Mods / KRPG Enchantment

Tags: #Clothing #Magic #Other #Weapons
Author: BloodThunder
Side: Both
Created: May 30th 2024 at 5:07 PM
Last modified: Nov 22nd at 10:09 PM
Downloads: 71038
Follow Unfollow 729

Recommended download (for Vintage Story 1.21.2 - 1.21.5):
krpgenchantment_1.2.22.zip  1-click install


KRPG Enchantments

This mod aims to add a "Minecraft-like" style of Enchanting system.

Build an Enchanting Table, and apply magical enchantments to your items.
Stab your friends with your Falx of Healing!
Collect Reagents, and use their potential temporal energies to imbue magical effects to your gear.


 

Release 1.2.x - Text Commands & Charging Ugrades

⚠️ !WARNING! THIS WILL DRASTICALLY ALTER ANY WORLD WITH ENCHANTMENTS v0.x DATA ⚠️

⚠️ BACKUP YOUR WORLD BEFORE MIGRATING. ⚠️

⚠️ I'M NOT KIDDING. YOU SHOULD HAVE A BACKUP PLAN, ANYWAY. ⚠️

⚠️ 30% OF BUSINESSES LOSE DATA PERMANENTLY THAT THEY COULDN'T RESTORE ⚠️

 

Please report any issues on the Issue Tracker or in the Discord thread via the Homepage tab on this mod.

This release aims to make the Enchantments mod much more customizable, setup a system for other modders to add their own Enchantments, and clean up the core features in code.

Expect more enchantments, specifically harvesting tool enchants to come soon, after the 1.21 bugfix rush.

 

New Features

Reagent Charging Table: This new table, called "Charging Table" will now be required to "Charge" a reagent before it can be used to imbue an Enchantment onto an item.
Enchantment API: You can find documentation on how to use the API on the wiki
Enchantment Configs: Each enchantment can now be configured directly through JSON in your "/ModConfig/KRPGEnchantment/Enchantments/" directory. All enchantments received updates that allow you to tweak the way it works, such as how much damage an enchantment might do, or how strong a knockback might be. If you have issues, just delete your config files and restart your game world.
Compatibility: All items and creatures are now automatically patched during game startup, including modded content. This should greatly reduce the amount of JSON loaded into your game, and generaly eliminate the need for compatibility patches in most situations.
Poison Enchantment: New DamageTick type enchantment which hurts health and hunger simultaneously.
Chat Commands: Enchantments can now be managed through privileged chat commands. See the Wiki for more details

Configuration Quick Guide

"MaxEnchantsPerItem": 4, //The maximum amount of enchants which can be written to an item via an Enchanting Table
"EnchantTimeOverride": -1.0,  // In-game Hours to enchant an item. Set by enchant recipe, or override here. -1 or less disables override
"LatentEnchantResetDays": 7.0,  // The amount of in-game days before the item rolls new possible enchantments
"MaxLatentEnchants": 3,  // Maximum number of possible enchantments that can be chosen from in enchanting table
"MaxEnchantsByCategory": { // Maximum amount of unique damage type enchantments which can be written to an item via an Enchanting Table
    "ControlArea": -1,
    "ControlTarget": -1,
    "DamageArea": -1,
    "DamageTarget": -1,
    "DamageTick": -1,
    "HealArea": -1,
    "HealTarget": -1,
    "HealTick": -1,
    "ResistDamage": -1,
    "Universal": -1
}, 
"LegacyReagentPotential": false, // Disables the use of 1.x Reagent Charge in favor of 0.x Reagent Potential. Do not enable if you don't know what you're doing.
"ChargeReagentHours": 1.0, // The amount of time in in-game hours to charge a reagent at the Charging Table
"MaxReagentCharge": 5, // The maximum amount of charge that can be imbued into a Reagent at the Charging Table
"GlobalChargeMultiplier": 1.0, // Multiplies the charge of ALL components in the Charging Table when applying Charge to a Reagent item
"ReagentChargeComponents": { // Defines which items and the amount of Charge 1 of them provides to the Reagent at the Charging Table. Must use AssetLocation format { "domain:code": charge }
    "game:gear-temporal": 1.0
},
"ValidReagents": {  // Defines what items can be used in the Charging Table and Enchanting table. Must use AssetLocation format { "domain:code": qty }
    "game:gem-emerald-rough": 1,
    "game:gem-diamond-rough": 1,
    "game:gem-olivine_peridot-rough": 1

},
"ChargeScales": [  // Each row of [x,y] defines a minimum and maximum possible Enchantment Tier when using a Reagent with a Charge value equal to that row.
[1,1],
[1,2],
[2,3],
[2,4],
[3,5]
]
"ResetEnchantConfigs": false, // If enabled, it will reset all of the Enchantments configs to default when the server is rebooted next, then it will reset to false.
"Debug": false, // If you are having issues, you can enable Debug on your server to get extra verbose logging. This will create very large log files.
"Version": 1.03 // Set by the system to handle upgrading config files without losing data. If you need to reset your config files, it's recommended to delete them instead, but you can force a config re-upgrade here if necessary.

 


 

Features

  • API for modders. Documentation can be found on the Wiki.
  • Multiplayer/Dedicated server compatible.
  • Charging Table for empowering your Reagents, with animated GUI menu.
  • Enchanting Table for enchanting your items, with animated GUI menu, and a custom font loader for encrypted enchantment names.
  • Customizable Enchantment config files in your  ModConfig/KRPGEnchantment/Enchantments/  directory.
  • 3rd party Enchantment support. Documentation can be found on the Wiki.
  • Chat commands to manage Enchantments can be found on the Wiki

 

Bug Reporting and Support

 

Enchantments
Chilling: Decreases target's body temperature.
Durable: Chance to prevent the item's durability loss.
Flaming: Deals fire damage.
Frost: Deals cold damage.
Harming: Deals injury damage.
Healing: Deals heal damage.
Knockback: Pushes target back.
Igniting: Sets target on fire.
Lightning: Calls a lightning strike at impact.
Pit: Creates a pit at impact.
Poison: Deals damage to Health and Hunger over time.
Protection: Flat damage reduction (Blunt, Piercing, Slashing).
Resist: Percent damage reduction (Electric, Fire, Frost, Heal, Injury, Poison).
Reversion: Heals durability for equipped or held items when in a temporally unstable area.
Shocking: Deals electrical damage.
Compatibility

WARNING: Mod versions other than the listed versions may or may not work properly.
KRPG Wands v0.6.1 (recommended)
Overhaul Lib and Combat Overhaul are fully supported.
Custom Recipes (You can add your own with just JSON if you want to add compatibility)
Any item should theoretically be enchantable, if you set it in the enchantment's config file.

WIP Features / Known Issues
Particles! - Damage Enchants particle on use, working on more
Enchanting Table - New model. Add interactivity (lighting candles, placing the book, etc.). Low priority
More Enchants - Tools next, then Accessories. Medium priority
Translations - Currently we have DE, EN, ES, FR, IT, JA, RU, and UK. If anyone wants to help translate or suggest more languages to translate let me know.
Credits

D0ub7 - Thanks for your automation and advice
https://github.com/d0ub7

Maltiez - Thank you for making compatibility with Combat Overhaul such an easy task
Lisiralei - Thank you for your submissions to the code base for custom charging components and more!
Translations:
FNX - Russian
NeoB - Spanish
There are many other modders out there whose code I learned from. Thanks for your hard work if you're not directly listed here.
Last, but not least, there are countless other people who either participated in QA or bug reporting. More than I can practically keep track of here. Thank you so much for your help!
This is a small community of people keeping the modding scene alive, and we all work better together.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.2.22 krpgenchantment
1.21.2 - 1.21.5
1815 Nov 22nd at 8:32 PM krpgenchantment_1.2.22.zip 1-click install

-== Release 1.2.22 ==-

  • Changed: KRPGEnchantment_Config.json "Version" is now 1.04
  • Added: New config option "ChargeScales" which defines a Minimum and Maximum possible Enchantment tier for each level of Charge on a Reagent. Default:
    "ChargeScales": [
    [1,1],
    [1,2],
    [2,3],
    [2,4],
    [3,5]
    ]
    Each row of the array represents a level of charge on a Reagent. So a "Charge: 3" Reagent would provide a Minimum Enchantment tier 2 and a Max of tier 3
    This should attempt to intelligently scale according to your previously set "MaxReagentCharge" during upgrade, and create as many rows as necessary.
    The formula for this is row auto-generation is Min = Ceiling(Charge / 2), Max = Charge
    You can adjust these to be any values you want, so be aware if you don't want to have the new scaling, you will need to go edit all of them back to Minimum 1 in your server
  • Added: Enchantment Reagent Power scaling, using the above settings. Reagents using Charge now have a configurable Minimum and Maximum tier of Enchantment they can provide in the Enchanting Table.
1.2.21 krpgenchantment
1.21.2 - 1.21.5
534 Nov 20th at 8:22 PM krpgenchantment_1.2.21.zip 1-click install

-== Release 1.2.21 ==-

⚠️Backup your ModConfig files! This update will attempt to add missing information to existing configs. Be sure you have a backup in case if anything happens.⚠️

  • Added: Vanilla Armory full support (because they do things wrong and don't provide ToolTypes). The Hammers/Clubs and Shields should now work properly.
  • Fixed: Issue where EnchantAccessor.GetToolType was not returning the Code type, and only returning null if a Tool or Clothes type was not found.
  • Changed: Updated all enchants with VA additions. All enchantments will update their config files to support this (I'm not updating their version numbers here, as they all incremented by 0.01.
  • Changed: Adding a ValidToolType based on the item's "Code" in an Enchantment's config file now requires a new format "domain:firstcodepart". Perhaps I'll add a wildcard handler for variants later, but this prevents issues from incorrect naming structures, where modders include a "-" in the Code pathing without using a variant.
  • Fixed: Poison applying damage when it shouldn't. Added a missing check to see if a target should receive damage when processing Poison enchantments.
  • Changed: KRPGEnchantment_Config.json Version is now 1.03
  • Added: New KRPGEnchantment_Config option "ReagentChargeComponents" with default value { "game:gear-temporal": 1.0 }. This functions similarly to "ValidReagents", but for which items can be used to charge a ValidReagent. The numerical value indicates the amount of Charge that the item will provide.Only one of each item can fill a single slot in the charging table. This does not support stacks of items greater than quantity 1.
  • Added: New KRPGEnchantment_Config option "GlobalChargeModifier". Default value is 1.0. This is used to multiply the amount of charge provided by ALL reagent charging components.
  • Added: Reagent charge is now additive.
    Example: If you have a reagent with "Charge: 3", you can now put it back in a Charging Table and add 2 components worth 1.0 charge. This will be cumulitave with previous charge, making "Charge: 5" total.
  • Optimized: Reduced some excess processing in some of the API functions, such as processing the same info multiple times in a loop. This should offer a small performance boost.
  • Added: 日本語 translation.
  • Added: Italiana translation.

 

Thank you to @Lisiralei for your code submissions to get the new custom charge components working, and optimize some of the related functions.

