Community Creations - Enchanting Plus!
Enchanting is easily one of Minecraft player's favorite features, and people are always finding new and innovative ways to make the experience better. Some find the most optimal rates of farming XP to enchanting tools, to increase the likelihood of a given enchantment's outcome. However, that very randomness can often be a source of frustration. So, what is a player to do?
They can try out Enchanting Plus, by mssodin28, who has been maintaining and updating this complex mod since 1.3.2!
So, what does this mod do? It completely removes the random aspect of enchanting, allowing you to pick what enchantments you want! It also goes a step beyond, by including enchantments added by other mods! Only valid enchantments will show up for the tool you are trying to upgrade, further simplifying the process, and eliminating the tedious process of trying to figure out what enchantments apply to what gear. Neat!
If you want to try out the mod for yourself, drop by the mod thread by clicking here, and giving it a try!
We need more plugins like this.
I've used mods on multiplayer before though, but I think I understand what you are trying to say here.
This really should be a plugin though...
This is kind of interesting to me. My online gaming began in the mid 90's with mudding, and there is certainly a tendency to go through the three classic three stages of apprentice, journeyman, and master levels of play. In the game Ancient Anguish where I cut my mudding teeth, getting to level 20 quickly and efficiently sort of marked your arrival at the journeyman level, and then if you ever got to the point where you were counting how much experience an hour you were making and were measuring up to the top level players, that was basically Master level.
No one used these terms. I'm just sort of borrowing a traditional terminology because I'm all Medieval like that.
Anyhow, long story short, I do not think it is psychologically possible for the human being to operate without measuring and labeling people as to their relative abilities. Therefore, I disagree that mods that tweek functionality encourage this behavior. They just shift it to emphasize a different aspect of the game.
In the end, xp farming is going to be the inescapable measure so long as xp has anything at all to do with improving either the character or its equipment. So welcome back to xp/hour measures. Minecraft will quite possibly get to the point where you farm xp and resources to make equipment to kill bigger monsters that give more xp to make better equipment, etc etc etc.
In fact, putting together a mob engine that has the capacity to just create bigger, badder, and meaner mobs in an automatic arms race sort of cycle and that are worth more xp when you kill them would put the capstone on that particular aspect of the game.
LOL
I think perhaps you are a bad person to be suggesting to the PVP crowd what might be good for PVP then... hehe
More or less by definition, everyone on the server is going to have access to the mod, right? PVP is sort of self balancing unless you are trying to create specific roles for pvp, such as the classic mage, fighter, thief paradigm with each serving different roles in the team and different mixes of the three forming teams that have different strengths and weaknesses.
I get what you are saying. However, my stance stays the same. I have no personal hatred of this mod, nor do I look down on anyone using it, but I do not like this mod, and could not see myself using it, single or multiplayer.
As long as it stays off of the good servers of mine, I still have no problem with it.