchants for specific situations and since vanilla enchanting is a bit random, it would be useful if i could transfer enchants between swords, but i think i could find workaround for that problem.
So, I wanna start by saying that this mod is absolutely fantastic. I love it, and I want it in every minecraft world I create. But there's an issue. I play with several mods, and unfortunately, the Lizzy Anvil does not play well with not-vanilla enchantments. So much so, in fact, that I have several books I can't use because the vanilla anvil has ceased to exist in its original form and the Lizzy Anvil doesn't recognize them as valid. Is there a way that I can fix this problem in the config?
It would be unfortunate to have to remove the mod over something like this... I really do like your mod a lot and do thank you for making it.
I'm glad you appreciate The Lizzy Anvil so much Saraphae. I know I wouldn't want to play without it anymore either.
And yeah, it has come to light that the inherent incompatibility of The Lizzy Anvil with non-vanilla enchantments is a major flaw.
Unfortunately, I won't be publishing any more of my work on the internet (at least not until the internet vultures who wish to profit off other people's work go away, which is unlikely to happen).
Even if that were not the case, making The Lizzy Anvil compatible with non-vanilla enchantments would be quite challenging to figure out how to do. I would have to be really motivated (like I was about making this mod in the first place; Minecraft needed a better anvil).
I don't use any mods that add enchantments, so my own personal motivation undertake such a project is pretty low.
Likewise, my personal motivation to update this mod to later versions of Minecraft (something that's been requested on the Curse mod page) is also extremely low. I only play 1.8 at this point as all my mods are for 1.8 and I have absolutely no interest in what 1.9 and later has to offer.
So all that is to say I'm done with The Lizzy Anvil, and even if I do work on it again I won't be publishing the resulting mod.
Bummer, I know.
However... if someone else wants to undertake the challenge of making thier own better anvil mod I would be happy to help them out.
Minecraft does need a better anvil.