1.2.20 krpgenchantment
1.21.2 - 1.21.5
1796 Nov 11th at 3:01 PM krpgenchantment_1.2.20.zip 1-click install

-== Release 1.2.20 ==-

  • Added: Combat Overhaul: Armory weapons "Sabre" and "Quarterstaff" are now valid tool types for weapon enchantments.
  • Updated: Chilling config version is now 1.01
  • Updated: Flaming config version is now 1.02
  • Updated: Frost config version is now 1.02
  • Updated: Harming config version is now 1.02
  • Updated: Healing config version is now 1.02
  • Updated: Igniting config version is now 1.02
  • Updated: Flaming config version is now 1.01
  • Updated: Knockback config version is now 1.02
  • Updated: Lightning config version is now 1.02
  • Updated: Pit config version is now 1.01
  • Updated: Poison config version is now 1.02
  • Updated: Shocking config version is now 1.02
  • ⚠️Backup your ModConfig files! This update will attempt to add missing information to existing enchantment configs. Be sure you have a backup in case if anything happens. 
1.2.19 krpgenchantment
1.21.2 - 1.21.5
128 Nov 11th at 4:28 AM krpgenchantment_1.2.19.zip 1-click install

-== Release 1.2.19 ==-

  • Updated: Brought KRPG Wands compatibility system up to par with debug and conditional damage modification. Optimized the code to use faster TryEnchantments method.
  • Added: New chat command "krpg enchantment charge $charge". Requires "Give" permission. This command attempts to set reagent Charge to the item held in the main hand of the calling player. If the held item is not valid or cannot take a Charge value, the command will fail.
    Ex: "/krpg e charge 5"

    If you do not provide a $charge value or use 0, then it will attempt to remove any charge.
    Ex: "/krpg e charge"
1.2.18 krpgenchantment
1.21.2 - 1.21.5
1332 Nov 5th at 11:23 PM krpgenchantment_1.2.18.zip 1-click install

-== Release 1.2.18 ==-

  • Fixed: Base weapon damage still being processed when Healing enchantment was present on a weapon
1.2.17 krpgenchantment
1.21.2 - 1.21.5
486 Nov 4th at 6:47 AM krpgenchantment_1.2.17.zip 1-click install

-== Release 1.2.17 ==-

  • Fixed: Reagent Charging Table reporting as Stone material instead of wood
  • Changed: Reagent Charging Table now uses wood typed variants, allowing all* base wood type textures, based on the type of wood provided during crafting
  • Changed: Reagent Charging Table now faces you when placed.
  • Changed: Reagent Charging Table can now have its orientation adjusted with a Wrench
  • ⚠️Previously placed Reagent Charging Tables will be migrated during the Block Remap prompt when you first load your game after updating. Be sure to do this remap and restart your server afterwards to ensure that your old tables remap properly.
  • ⚠️Make sure you have a backup before remapping! ⚠️
1.2.16 krpgenchantment
1.21.2 - 1.21.5
89 Nov 4th at 3:21 AM krpgenchantment_1.2.16.zip 1-click install

-== Release 1.2.16 ==-

  • Added: New Chat Command: "/krpg enchantment learnall" This teaches the calling player all possible Enchanter's Manual journal entries. Will fail if you cannot learn any new entries. Requires "give" permission.
    Ex: "/krpg e learnall"
  • Fixed: Missing German translation for "/krpg e latentreset"chat command responses
1.2.15 krpgenchantment
1.21.2 - 1.21.5
182 Nov 3rd at 11:46 PM krpgenchantment_1.2.15.zip 1-click install

-== Release 1.2.15 ==-

  • Fixed: Config file KRPGEnchantment_Config.json was not properly generating default values for "MaxEnchantsByCategory" and "ValidReagents" when generating a new config file in release 1.2.14
1.2.14 krpgenchantment
1.21.2 - 1.21.5
543 Nov 2nd at 7:21 PM krpgenchantment_1.2.14.zip 1-click install

-== Release 1.2.14 ==-

  • Fixed: ValidReagents config options being overridden by the default value in the KRPGEnchantment_Config class. Seems this only happens when loading a dictionary type with the config file loader.
  • Fixed: MaxEnchantsByCategory config options being overridden by the default value in the KRPGEnchantment_Config class. Seems this only happens when loading a dictionary type with the config file loader.
  • Known Issue: Newly created KRPGEnchantment_Config files are not creating the default values for "ValidReagents" or "MaxEnchantsByCategory". You can workaround this by starting your server, editing the newly created KRPGEnchantment_Config.json file to Version: 0 (from 1.0.2), then restart the server. The upgrade method should fix the missing values.
1.2.13 krpgenchantment
1.21.2 - 1.21.5
553 Nov 1st at 7:52 PM krpgenchantment_1.2.13.zip 1-click install

-== Release 1.2.13 ==-

  • Fixed: Combat Overhaul incompatibility with new EnchantTick system.
  • Updated: Compiled against latest Overhaul Lib 1.12.19
1.2.12 krpgenchantment
1.21.2 - 1.21.5
2923 Oct 23rd at 3:52 PM krpgenchantment_1.2.12.zip 1-click install

-== Release 1.2.12 ==-

This update fixes a recent server memory leak and should be updated to ASAP.
Dedicated server RAM use should now be significantly down, but optimization is still an ongoing process.

  • Fixed: EnchantmentEntityBehavior not being properly disposed during entity despawn, leading to a memory leak on dedicated servers
  • Optimized: EnchantmentEntityBehavior fields like Player, HotbarInventory, GearInventory, IsPlayer, Agent now attempt to get their data when called vs storing possibly stale references/copies
  • Code Tweak: EnchantModifiers now gives a default value with its GetValue methods if a value cannot be found.
  • Optimized: Updated safety checks for several methods in EnchantmentEntityBehavior
  • Code Tweak: Moved EnchantmentEntityBehavior OnTick back to default EntityBehavior OnGameTick loop since it's a bit safer to run within the normal game loop
  • Fixed: Several cases where an EnchantTick could be removed while looping the EnchantTicks during a tick
  • Optimized: Moved particle data off each EnchantmentEntityBehavior, and now only stores on client side version of KRPGEnchantmentSystem mod system. Likely this will have its own particle manager class in the API in the future
  • Code Tweak: EntityEnchantmentBehavior no longer initializes its OnGameTick time limiter on instantiation. It now gets the value from KRPGEnchantment_Config when it's called so that it will be safe from live config reloads

 

-== Release 1.2.11 ==-

This update focuses on performance and memory usage reduction. I highly recommend all 1.2.x users update ASAP.
Optimization is an ongoing effort, so expect more performances updates in the future.

  • Update: Recompiled against VS 1.21.5
  • Fixed: OnTick listener for EnchantmentEntityBehavior was not being unregistered during despawn.
  • Fixed: Moved OnTick listener registration to run on spawn, instead of instantiation, and only on the server.
  • Fixed: ModSystemWearable Harmony patch removed, as it is now obsolete.
  • Changed: CollectibleObject Harmony patch for Durable trigger removed and moved to EnchantmentBehavior.
  • Fixed: High memory use with OnTick triggers. EnchantTick has been reworked to use simpler values, instead of all values in EnchantmentSource.
  • Code Tweak: EnchantmentSource now has a ToEnchantTick convenience method which will convert an EnchantmentSource to a valid EnchantTick
  • Fixed: EnchantTick now gets garbage collected after finishing an EnchantTick loop.
  • Code Tweak: EnchantTick.Dispose now marks it for removal from a TickRegistry at the end of the next TickRegistry loop.
  • Code Tweak: Included a TickDuration checker in EntityEnchantmentBehavior.OnTick, so that we can skip the IEnchantment.OnTick trigger and optimize tick processing.
  • Code Tweak: Updated Igniting, Call Lightning, Poison, and Reversion to adhere to new EnchantTicks

 

-== Release 1.2.10 ==-

  • Optimized: Reduced overhead in the OnAttack trigger and OnHit triggers as part of ongoing code optimizations.
  • Fixed: Enchanted weapons skipping default weapon damage in vanilla VS. This did not affect Combat Overhaul.
  • Fixed: Durable being applied during pre-damage step for entities, not just for items. Durable now uses an "OnDurability" trigger instead of "OnHit".
  • Tweak: Changed Knockback X/Z default to 1, instead of 10, as it was a bit too powerful in vanilla VS.
  • Changed: Knockback config version is now 1.02
  • Changed: Flaming, Frost, Harming, Healing, Shocking config versions are now 1.01
  • Code Tweak: Cleaned up old DamageResist settings for the DamageTarget category enchantments, removing them from the configs
  • Code Tweak: Handling for "OnAttack" triggers is now configurable via EnchantModifiers in the "parameters" reference. Before now, it was hard coded in the EnchantmentEntityBehavior to check for Healing enchantments and prevent default damage, but this is now deprecated. This must be addressed as an integer value corresponding to the EnumHandling value you wish to set. PassThrough = 0, Handled = 1, PreventDefault = 2, PreventSubsequent = 3
    Default is EnumHandling.Handled = 1, and Healing will set to EnumHandling.PreventDefault = 2.

 

-== Release 1.2.9 ==-

  • Fixed: Significant performance improvements for newly added enchantment triggers OnDamaged, OnHit, and OnTick.
  • Added: Enchantment cache for Players. Now each player generates a local cache of each item in their Character inventory & Hotbar when they login.
    This is only updated under specific circumstances, such as moving an item to another slot. All existing Entity based triggers will iterate the cache,
    instead of iterating their entire inventories with TryEnchantments(); which is much less expensive in compute.
  • Fixed: OnTick for entities was processing when it shouldn't.
  • Fixed: Excess debug information was being shown for "OnHit" enchantment attempts when Debug was not enabled.
  • Fixed: Pit was failing in the absence of a land claim on dedicated servers.
  • Fixed: DamageTarget enchants were applying resistance multiple times.
  • Changed: Knockback is now Version 1.01
  • Changed: Knockback now checks Knockback Resistance on an entity before applying.
  • Changed: Knockback default HorizontalMultiplier is now 10.0
  • Changed: Knockback default VerticalMultiplier is now 0.1
  • Known Issue: Knockback against players isn't working yet. A fix for this will be coming soon.
  • Changed: Poison is now Version 1.01
  • Changed: New modifier for Poison enchantment: "DamageResist": "resistpoison"
  • Changed: New modifier for Poison enchantment: "HungerMultiplier": 100
  • Fixed: Poison not applying Resist Poison for extra armor slots in Combat Overhaul

 

-== Release 1.2.8 ==-

  • Fixed: Damage Resist enchantments not working for non-enchantment triggers. This generally included all PvE damage like lightning, drifters, lava, etc. This should now be fixed, and working properly
    There is still some work to do on the Damage enchantments to make them compliant with the new OnHit triggers. This should only affect PvP scenarios, and it will be fixed in a near future release.
  • Damage Resistances: Reworked how damage resistances work. Each armor piece can provide a % of damage reduction based on its configured `PowerMultiplier * Tier`. Default is PowerModifier 0.1, which means a Tier 5 Resist Lightning will offer 50% damage reduction. Multiple Damage resistances will further reduce damage by a percentage. You cannot go below 0 damage resistance.
    Ex: Resist Lightning 5 Helmet = 50%, Resist Lightning 5 Body Armor = 25%, Resist Lightning 5 Leg Armor = 12.5%. So a 6 damage Lightning strike would be 1.5 damage.
    If you're using something like Combat Overhaul, where you can equip multiple pieces of armor, then each of those can be enchanted separately and further reduce damage.
    I'll re-visit these at a later date to make this a more dynamic system, so that it's aware of the Tier of damage, which might offer more or less resistance depending on the enchantment tier.
  • Code Tweak: "OnHit" trigger is now broken into 2 parts. "OnHitt" and "OnDamaged", triggered prior to and after damage is applied to an entity. "OnHit" is meant for things like Damage Resist enchantments, and "OnDamaged" for things Tho.
    More information on the API changes can be found on the Wiki
  • Fixed: Made the OnTick method safer and fixed a case where it would periodically run when it wasn't supposed to.
  • API: Some extra cleanup in IEnchantment and better code comments
  • Added: "Version" to each Enchantment config file to enable config versioning. This is a float value. Each enchantment will now become version 1.0
    This will be used to only update certain config files that need it. If you're making custom config changes, you can set the version to a higher value like 100.0 to escape the wrath of default upddates to the configs, but I wouldn't really recommend this.
  • ⚠️ All Enchantment config files will be reset when loading this update. If you made custom Enchantment config changes, please back them up before updating. ⚠️
  • Known Issue: Excess log error messages when a player is hit in combat.
  • Known Issue: Heavy server load when when iterating over player equipment

 

-== Release 1.2.7 ==-

  • Changed: Config version is now 1.02
  • Added: New option in KRPGEnchantment_Config.json. "EntityTickMs" with default value "250". This setting defines how often each Entity ticks over its OnTick enchantments (poison, ignite, reversion, etc.). Higher values will reduce server load, but may cause delays in OnTick enchantments.
  • Added: Translations for all supported languages (En, De, Fr, Pl, Ru, Uk) for the new Config options in ConfigLib
  • Code Tweak: Entities now use their own GameTick registration in EnchantmentEntitybehavior, using EntityTickMs from Config to define how often they tick over their enchantment TickRegistry.
  • Code Tweak: IEnchantment.GenerateParticles and IEnchantment.ConfigParticles are removed, and moved to EnchantmentEntityBehavior. These are now called by network packets, for safer and more reliable particle activations on multiplayer servers.
  • Fixed: Error when invoking GenerateParticles on damage enchantments. This is now completely server authoritative, and should actually improve performance.
  • Known Issue: OnHit triggers not working in all cases
1.2.6 krpgenchantment 638 Oct 2nd at 3:33 AM krpgenchantment_1.2.6.zip 1-click install

-== Release 1.2.6 ==-

  • Workaround: Disabled creative mode checker since it isn't working properly yet.
  • Known Issue: Particle generation error is causing damage enchants to not work
  • Known Issue: OnHit triggers not working
1.2.5 krpgenchantment 119 Oct 2nd at 12:39 AM krpgenchantment_1.2.5.zip 1-click install

-== Release 1.2.5 ==-

  • Added: New chat command to reset the Latent Enchantments saved to an item held in your Main Hand. A new set of Latent Enchantments will be rolled the next time it is put into an Enchanting Table. Requires "give" permission
    Ex: "/krpg e latentreset"
  • Fixed: Durable enchantment not loading correctly.
  • Fixed: Added a Survival mode checker before triggering on Attack or Interact on player creatures.
  • Fixed: Pathing error with ConfigLib not translating directory markers
  • Changed: KRPGEnchantment_Config.json Version is now 1.0.1
  • Added: New option in KRPGEnchantment_Config.json file. "ResetEnchantConfigs". Default is false. When set to true, it will force all Enchantment config files to reset at the next server startup, then toggle back to false.
  • ⚠️ All Enchantment config files will be reset when loading this update. If you made custom Enchantment config changes, please back them up before updating. ⚠️
1.2.4 krpgenchantment 3308 Sep 29th at 12:34 AM krpgenchantment_1.2.4.zip 1-click install

-== Release 1.2.4 ==-

  • Fixed: Reversion not updating Durability when ticking
  • Fixed: Poison not ticking
  • Fixed: Crash when affecting a player with Poison ticks in multiplayer
1.2.3 krpgenchantment 2008 Sep 25th at 11:33 PM krpgenchantment_1.2.3.zip 1-click install

-== Release 1.2.3 ==-

⚠️Fixed: CO compatibility patcher applied to all enchants, mistakenly. ⚠️

⚠️ If you downloaded 1.2.2, please delete the following directory to regenerate your Enchantment configs: ~\VintagestoryData\ModConfig\KRPGEnchantment\Enchantments ⚠️

 

-== Release 1.2.2 ==-

  • Fixed: Combat Overhaul and CO Armory armor items were not enchantable. CO was using "clothescategory" attribute using "amorhead", "armorbody", and "armorlegs", and now the ValidToolType interpreter respects this. All existing Enchantment config files targeting default vanilla armor should automatically update to support this.
  • Fixed: Charging Table now allows you to charge up to the number of ValidReagents rerquired to Enchant, as set by the KRPGEnchantment_Config.json file
    Ex: This config would mean you can Charge UP TO 4 emeralds at once, and must provide 4 equally charged emeralds to Enchant an item:
    "ValidReagents": { "game:gem-emerald-rough": 4 }
  • Fixed: Potential fix for crash when a player died while using Player Corpse mod and an OnEquip() trigger enchantment on their hotbar. Corpses were triggering OnSlotModified while having null references in their entity, causing false triggers of Enchantments and further problems.
  • Fixed: Excess triggers of OnEquip() when Reversion was re-scyning items from server to client, causing tick resets.
  • Code Tweak: EnchantmentAccessor.GetToolType() now returns a categorized string to help the GetValidEnchantments determine how to compare. The new format is "type;typeCode".
        Ex: "wearable;armorlegs"
        Acceptable types are: "tool", "wearable", and "code". Tool and Code are both exact match, while Wearable will match if the typestring contains the configured ValidToolType.
  • Code Tweak: Removed the Enchantments v0.6.x to v1.x converter. If you want to upgrade from v0.6.x to 1.x.x, please either upgrade to 1.2.1 first, 
    then 1.2.2 and above, or delete and re-make any enchanted items.
  • Code Tweak: Obsoleted several older methods of categorizing v0.6.x and below enchantments
  • Code Tweak: Made the Attack trigger Category aware for healing type enchantments, instead of looking for the "healing" enchantment only.
  • API Added: New API method: IEnchantServerAccessor.GetEnchantmentCategories(); Returns a list of all Enchantment Categories among all registered Enchantments.
  • Known Issue: Reversion not updating durability
  • Known Issue: Players under the effect of Poison may crash under certain conditions
1.2.1 krpgenchantment 2065 Sep 21st at 2:58 AM krpgenchantment_1.2.1.zip 1-click install

-== Release 1.2.1 ==-

This release fixes some major bugs with dedicated server and should be upgraded to immediately.

  • Fixed: Enchantment.TryEnchantItem was not in a try/catch block, but should have been.
  • Fixed: Enchantment.TryEnchantItem API mismatch causing issues on dedicated servers
  • Fixed: Enchantment.LimitEnchantCategory loop error causing server hang/lockup.
  • Fixed: EnchantingBE was attempting to call EnchantAccessor().CanReadEnchant no viable readers were present.
  • Fixed: '/krpg enchantment add' command was not null safe, leading to console errors.
  • Fixed: Handbook entry for Enchanting did not represent new changes with Charging Table. Updating for more clarity and other languages in future updates.
1.2.0 krpgenchantment 2648 Sep 17th at 6:54 PM krpgenchantment_1.2.0.zip 1-click install

-== Release 1.2.0 ==-

  • Fixed: ValidToolTypes triggering on partial matches when attempting to enchant, causing certain tools to receive enchantments that they shouldn't.This now uses exact matching.
  • Added: Chat commands. Updated all commands to the latest version of VS' way of doing commands. Requires ControlServer privilege.
    Try running /krpg to see all available subcommands.
    Ex: /krpg reload
    Ex: /krpg enchantment list
    Ex: /krpg e reload
  • Added: Enchant item chat command. You can now modify the enchantments in your MAIN HAND slot. Requires ControlServer privilege or Give privilege, depending on the command.
    Try running /krpg enchantment to see all available subcommands. Alias: /krpg e
    Ex: /krpg enchantment add frost 5
    Ex: /krpg e remove pit
    Ex: /krpg e removeall
  • Added: Translations for chat command messages should be translated to English, French, German, Polish, Russian, and Ukranian. Please reach out to me if you notice any errors in the translation.

 

Known Issue: Enchanting may cause server hang in some cases

1.1.6 krpgenchantment 1694 Sep 14th at 1:35 AM krpgenchantment_1.1.6.zip 1-click install

-== Release 1.1.6 ==-

  • Fixed: Made wand self-targeting null safe.
  • Known Issue: ValidToolTypes triggering on partial matches when attempting to enchant, causing certain tools to receive enchantments that they shouldn't.
1.1.5 krpgenchantment 2158 Sep 11th at 6:55 PM krpgenchantment_1.1.5.zip 1-click install

-== Release 1.1.5 ==-

  • Fixed: Typo in Charging Table recipe. (I think I need a new keyboard)
  • Fixed: EnchantmentBehavior was being incorrectly added multiple times in some cases, causing issues with some enchantments and duplicating descriptions.
  • Updated: Combat Overhaul v 0.9.3 support
  • Updated: Overhaul Lib v 1.8.0 support
  • Updated: Vintage Story 1.21.1 support
1.1.4 krpgenchantment 5244 Sep 1st at 7:11 PM krpgenchantment_1.1.4.zip 1-click install

-== Release 1.1.4 ==-

  • Fixed: Charging Table recipe not working.
1.1.3 krpgenchantment 81 Sep 1st at 5:57 PM krpgenchantment_1.1.3.zip 1-click install

-== Release 1.1.3 ==-

  • Fixed: Null ref exception with ticks on non-player entities.
  • Fixed: Enchantment's being listed twice on item descriptions.
  • Confirmed ghost item stack issue was fixed
1.1.2 krpgenchantment 2529 Aug 26th at 6:54 PM krpgenchantment_1.1.2.zip 1-click install

-== Release 1.1.2 ==-
- Re-compiled against OverhaulLib 1.1.0

1.1.1 krpgenchantment 143 Aug 26th at 1:31 PM krpgenchantment_1.1.1.zip 1-click install

-== Release 1.1.1 ==-

  • Recompiled against OverhaulLib 1.0.1
1.1.0 krpgenchantment 226 Aug 26th at 2:51 AM krpgenchantment_1.1.0.zip 1-click install

Release 1.1.0


⚠️This release is made for 1.21.0 and above ONLY! ⚠️
⚠️ Backup your game before converting! You know the drill! ⚠️

 

  • ⚠️Updated and recompiled to .net 8 and VS 1.21.0
  • No further changes since Enchantments 1.0.2
  • Please report any issues on the GitHub or Discord thread. There may be unforseen bugs with a new major version of VS. Upgrade at your own risk.

 

I appreciate everyone's patience! 💖

1.0.6 krpgenchantment 581 Sep 21st at 3:53 AM krpgenchantment_1.0.6.zip 1-click install

-== Release 1.0.6 ==-

I'm serious, this is the last one. I swear, I'll delete this mod if I have to update for VS 1.20.x again 🔫
Backported all fixes from Enchantments 1.1.6 to 1.2.1

  • Fixed: Made wand self-targeting null safe.
  • Fixed: ValidToolTypes triggering on partial matches when attempting to enchant, causing certain tools to receive enchantments that they shouldn't.This now uses exact matching.
  • Added: Chat commands. Updated all commands to the latest version of VS' way of doing commands. Requires ControlServer privilege.
    Try running /krpg to see all available subcommands.
    Ex: /krpg reload
    Ex: /krpg enchantment list
    Ex: /krpg e reload
  • Added: Enchant item chat command. You can now modify the enchantments in your MAIN HAND slot. Requires ControlServer privilege or Give privilege, depending on the command.
    Try running /krpg enchantment to see all available subcommands. Alias: /krpg e
    Ex: /krpg enchantment add frost 5
    Ex: /krpg e remove pit
    Ex: /krpg e removeall
  • Added: Translations for chat command messages should be translated to English, French, German, Polish, Russian, and Ukranian. Please reach out to me if you notice any errors in the translation.
  • Fixed: Enchantment.TryEnchantItem was not in a try/catch block, but should have been.
  • Fixed: Enchantment.TryEnchantItem API mismatch causing issues on dedicated servers
  • Fixed: Enchantment.LimitEnchantCategory loop error causing server hang/lockup.
  • Fixed: EnchantingBE was attempting to call EnchantAccessor().CanReadEnchant no viable readers were present.
  • Fixed: '/krpg enchantment add' command was not null safe, leading to console errors.
  • Fixed: Handbook entry for Enchanting did not represent new changes with Charging Table. Updating for more clarity and other languages in future updates.
1.0.5 krpgenchantment 340 Sep 12th at 11:32 PM krpgenchantment_1.0.5.zip 1-click install

-== Release 1.0.5 ==-

Backported the 1.1.5 fixes to VS 1.20.12.
There will be no further patches to VS 1.20.x from this point, for real this time.

  • Fixed: Typo in Charging Table recipe. (I think I need a new keyboard)
  • Fixed: EnchantmentBehavior was being incorrectly added multiple times in some cases, causing issues with some enchantments and duplicating descriptions.
1.0.4 krpgenchantment 446 Sep 6th at 5:26 AM krpgenchantment_1.0.4.zip 1-click install

-== Release 1.0.4 ==-

⚠️This is for Vintagestory 1.20 Only!⚠️

⚠️Requires Overhaul Lib version 0.2.18 or lower if you use Combat Overhaul⚠️

  • Recompiled against .Net7
  • Recompiled against Overhaul Lib 0.2.18, as the referenced 1.x.x Overhaul Lib was not compatible with 1.20.x

 

If you're still using 1.20 and have issues with this, let me know.

1.0.3 krpgenchantment 104 Sep 3rd at 2:09 PM krpgenchantment_1.0.3.zip 1-click install

-== Release 1.0.3 ==-

⚠️This is for Vintagestory 1.20 Only!⚠️

⚠️Requires .Net Runtime 8, which you can follow the links in your Downloads page. ⚠️
https://account.vintagestory.at/

  • Applied all recent bugfixes back down to 1.20
  • Fixed: Charging Table recipe not working.
  • Fixed: Null ref exception with ticks on non-player entities.
  • Fixed: Enchantment's being listed twice on item descriptions.
  • Confirmed ghost item stack issue was fixed

 

If you're still using 1.20 and have issues with this, let me know.

1.0.2 krpgenchantment 519 Aug 26th at 2:15 AM krpgenchantment_1.0.2.zip 1-click install

Release 1.0.2
⚠️This will be the last release for VS 1.20.x before moving to 1.21.x

  • Fixed: Alloy For and Alloy From in the Handbook not working due to incompatibilities with EnchantmentBehavior.GetHeldItemInfo override's inline formatting in the stringbuilder.
  • Code Tweak: Further optimizations to reduce excess API calls.
  • WIP: Chat Commands are in the works. I migrated a lot of older 1.19 chat commands to the 1.20 format, but I'm holding off on this until a later 1.21 release
  • WIP: Tool Enchantments! Efficient Enchantment will likely be the first Tool Enchant. Expect this in a later 1.21 release
  • WIP: "Ghost Item" bug hasn't been identified yet, ngl. Maybe it was fixed in the GetHeldItemInfo fix, but I also tried to make a few more functions thread safe and will be looking into this more.
  • Tweak:  Removed the Bookshelf from the Charging Table recipe, using another wooden plank block. The Bookshelves don't play well with GridRecipe due to the way it handles variants, which just made things harder to work with. This also opens up the possibility of changing the texture to the wood type that was used to craft it, but that is WIP.

 

I appreciate everyone's patience, as I had to go out of town for work recently, and that Alloy issue was a bit of a doozy. 💖

1.0.1 krpgenchantment 6502 Jun 23rd at 2:50 AM krpgenchantment_1.0.1.zip 1-click install

-== KRPG Enchantment v1.0.1 ==-

  • Added: Polski translation.
  • Added: Deutsch translation.
  • Added: "OnEquip" trigger for the Enchantment class. When called, it will attempt to toggle on/off a persistent EnchantTick for the cause creature.
  • Added: Reversion enchantment. Universal category enchantment. Toggles on/off using the "OnEquip" trigger. When an item with Reversion is equiped or held in main/off hand while in a temporally unstable area, it will regenerate durability. Default is Durability + Enchantment Power every 10s when in a temporal zone below 1
  • Code Tweak: EnchantTick now has a "Persistent" value, which will be used to bypass TicksRemaining counter before ticking.
  • Code Tweak: EnchantTick now has a "IsHotbar" value, which will be used to check if it is a main/off hand item before ticking.
  • Code Tweak: Added Null checks against EnchantmentEntityBehavior in all Tick type enchantments.
  • Code Tweak: Optimized EnchantmentEntityBehavior.OnGameTick
  • Code Tweak: Added SlotID code part for TickRegistry for OnEquip triggers.
  • Fix: Issue validating Armor as a valid type for enchantments. ValidToolTypes should now be read as "Armor-Head", "Armor-Body", and "Armor-Legs". This will automatically update until the updater is removed at a later version. You can always delete your Enchantment configs to resolve any issues with upgrading.

1.0.0 krpgenchantment 452 Jun 19th at 7:00 PM krpgenchantment_1.0.0.zip 1-click install

-== KRPGEnchantment 1.0.0 - API Extensibility & Polish ==-

 

⚠️ !WARNING! THIS WILL DRASTICALLY ALTER ANY WORLD WITH ENCHANTMENTS v0.x DATA ⚠️

⚠️ BACKUP YOUR WORLD BEFORE MIGRATING. ⚠️

⚠️ I'M NOT KIDDING. YOU SHOULD HAVE A BACKUP PLAN, ANYWAY. ⚠️

⚠️ 30% OF BUSINESSES LOSE DATA PERMANENTLY THAT THEY COULDN'T RESTORE ⚠️

 

Please report any issues on the Issue Tracker or in the Discord thread via the Homepage tab on this mod.

This release aims to make the Enchantments mod much more customizable, setup a system for other modders to add their own Enchantments, and clean up the core features in code.

It's also Enchantment's first birthday! 🎂 So I want to thank everyone for using this mod, especially those who comment or QA. This mod has grown so much, well beyond what I imagined or hoped it could be. Here's to another year! Thank you all so much for your support!

 

Config

  • ⚠️Config Tweak: All configs are now contained in the "VintagestoryData/ModConfig/KRPGEnchantment/" directory. You may delete your original "VintagestoryData/ModConfig/KRPGEnchantment.json"
    file safely after converting to 1.0.x, and you will need to setup your config options again in the new file. Settings are not carried over from earlier versions!

 

Reagent

  • API Tweak: Reagent Charge. Reagents no longer use the "potential" attribute from vanilla VS. They now use the "enchantments/charge" integer attribute, which is assigned via Charging Table

  • ⚠️Config Tweak: ValidReagents in the KRPGEnchantment_Config.json file will now define which are acceptable items to charge. You no longer need to do anything but type in the Code of the item.
    Formatted code example: "domain:code-variant". This does NOT accept wildcards.

  • ⚠️Added: New Reagent Charging Table. This should be a fairly easy to craft table, which is required charge your reagents with potential enchantment power. Place your item with up to 5 temporal gears to "charge" the reagent.
    If you wish to use the old style of Reagents, you can enable it in the config by changing "LegacyReagentPotential" to true. This will enable the old "potential" on gems.
    You can modify charging behavior in the config using the config settings below:

  • Added: Config option "ChargeReagentHours" (Default 1.0) Set the number of in-game hours it takes to charge a reagent.

  • Added: Config option "MaxReagentCharge" (Default 5) Set the highest value charge that can be imbued into a reagent.

  • Added: Config option "ChargePerGear" (Default 1.0) Set the amount of charge each Temporal Gear provides when Charging.

  • Added: Charging Table GUI with new visual cues when Charging a reagent in the GUI.

 

Enchantment

  • Fixed: Enchanting Table GUI not updating the select enchantment buttons when an invalid enchantment is selected.

  • ⚠️Added: Individual Enchantments config files. "VintagestoryData/ModConfig/KRPGEnchantment/Enchantments/" contains all of the config files for the Enchantments, which you can modify
    at your own risk. I would not recommend changing anything outside of the "Modifiers" field unless if you know what you are doing. The "Modifiers" can be changed to directly
    alter how the Enchantment behaves in-game. Default configs will be regenerated at world load if they are deleted.

  • ⚠️Removed: CustomPatches and EnchantingRecipes are dead. Enchantments are validated through generic Tool/Item Types vs explicit JSON recipes. This should make it even easier to
    make Enchantments work with any mod.

  • Tweak: Optimized Enchanting Table GUI, reducing BlockAccessor calls.

  • Added: New API system for modders with IEnchantmentAccessor. It is natively accessible via ICoreAPI.EnchantAccessor()

  • Added: New API system for modders with IEnchantmentClientAccessor. It is natively accessible via ICoreClientAPI.EnchantAccessor()

  • Added: New API system for modders with IEnchantmentServerAccessor. It is natively accessible via ICoreServerAPI.EnchantAccessor()

  • Added: New API system for modders with IEnchantment. It is natively accessible via ICoreServerAPI.EnchantAccessor().GetEnchantment()

  • API Tweak: Enchantments now process through ICoreAPI.EnchantAccessor().TryEnchantments(), rather than EnchantmentEntityBehavior

  • API Tweak: An individual Enchantment now processes through ICoreAPI.EnchantAccessor().TryEnchantment(), rather than EnchantmentEntityBehavior

  • API Tweak: An individual Enchantment can now be accessed for manual processing or other actions through ICoreAPI.EnchantAccessor().GetEnchantment(), rather than EnchantmentEntityBehavior

  • API Tweak: EnchantmentEntityBehavior now has a TickRegistry which is used to automatically process any tickable enchantments

  • Added: Normalized Enchantment class for code modders. You MUST register your enchantment through the ICoreServerAPI.EnchantAccessor().RegisterEnchantmentClass(Enchantment enchantClass);
    Be sure to register on the Server. This will allow you to theoretically add any enchantment you want if you can code it. Good luck everybody else.

  • ⚠️Added: Enchantment Properties files. In an effort to allow further extension of the mod, all Enchantments inherit settings from a JSON config file, similiar to "itemtypes" in VS.
    These files must exist in the enchantments directory to be used. ex: "assets\mymod\enchantments\myenchantment.json" There is now an array of floats named "modifiers", which is
    can be used dynamically for alowing a degree of codeless customization. Mod experience is required to tinker with this feature, beginner to expert depending on what you want to do.

  • API Tweak: Enchanting an item now calls Enchantment.TryEnchantItem() on each valid Enchantment in the EnchantingRecipe. This means that you can now override the method with your
    own custom Enchantments, as it is a virtual method, which returns true/false if it successfully enchanted a referenced ItemStack, as called by EnchantingRecipe.OutStack.

  • ⚠️Config Tweak: Removed Config value "MaxDamageEnchants" and replaced with "MaxEnchantsByCategory". IEnchantment.TryEnchantItem() calls a virtual method LimitEnchantCategory(), which
    references this Config option and will attempt to remove a random enchantment of that Category until it reaches the corresponding amount set in the config. Setting to -1 in the
    config will disable this function for that Category. IE: "MaxEnchantsByCategory": { "Damage": 1 } will allow only 1 Damage Category enchantment at a time.

  • ⚠️API Tweak: Automatic compatibility patcher. EnchantmentBehavior and EnchantmentEntitybehavior are now assigned in code, removing the need to manually add a JSON patch for entities
    to receive Enchantments, or for items to receive them.

  • ⚠️Config Tweak: Active Enchantments in Attributes are now stored as a string Attribute under the "enchantments" Attribute, named "active", instead of individual Attributes for each Enchant.
    The format is: "enchantment:power;", and can be set by JSON in itemtypes. Example: "Attributes": { "enchantments": { "active": "shocking:1;durable:5;igniting:3;" } }

  • Added: Enchantment Categories. Enchantments are now sorted into "string" value categories. A number of these already exist, but modders can make their own, or server owners can change them in the configs. Default categories include the following:
    { "ControlArea": -1, "ControlTarget": -1, "DamageArea": -1, "DamageTarget": -1, "DamageTick": -1, "HealArea": -1, "HealTarget": -1, "HealTick": -1, "ResistDamage": -1, "Universal": -1 }
    These integer values associated with them are global limits to how many enchantments of that category can be on a single item. -1 disables limits for that Category.

  • Added: Poison Enchantment. Similar to Igniting, except it deals Injury damage at a smaller amount, and deals extra damage to one's hunger. This will receive more tuning over time, probably a full re-work.

  • Fixed: Knockback enchantment was kinda janky. It's a little bit less so now, and scales a bit differently. You now have the option to modify the 

  • Fixed: Pit enchantment not respecting player land claims. Always works if in singleplayer or creative mode.

 

0.6.29 krpgenchantment
1.20.8 - 1.20.9
1355 May 1st at 5:48 AM krpgenchantment_0.6.29.zip 1-click install
  • Changed: Config version is now 0.92
  • Added: Support for Blackguard Additions v1.1.6. This can be disabled in CustomPatches under "BlackguardAdditions" in the config.
  • Added: Support for Forlon Additions v1.0.1. This can be disabled in CustomPatches under "ForlornAdditions" in the config.
  • Tweak: Updated Pit enchantment to check BlockMaterial vs FirstCodePart.
0.6.28 krpgenchantment 434 Apr 22nd at 7:53 PM krpgenchantment_0.6.28.zip 1-click install
  • Fixed: Pit acting on Sandstone. Thanks for the report Xorberax
0.6.27 krpgenchantment 670 Apr 7th at 9:17 PM krpgenchantment_0.6.27.zip 1-click install
  • Fix: Compatibility for Overhaul Lib and Combat Overhaul 0.3.x I have re-compiled against overhaullib_0.2.2, and appears to work fine in my test environments. Let me know if you have any issues. Thanks!
  • Fix: Non-PvP servers with Overhaul Lib 0.2.2 and later should allow healing. Thanks Maltiez for the quick patch!
  • !! Warning !! This may not be compatible with older versions of Combat Overhaul (v0.2.17 or earlier) !!
0.6.26 krpgenchantment 138 Apr 6th at 9:53 PM krpgenchantment_0.6.26.zip 1-click install
  • Tweak: Config version is now 0.91
  • Added: MaxEnchantTier config option. This will be used to support ValidReagents in the future, but will not change anything right now
  • Fixed: Fix to allow Healing enchant to work when AllowPvP is set to False. Let me know if there are any issues with it, since it's a bit difficult to test.
  • Known Issue: Healing fix for AllowPvP in False in the presence of Combat Overhaul not working.
  • Roadmap: Assuming the above works, this will probably be one of the last bugfixes of 0.6, and I'll be working on some more enchantments and features. Thanks, and happy enchanting!
0.6.25 krpgenchantment 930 Mar 19th at 12:58 AM krpgenchantment_0.6.25.zip 1-click install
  • Fixed: Enchanter's Manuals client crashes after Resist Electric fix.
  • Tweak: Added back translations for older Enchanter's Manuals to continue to read properly after removing old Resist Electric IDs
  • Changed: Config version is now 0.90
0.6.24 krpgenchantment 131 Mar 18th at 4:50 PM krpgenchantment_0.6.24.zip 1-click install
  • Tweak: Config version is now 0.89
  • Fixed: Issues with Resist Electricity string mismatch between newer and older updates. If you have an item which is registered to the old naming convention "resistelectric", then it will be converted to "resistelectricity" automatically.
    There was also a resulting change to LoreIDs, and they will be regenerated. If you built your own mod to work with this, you will need to re-add your chapter loreIDs manually.
  • Fixed: Some Config settings did not carry over during version upgrades.
  • Added: Compiled with VS 1.20.5. There shouldn't be any discernable changes, but please report any issues vis GitHub or Discord. It should still be compatible with 1.20.4, as well
  • Added: ConfigLib support for Debug option
  • Known Issue: Reading an Enchanter's Manual will cause a client crash on dedicated server
0.6.23 krpgenchantment 263 Mar 18th at 12:45 AM krpgenchantment_0.6.23.zip 1-click install
  • Tweak: Added variance to Call Lightning. Call Lightning now will spawn an amount of lightning strikes within a 4 meter radius of the target, equal to abs(Enchantment Tier / 2) to Enchantment Tier amount of lightning strikes.
    Example: Call Lightning I: spawns 1 Lightning strike in a 4m radius of the target. Call Lighting V: spawns 2 - 5 lightning strikes in a 4m radius of the target.
    Let me know what you think, if this deserves any more balance.
0.6.22 krpgenchantment 488 Mar 10th at 4:40 AM krpgenchantment_0.6.22.zip 1-click install
  • Fixed: Issue with Enchanting Manuals not pushing Journal event on servers.
  • Tweak: Optimized getNextUndiscoveredChapter in ModJournal patch for servers
  • Tweak: Optimized Enchanting Manual journal chapter name patch for servers
0.6.21 krpgenchantment 189 Mar 9th at 6:08 PM krpgenchantment_0.6.21.zip 1-click install
  • Fixed: Client CTD when attempting to read Enchanter's Manuals on a dedicated server. Thanks NateDoesLife
0.6.20 krpgenchantment 366 Mar 7th at 12:12 AM krpgenchantment_0.6.20.zip 1-click install
  • Added: Enchanter's Manuals, once read, now display their corresponding recipe in their name! This allows you to see which is which at a glance, so you can easily sort your book cases.
  • Changed: Added a new random lore discovery function for Enchanter's Manual, versus the default VS sequential lore discovery.
  • Fixed: Enchanter's Manuals not displaying their item description.
  • Added: CAN Jewelry v0.4.17 compatibility. Currently, this only adds enchanting to the Gem Cutting Chisel.
  • Changed: Config version is now 0.88
  • Fixed: Hotfix for release 0.6.19 causing player CTD when attempting read the name of an Enchanter's Manual on a dedicated server. Version 0.6.19 has been removed to prevent further downloads. Sorry about that one, folks
0.6.18 krpgenchantment 281 Mar 4th at 6:38 AM krpgenchantment_0.6.18.zip 1-click install
  • Changed: Config version is now 0.87
  • Changed: Added extra debug logging to EnchantingRecipe's outputting an enchanted item
  • Changed: Knockback enchantment reduced greatly in power. This will be rebalanced more over time, but it now shouldn't teleport targets as far as before.
  • Added: New Config option "MaxDamageEnchants", default value -1 (disabled). You can now set a maximum number of unique Damage type enchantments which can be written to a single item at the Enchanting Table.. This currently includes "Flaming", "Frost", "Harming", "Shocking".
  • Added: Support for Ancient Military Tech v2.1.1. This can be disabled in the config under "CustomPatches" and "Tonwexp-neue".
  • Fixed: Support for Combat Overhaul and CO:Armory, certain items would not show Enchantment descriptions, despite enchanting properly in updated versions of CO and Armory. This was tested against CO v0.1.29 and Armory 0.1.6
  • Fixed: EnchantmentEntityBehavior.TryEnchantments attempting to run Durable on attack, causing excess log entries.
0.6.17 krpgenchantment 541 Feb 23rd at 4:25 AM krpgenchantment_0.6.17.zip 1-click install
  • Added: Added support for NDL Chisel Picks v2.1.0. This is labeled "NDLChiselPicks" in "CustomPatches".
  • Added: Added support for Tailored Brigandine v0.7.3. This is labeled "LitBrig" in "CustomPatches".
  • Changed: New default for all "ValidReagents" is now quantity 1
0.6.16 krpgenchantment 490 Feb 19th at 8:38 PM krpgenchantment_0.6.16.zip 1-click install
  • Changed: Compatibility with KRPGWands v0.5.0. This now uses event triggers similar to Combat Overhaul, and thus should be much more reliable
0.6.15 krpgenchantment 355 Feb 17th at 10:58 PM krpgenchantment_0.6.15.zip 1-click install
  • AddedAdded support for BetterScrap v1.21. You can disable this in the CustomPatches section of the Config as "ScrapBlocks". This is how the mod author made their ModID, so it is expected that it does not match the public facing mod name.
  • Added: Added support for FotSA: Viverridae v1.0.0 - Seems like the hitbox on some of them are weird, but that's a FotSA issue.
  • Changed: KRPGEnchantment_Config.json Version is now 0.85
0.6.14 krpgenchantment 565 Feb 12th at 12:40 AM krpgenchantment_0.6.14.zip 1-click install
  • Added: Fauna of the Stone Age support, as follows below
  • Added: FotSA: Meiolaniidae
  • Added: FotSA: Vombatidae
  • Added: FotSA: Manidae
  • Added: FotSA: Pantherinae
  • Added: FotSA: Capreolinae
  • Added: FotSA: Caninae
  • Added: FotSA: Casuariidae
  • Added: FotSA: Machairodontinae
  • Added: FotSA: Sirenia
  • Added: FotSA: Spheniscidae
  • Added: FotSA: Dinomithidae
  • Added: FotSA: Felinae
  • Added: FotSA: Bovinae
  • Added: FotSA: Elephantidae
  • Fixed: Damage enchants causing disconnects when targeting players while using Combat Overhaul
  • Fixed: Tentatively fixed multiple damage enchants (the right way)
  • Changed: More/more accurate debugging. This is an ongoing effort. Damage enchantments will now report their totals and verification when Debug is set to true in the config.
0.6.13 krpgenchantment 536 Feb 6th at 4:26 AM krpgenchantment_0.6.13.zip 1-click install
  • Fixed: Pit not working with ranged weapons.
  • Fixed: Multiple damage enchants not processing.
  • Fixed: Bows not having access to Harming
  • Fixed: Shocking not rolling in LatentEnchantment Assessments
  • Fixed: Combat Overhaul compatibility script passing null source entity when processing enchantments
  • Changed: Added a few more debug loggers for Enchantment processing. Of course, this is by no means finished.
  • Known Issue: Player disconnect when attacking another player with a Damage Enchant while using Combat Overhaul
0.6.12 krpgenchantment 390 Feb 3rd at 3:32 AM krpgenchantment_0.6.12.zip 1-click install
  • Fixed: New Bow handler broke KRPG Wands and thrown weapons handlers for Enchantment processing. Projectile will be checked before Bow when a target is hit by an Enchanted item. 
0.6.11 krpgenchantment 273 Feb 2nd at 8:07 PM krpgenchantment_0.6.11.zip 1-click install
  • Changed: Config version is now 0.84
  • Changed: Debug is now a Config option. It's lightly implemented now as true/false, but will serve various LogLevels later. Default is false
  • Changed: Vanilla Bows now pass their enchantments on to the projectiles. They now have access to all the normal Weapon enchants
  • Changed: Ammo no longer receives weapon enchants, and only Universal enchants ("Durable" is the only one currently)
  • Added: Ukranian translation
  • Fixed: Combat Overhaul: Armory enchanting recipes overtaking vanilla ones
  • Known Issue: New Bow handler broke the KRPGWands handler - Fixed in 0.6.12
0.6.10 krpgenchantment 427 Jan 31st at 3:26 PM krpgenchantment_0.6.10.zip 1-click install
  • Added: Русский translation. Спасибо FNX
0.6.9 krpgenchantment 225 Jan 31st at 5:28 AM krpgenchantment_0.6.9.zip 1-click install
  • Changed: Config version is now 0.83
  • Changed: CUSTOM PATCHES ARE NOW OPT-OUT. This means that compatibility toggles in CustomPatches in KRPGEnchant_Config.json, going forward, will default to true. If you want to disable enchantments on a certain mod, you must now set it to false manually. Everyone can thank Maltiez for requesting this.
  • Fixed: "Armory" not auto-adding to CustomPatches
  • Fixed: Healing should now properly reduce weapon damage to 0 for Combat Overhaul
  • Changed: Combat Overhaul ammo now inherits the enchants of the weapon used to shoot it. Vanilla is soon to follow this behavior
0.6.8 krpgenchantment 457 Jan 30th at 2:37 AM krpgenchantment_0.6.8.zip 1-click install
  • Fixed: Null ref error when attacking an enemy without Combat Overhaul installed
  • Fixed: Issue causing client crashes when attempting to check for Durable enchant - v0.6.7
  • Known Issue: Healing not working properly with Combat Overhaul yet.
  • Known Issue: Config not adding "Armory" automatically to CustomPatches
0.6.6 krpgenchantment 192 Jan 29th at 10:49 PM krpgenchantment_0.6.6.zip 1-click install
  • Added: 🎉 COMBAT OVERHAUL COMPATIBILITY 🎉 - Be sure to enable it in your config after loading in for the first time. You will need to reboot your server after this.
  • Added: 🎉 COMBAT OVERHAUL:ARMORY COMPATIBILITY 🎉 - Be sure to enable it in your config after loading in for the first time. You will need to reboot your server after this.
  • Special thanks to Maltiez for helping out to make this a possibility
  • Fixed: Lots of Log spam. Sorry about that folks
  • Known Issue: Healing not working properly with Combat Overhaul yet.
  • Known Issue: Crash on armor durability loss - Fixed on 0.6.7
0.6.5 krpgenchantment 373 Jan 27th at 11:47 PM krpgenchantment_0.6.5.zip 1-click install
  • Fixed: Crashes on dedicated servers when reading the new Enchanter's Manuals
0.6.4 krpgenchantment 310 Jan 27th at 4:32 AM krpgenchantment_0.6.4.zip 1-click install
  • Fixed: Issues with ConfigLib creating garbage config files if one was not already present.
  • Added: Electricity Addon v0.0.15 compatibility patch. You will need to set "ElectricityAddon" to true in CustomPatches section of the KRPGEnchantment_Config.json file and restart your server for this to take effect
  • Changed: Config version is now 0.81
  • Changed: Config file is now stored in its own mod, using a new static path "KRPGLib.Enchantment.EnchantingConfigLoader.Config" which has ExecuteOrder 0 to load before ConfigLib
0.6.3 krpgenchantment 307 Jan 26th at 7:43 AM krpgenchantment_0.6.3.zip 1-click install
  • Added: Support for new boss mobs
  • Added: Support for Bowtorn
  • Added: Support for Decaying Creatures v0.1.2 mod
  • Changed: Enchanter's Manuals are now their own item type, since 1.20 only spawns specific lore books in specific ruins now. Sorry if this breaks your existing known Enchanting Recipes. There were lots of changes to Lore Discovery in 1.20 that made this much more difficult to work with.
  • Added: Enchanter's Manuals can now be purchased at Treasure Hunter traders
  • Added: Basic French translation. I really just jammed it into Google Translate, so let me know if it's wrong

Known Issues:

  • Combat Overhaul is not supported. Not really a bug, but it's just not setup yet. It's coming, don't worry.
  • ConfigLib will attempt to create an invalid KRPGEnchantment_Config.json file if one does not exist. - I'm working on a fix for this. Until now, you need to generate the config file before adding ConfigLib, and if you want to reset your file you should set the Version to 0. (Thanks NateDoesLife)
0.6.2 krpgenchantment 831 Jan 19th at 4:20 AM krpgenchantment_0.6.2.zip 1-click install
  • Fixed: Issue with KRPGWands. KRPGWands v0.4.1 required
  • Fixed: A few more issues not detecting enchants properly
0.6.1 krpgenchantment 220 Jan 19th at 2:22 AM krpgenchantment_0.6.1.zip 1-click install

Apologies for how long it took to get out this much needed patch, but I'm back at it. Thanks for your support and enjoying the mod, everyone! 

  • Fixed: Issue preventing many different enchantments from working properly
  • Fixed: Issue preventing resolving of Enchanting Recipe ingredients with Quantity greater than 1
  • Added: Audio loop during enchanting
  • Added: ConfigLib support
  • Changed: Config version is now 0.7
  • Added: Enchanter limit for items with new config option "MaxEnchantsPerItem". NOTE: This only stops players from enchanting more than the value. You can still add more enchantments through an item's JSON.
  • Fixed: Patches for several new 1.20 items and entities
0.6.0 krpgenchantment 1098 Dec 11th 2024 at 10:53 PM krpgenchantment_0.6.0.zip 1-click install

WARNING! THIS RELEASE IS INTENDED FOR 1.20.0-RC1 OR LATER!

  • Added: Compatibility for 1.20-rc1 ! DOES NOT SUPPORT 1.20.0-pre13 OR EARLIER !
  • Fixed: Lots of changes in 1.20 which moved item files around for armor and tools
  • Fixed: ModSystem.Journal.DidDiscoverLore() was removed in 1.20.0-pre, but added back in rc1
  • Fixed: Debugging left on during Enchantment reading
  • Fixed: Optimization in EnchantingRecipe in prep for Ammo fix
  • Fixed: Enchantment not rolling enough potential values, resulting in the same enchantments being selected over and over
  • Removed: Old Reagent's from the mod. The old ReagentItem's are completely deprecated and should be replaced with gems or another item of your choice in the KRPGEnchantment_Config.json

There are a number of issues as 1.20 has been updated, so expect issues with newer versions of 1.20

  • Known Issue: Enchanter's Manual lore books not spawning
  • Known Issue: Enchants with multiple ingredients in the recipe do not work
  • Known Issue: Many new creatures don't work with Enchantment effects
  • Known Issue: Damage enchants not working
0.5.2 krpgenchantment 768 Nov 21st 2024 at 9:57 PM krpgenchantment_0.5.2.zip 1-click install
  • Changed: KRPGEnchantment_Config Version is now 0.6
  • Fixed: KRPGEnchantment_Config.json - ValidReagents typo for peridot.
  • Fixed: Swordz compatibility broken.
  • Fixed: CustomPatches not translating from KRPGEnchantment lang files.
  • Changed: Config version check is smarter, and will attempt to fix typos in configs.

    Known Issues:
    - Ammo is not enchantable
    - 1.20-pre is not supported
0.5.1 krpgenchantment 240 Nov 21st 2024 at 2:13 AM krpgenchantment_0.5.1.zip 1-click install

Release 0.5.1 - Enchanting Recipe Lore

!! BEFORE YOU START, BACKUP YOUR SAVES !!.

  • Added: New Lore type: Enchanter's Manual. When you find and read lore in game, you will have a chance to learn the name of an Enchanting Recipe. This will display the selected Enchantment's name in the Enchanting Table for those who have read the lore.
  • Changed: KRPGEnchantment_Recipe_Config.json has been merged with KRPGEnchantment_Config.json. You may delete KRPGEnchantment_Recipe_Config.json manually.
  • Changed: KRPGEnchantment_Config.json Version is now 0.5
  • Added: Config option "LoreIDs". !! DO NOT EDIT UNLESS YOU KNOW WHAT YOU'RE DOING !! These LoreIDs tell the EnchantingTable which ChapterID corresponds to which enchantment. If you add or change any enchantments with their own lore chapters, you must add it here.
  • Fixed: Issue where an item's Potential value would not read properly, causing all enchantments to be treated as Low Potential
  • Fixed: Issue where ValidReagents could not read the domain
  • Fixed: Enchanting Table UI optimization/excess calls
  • Fixed: Updated in-game Handbook to reflect recent Reagent changes.
0.5.0 krpgenchantment 492 Nov 5th 2024 at 6:15 AM krpgenchantment_0.5.0.zip 1-click install

!!!!!! BACKUP YOUR SAVES !!!!!!!

MAJOR RELEASE 0.5.0 - NEW GUI & RECIPE REDUX

  • Added: New Enchanting Table GUI. This should be more akin to classic Minecraft style enchanting. (Note: there is no translating what enchant you've selected YET. This will be added later)
  • Added: Unique font loading for Enchanting Table GUI. Dependency-free loading of a runic TTF font, so long as you have internet available on the client when loading the GUI the first time.
  • Added: Latent Enchants. Now, each item holds the potential for enchantments, as set in the config files. These are selected in your Enchanting Table, and reset every X days (default 7). You can also set the number of available LatentEnchants at a single time (default 3).
  • Changed: Enchanting recipe reagents are defined in the config file. The format is {"domain:item": quantity}. Default uses vanilla gemstones like emerald, peridot, and diamond.
  • Changed: Enchanting recipe tiers are defined in the config file. The format is {"potential": maxPower}. Default uses vanilla potential values "low", "medium", "high", as found in vanilla gemstones.
  • Changed: Enchanting recipes are simplified. You can still override recipes to use specific reagents if you provide a "reagent" ingredient. You can also provide multiple "target" ingredients (so long as it's not named "reagent") with multiple wildcards, greatly reducing the amount of JSON required, something like 100x or more reduction in JSON recipes.
  • Changed: !!! Older KRPGEnchantment Reagents are not used by default anymore !!! You can still craft them, so beware to not waste resources on them. Please ask your server admin for assistance with the items, and dispose of them before release 0.6.x when they will be removed from the mod.
  • Changed: CustomPatches in KRPGEnchantment_Recipe_Config.json is authoritative for patch loading. You will likely need to re-configure these values after migration to 0.5.x. Single values outside of CustomPatches will be removed totally in a later update.
  • Changed: KRPGEnchantment_Recipe_Config.json version is now 0.4. This should automatically migrate, but please check everything.
  • Changed: Enchantments are stored in their own AttributeTree. This should be a seamless migration for anything enchanted before 0.5.x, but please use caution when migrating and backup your save first. The migration function will be deprecated in 0.6.x, meaning you will need to upgrade to 0.5.x before upgrading to a future version if you have an older save.
  • Fixed: Optimizations and bugfixes galore, you can read github if you really want that list.

Please let me know your thoughts on the new recipe system. Hopefully this should make enchanting more accessible, but just random enough to be fun. Look forward to more additions to this sytem, including the ability to learn how to read the enchantment runes, and of course more enchantments!

Known Issues:

  • Potential values not reading properly, resuling in "Low" value every time - Resolving in 0.5.1
  • ValidReagents not reading domains properly - Resolving in 0.5.1
0.4.7 krpgenchantment 662 Sep 25th 2024 at 12:50 AM krpgenchantment_0.4.7.zip 1-click install
  • NOTE: Removed 0.4.6 because it had an incompatibility with PetAI causing server disconnect. This now works properly in 0.4.7
  • Fixed: Multiple damage enchantments (Flaming, Frost, Harming, Shocking) not applying. Only the first available alphabetically was dealing damage and the rest were timing out.
  • Changed: Damage enchantments (Flaming, Frost, Harming, Shocking) now deal (1d4 + (Tier * 0.1)) damage per Tier. This should lead to a more stable, yet still random damage system that doesn't scale as intensely as a flat 1d6 + Tier.
  • Changed: Resist is now a 10% elemental damage reduction per tier per piece of armor. IE: Helmet with Resist Fire I and Body with Resist Fire IV will resist 50% of Fire type damage. NOTE: This only applies to Enchantment damage right now, and will be fixed to apply to all damage later.
  • Added: Outlaws for Rust & Rot compatibility
  • Added: Rust & Rot compatibility
  • Added: Descriptions to Reagent items.
0.4.5 krpgenchantment 357 Sep 18th 2024 at 4:13 PM krpgenchantment_0.4.5.zip 1-click install
  • Fixed: Kanahaku`s (Not Only) Spear Expansion compatibility patches not loading. Missmatch between spelling of the word and the modid in the file structure.
  • Changed: Handbook entry for Enchanting is now updated to include more useful information, including links to items and the Wiki.
0.4.4 krpgenchantment 297 Sep 16th 2024 at 11:38 PM krpgenchantment_0.4.4.zip 1-click install
  • Added: Compatibility patches for Ancient Armory
  • Added: Compatibility patches for Kanahaku`s (Not Only) Spear Expansion
  • Added: Enchant color coding per enchant tier. (1 Cyan, 2 Green, 3 Purple, 4 Red)
  • Changed: New EnchantmentRecipeConfig version 0.3. Your file should update when you first boot the server, then you will have to enable any of the new compatibility patches and reboot the server once more. Sorry, no hot-reload of compatibility patches yet.
0.4.3 krpgenchantment 282 Sep 15th 2024 at 4:16 AM krpgenchantment_0.4.3.zip 1-click install
  • KRPG Wands 0.3.0 compatibility
  • Added self targeting for wands
0.4.2 krpgenchantment 376 Sep 9th 2024 at 3:39 AM krpgenchantment_0.4.2.zip 1-click install
  • Fixed: Healing Reagent recipe item code mismatch
0.4.1 krpgenchantment 250 Sep 8th 2024 at 6:27 AM krpgenchantment_0.4.1.zip 1-click install
  • Removed Temporal Reagent to reduce confusion. This was really only for testing and not necessary
  • Fixed: Healing Reagent recipe uncraftable due to grid limitations
  • Fixed: Frost Reagent uncraftable due to Chilling Reagent recipe overriding
  • Changed: Chilling Reagent recipe to require more materials
  • Fixed: Fantasy Creatures - Surface Skeleton missing Enchantment Behavior
0.4.0 krpgenchantment 444 Aug 25th 2024 at 2:56 AM krpgenchantment_0.4.0.zip 1-click install

Release v0.4.0

  • Added Tier 2, 3, 4
  • Tier 2: 4x Processing Hours and Reagents
  • Tier 3: 16x Processing Hours and Reagents
  • Tier 4: 64x Processing Hours and Reagents
  • Fixed Resist Frost recipe
  • Fixed syntax inconsistency in many recipes
  • Changed EnchantingRecipe to only work with exact matching reagents
  • Fixed Axe had 2x EnchantmentBehavior, causing duplicate effects
0.3.8 krpgenchantment 422 Aug 13th 2024 at 11:35 PM krpgenchantment_0.3.8.zip 1-click install
  • Fixed Durable enchantment for Armor-Head-Sewn-* applying Protection instead
  • Fixed Enchanter block ticking EnchantTime when a recipe was incomplete
  • Changed Enchanter tick from 3s to 1s for smoother progress bar
0.3.7 krpgenchantment 283 Aug 12th 2024 at 2:27 AM krpgenchantment_0.3.7.zip 1-click install
  • Fixed Protection/Resist not applying damage properly
0.3.6 krpgenchantment 312 Aug 8th 2024 at 3:21 PM krpgenchantment_0.3.6.zip 1-click install
  • Fixed EnchantTimeOverride for Dedicated Servers
0.3.5 krpgenchantment 272 Aug 6th 2024 at 10:29 PM krpgenchantment_0.3.5.zip 1-click install
  • Added Durable enchant for tools (chisel, cleaver, hammer, hoe, pickaxe, prospectingpick, saw, scythe, shears, shovel, wrench)
  • Added Durable enchant for Swordz tools (axe, chisel, excavator, hoe, pickaxe, prospectingpick, scythe, shears, shovel, sledgehammer, tunneler, wrench)
  • Fixed missing lang entry for Durable Reagent
  • Fixed crash when opening Enchanter block entity on Dedicated Server. EnchantTimeOverride is disabled while I fix this
  • Fixed Enchanter name resolution
0.3.4 krpgenchantment 282 Aug 5th 2024 at 7:25 PM krpgenchantment_0.3.4.zip 1-click install
  • Added Durable enchantment. Base 20% chance for the item to not take damage.
  • Updated naming code to prepare for higher enchant tiers without manual lang file updates
  • Added ICoreAPI helper method GetEnchantments(ItemSlot)
0.3.3 krpgenchantment 361 Jul 30th 2024 at 5:03 AM krpgenchantment_0.3.3.zip 1-click install
  • KRPG_Enchantment_Recipe_Config.json is now version 0.2 and will regenerate at startup. This now features a CustomRecipes dictionary, where it you can add your own recipes to be loaded into the mod dynamically. YOU MAY NEED TO RESET YOUR SETTINGS
  • Fixed: Item patch file loading
  • Fixed: Compatibility patch files now reside in their respective mod directories
  • Fixed: Issues with certain compatibility patches
  • Rustbound Magic is now partially compatible.Use caution if you enable this.
0.3.2 krpgenchantment 239 Jul 29th 2024 at 10:35 PM krpgenchantment_0.3.2.zip 1-click install
  • Fixed Protection Reagent recipe
  • Changed Protection to Blunt/Piercing/Slashing damage only
  • Added Resist (Electric, Fire, Frost, Heal, Injury, Poison) to Armor Enchants
0.3.1 krpgenchantment 265 Jul 29th 2024 at 1:03 AM krpgenchantment_0.3.1.zip 1-click install
  • Added Armor Enchantment "Protection". Details in Wiki
  • Fixed an issue preventing Players from being affected by Enchantments
  • Backend optimization
  • Look forward to more Wearable type Enchants in 3.x !
0.2.11 krpgenchantment 652 Jun 16th 2024 at 5:44 PM krpgenchantment_0.2.11.zip 1-click install

- Projectile compatibility fix
- Arrow enchantments
- Enchantments DO NOT pass from bow to arrow anymore. You must enchant arrows now

0.2.10 krpgenchantment 327 Jun 9th 2024 at 3:18 PM krpgenchantment_0.2.10.zip 1-click install

Mod Config files. You can override enchant time and compatibility patches in config now.
Heal particles. WIP.
Swordz compatibility. Thrown polearms not working yet.

0.2.9 krpgenchantment 462 Jun 1st 2024 at 6:00 PM krpgenchantment_0.2.9.zip 1-click install

Empty hand crash fix

0.2.8 krpgenchantment 306 May 31st 2024 at 7:35 PM krpgenchantment_0.2.8.zip 1-click install

Compat patches for:
Fantasy Creatures
Feverstones Wilds
Paxel

0.2.7 krpgenchantment 294 May 30th 2024 at 5:09 PM Empty krpgenchantment_0.2.7.zip 1-click install

273 Comments (oldest first | newest first)

💬 MafiaBossDonut, 4 days ago

Could we get an enchantment that gives you a higher stone drop rate per a stone block broken? It would be sick for building.

 

 

💬 BloodThunder , 5 days ago

jamescook MaxReagentCharge is configurable, but the mod is default configured around 5 being max tier. YMMV when changing the configs https://github.com/splitlungs/krpgenchantment/wiki/Configuration
The type of reagent you use in enchanting is also configurable, but Charge is the only value that matters on a reagent when enchanting.

💬 jamescook, 6 days ago

i got a few questions. is 5 the max charge i can get on a gemstone? and does the gem i use effect the enchaments in any way?

💬 BloodThunder , Nov 25th at 6:49 PM

TheSkreeBat Lightning Resist armor is your friend if you're trying to use Call Lightning in melee

💬 TheSkreeBat, Nov 25th at 4:53 AM

im not sure if its intended, but lightning on a flax strikes me and not what i hit D:

💬 BloodThunder , Nov 20th at 8:29 PM

Dagurmawth Vanilla Armory should now be working properly in 1.2.21. They do things in a very non-standardized way, so they're maybe not the best learning experience. Thanks for the report, and happy enchanting! ✨

💬 Dagurmawth, Nov 19th at 10:25 PM

Thank you, I'll fiddle with it again when I have the patience.  This is the first game I've gotten into any degree of modding. (as in mod files, I've installed a billion mods over all my games XD)  Been a learning experiance...

💬 BloodThunder , Nov 19th at 2:52 PM

Dagurmawth If you find the JSON files in the mod's itemtypes directory, you can find its "code" value. If you add that to the ValidToolTypes in each enchantment's config file, you should be able to add compatibility on your own.
Otherwise, I'll take a look and add Vanilla Armory compatibility in a future update.

💬 Dagurmawth, Nov 19th at 10:39 AM

My server has been having issues with enchanting shields, they're just not being recognized.  I thought at first it was because the first shield was the Tower Shield from the mod Vanilla Armory, but even base game shields aren't being recognized.  Weapons from Vanilla Armory are and aren't enchantable... it's a by case basis.  I tried adding more items to the config, but couldn't quite figure it out. ^,^'

💬 BloodThunder , Nov 18th at 2:14 AM

Moonlit_kitsune Thank you! A speed enchantment is absolutely on my radar.
Releases 1.2.x have largely been to bugfix, optimize, and release chat commands, so look forward to more enchantments in 1.3.x
Happy enchanting!

💬 Moonlit_kitsune, Nov 17th at 11:43 PM

so i had a random idea for a enchantment. i like to play in heavy armor but it feels so slow. would it be possible to make a enchantment to make the penalty smaller. just a idea. also love the mod so much

 

💬 BloodThunder , Nov 11th at 4:17 AM

Thorin48 I deleted several of the cursed releases, since we're past Halloween 👻
It was one of several versions containing a memory leak, among other major bugs that I decided to remove.

💬 Thorin48, Nov 10th at 11:19 PM

BloodThunder Hey where did 1.2.9 file go?

💬 BloodThunder , Nov 6th at 6:25 AM

Wrigglypete Thorin48
I'm sorry, but I can't help you with just those reports. Please follow support guidelines if you want assistance

Bug Reporting and Support

💬 Wrigglypete, Nov 6th at 12:40 AM

crashing server i run

Crash Report

Running on 64 bit Windows 10.0.19045.0 with 30650 MB RAM
Game Version: v1.21.5 (Stable)
11/5/2025 5:36:42 PM: Critical error occurred
Loaded Mods:
System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.Collections.Generic.List`1.Enumerator.MoveNext()
at Vintagestory.Client.NoObf.GuiManager.Dispose(ClientMain game) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 576
at Vintagestory.Client.NoObf.ClientMain.Dispose() in VintagestoryLib\Client\ClientMain.cs:line 2764
at Vintagestory.Client.NoObf.ClientMain.DestroyGameSession(Boolean gotDisconnected) in VintagestoryLib\Client\ClientMain.cs:line 2711
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleDisconnectPlayer(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95

Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 11/5/2025 4:11:06 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.5.0, time stamp: 0x67fe0000
Faulting module name: ntdll.dll, version: 10.0.19041.6456, time stamp: 0x7ec9c15d
Exception code: 0xc0000374
Fault offset: 0x00000000000ff489
Faulting process id: 0x2554
Faulting application start time: 0x01dc4ea88dfe59b6
Faulting application path: D:\games\Vintagestory\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report Id: 86a0bc72-533b-4292-8b45-d442259de419
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 11/4/2025 6:27:41 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.5.0, time stamp: 0x67fe0000
Faulting module name: ntdll.dll, version: 10.0.19041.6456, time stamp: 0x7ec9c15d
Exception code: 0xc0000374
Fault offset: 0x00000000000ff489
Faulting process id: 0x3134
Faulting application start time: 0x01dc4df23ddb8856
Faulting application path: D:\games\Vintagestory\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report Id: b85d249f-eb81-4d0d-b03a-c956557141c4
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 11/3/2025 3:29:35 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.5.0, time stamp: 0x67fe0000
Faulting module name: ntdll.dll, version: 10.0.19041.6456, time stamp: 0x7ec9c15d
Exception code: 0xc0000374
Fault offset: 0x00000000000ff489
Faulting process id: 0x145c
Faulting application start time: 0x01dc4d108cfae7a8
Faulting application path: D:\games\Vintagestory\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report Id: 7ba4703a-d264-44b9-8d84-8673c5231780
Faulting package full name:
Faulting package-relative application ID: }

💬 Thorin48, Nov 5th at 2:26 AM (modified Nov 5th at 2:26 AM)

server log for a error that is thrown yes I am running mods but im unsure what this is mad about

Crash Report
5.11.2025 02:25:25 [Server Error] Exception: Object reference not set to an instance of an object.
at KRPGLib.Enchantment.CollectibleObject_Patch.Prefix(CollectibleObject __instance, IWorldAccessor world, Entity byEntity, ItemSlot itemslot, Int32& amount) in D:\VSProjects\Net7\KRPGEnchantment\krpgenchantment\src\Patches\CollectibleObject_Patch.cs:line 29
at Vintagestory.API.Common.CollectibleObject.DamageItem_Patch4(CollectibleObject this, IWorldAccessor world, Entity byEntity, ItemSlot itemslot, Int32 amount)
at Vintagestory.GameContent.ModSystemWearableStats.applyShieldProtection_Patch0(ModSystemWearableStats this, IPlayer player, Single damage, DamageSource dmgSource)
at Vintagestory.GameContent.ModSystemWearableStats.handleDamaged_Patch2(ModSystemWearableStats this, IPlayer player, Single damage, DamageSource dmgSource)
at Vintagestory.GameContent.EntityBehaviorHealth.ApplyOnDamageDelegates(DamageSource damageSource, Single& damage) in VSEssentials\Entity\Behavior\BehaviorHealth.cs:line 564
at Vintagestory.GameContent.EntityBehaviorHealth.OnEntityReceiveDamage(DamageSource damageSource, Single& damage) in VSEssentials\Entity\Behavior\BehaviorHealth.cs:line 275
at Vintagestory.API.Common.Entities.Entity.ReceiveDamage_Patch1(Entity this, DamageSource damageSource, Single damage)
at Vintagestory.API.Common.EntityAgent.ReceiveDamage_Patch2(EntityAgent this, DamageSource damageSource, Single damage)
at herbarium.PricklyBerryBush.OnEntityInside(IWorldAccessor world, Entity entity, BlockPos pos) in C:\GitHub\Herbarium\Herbarium\src\Block\PricklyBerryBush.cs:line 37
at Vintagestory.Common.BlockAccessorBase.WalkBlocks(BlockPos minPos, BlockPos maxPos, Action`4 onBlock, Boolean centerOrder) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 281
at Vintagestory.Server.PhysicsManager.SendPositionsForNonTickableEntities(Boolean doBuildAttributes) in VintagestoryLib\Server\PhysicsManager.cs:line 1226
at Vintagestory.Server.PhysicsManager.ServerTick(Single dt) in VintagestoryLib\Server\PhysicsManager.cs:line 280
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 25
at Vintagestory.Common.EventManager.TriggerGameTickDebug(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 191
at Vintagestory.Server.CoreServerEventManager.TriggerGameTickDebug(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Server\ServerEventManager.cs:line 150
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 835
💬 BloodThunder , Oct 31st at 6:37 PM (modified Nov 1st at 8:14 PM)

TheGuiltyPillow If it's latest for all mods, I can do some testing with that. Maybe something changed in a recent OverhaulLib.
I'd still be interested to see if there's anything going on in the server logs, though. Thanks for the report

Edit: Fixed in 1.2.13

💬 TheGuiltyPillow, Oct 31st at 4:03 PM

BloodThunder I am not the server admin, so the logs may take a little time to acquire. But we are using the latest versions of both mods. Once I have the logs, I will post to GitHub.

💬 BloodThunder , Oct 31st at 3:02 PM

TheGuiltyPillow It should be working when passed through projectiles. I would need to know what versions of the mods you're using are, so if you could provide logs via GitHub or Discord I can look into it

💬 TheGuiltyPillow, Oct 30th at 8:12 PM

So I don't know if this is an ISSUE, but I've found that the application of effects from enchantments is inconsistent using the Crossbows mod by Maltiez. I haven't tested with vanilla bows yet because we are in survival. But with both the Poison and Call Lightning enchantments, the bolt only seems to apply the effect if the target is within melee range when the bolt hits. Call Lightning killed me instead of my target, in that instance.

💬 BloodThunder , Oct 27th at 4:03 PM

minimurgle Interesting use-case. A unique reagent is definitely a cool way to solve that.
A chat command to learn all of the enchantments in your journal is definitely in the works. I'll make that a priority for the next patch.
I may still have some work left to do on custom reagents, so I'll look into it giving false positives. If you could reach out to me via GitHub or Discord to share your config file and logs, that would help a lot.

Thanks, and happy enchanting!

💬 minimurgle, Oct 26th at 3:01 PM (modified Oct 26th at 7:54 PM)

Really like the mod but there are a few things that I'd like as a server owner.
1: Would love to a few options to restrict who can do enchanting to admin only. This is since my use case for mod is gonna involve giving out enchanted items as rewards rather than letting players craft their own.
2: A command or config option to just learn all the enchantments. The current system is really neat but as it stands when trying to test out the mod for my server I have to spawn a bunch of traders and buy the books to make sure I get the enchantment I want to test or give out as a reward.
3: Really just some sort of admin enchanting system would be great. Something that lets you bypass material, time, and knowledge requirements to just grant specific enchantments to an item.

These things are all pretty specific to my personal use case but I think other server owners would appreciate them as well.

Edit: I decided I could just make my own enchanting gemstone and limit it to be the only reagent as a way of blocking off easy access to enchanting. However when setting it in the configs, saving the file, and reloading the world, the normal gems are still valid reagents in addition to my new item. Also I saw the commands section on the github page which covers point 3.

💬 SnakeChat, Oct 21st at 4:15 PM (modified Oct 21st at 4:15 PM)

Oh wow! This is new issue that I just got. I enchanted a Poleaxe with Igniting, everything is fine when you attack anything, but if you BLOCK attacks with the block of the weapons, any weapons with capability of blocking, will cause an infinite spam of Igniting logs on the server. Causing endless suffering on the server and all the players pings and fps.

 

💬 BloodThunder , Oct 19th at 10:30 PM

tkFaux 
1. You can already enable/disable individual enchantments, as well as modify their formulas to a degree through your Mod Configs. Take a look in your VintagestoryData\ModConfig\KRPGEnchantment\Enchantments directory, then you can set them to your liking.
2. The trader option is interesting, actually. I'm still not totally sure how I'm going to implement in-game disenchanting just yet, but it is on the list after I finish some more memory consumption fixes.
3. Minimum tier enchanting is also on the list, but same thing. It's back seat to the memory fixes right now. 

Thanks, and happy enchanting! ✨

💬 tkFaux, Oct 19th at 9:26 AM (modified Oct 19th at 9:30 AM)

Big fan of this mod, makes mid-late game content feel like it has more depth over the vanilla combat mechanics. Three suggestions:

  • Would it be possible to have a toggle feature for "Pit" and "Knockback"? Pit is a really interesting enchant but I feel like I can never use it on temporal storms because of the damage it'll do to the area around my base. Knockback at higher enchant tiers feels a bit wacky. I love sending drifters to low earth orbit but it feels a bit excessive at times.
  • A disenchant option that you have to spend resources on, e.g, you can put an enchanted item into the reagent table with X number of temporal gears to remove enchants, or maybe the Luxuries or Treasure Hunter Trader can disenchant for say, 10 gears per enchant level? I feel like spending time to get all the resources for steel then getting rolled with a healing falx is a bit miserable, would appreciate some means to disenchant if you think it could be balanced.
  • Could infused gem type influence the weightings of the enchants you get? For example, diamonds have a higher chance of showing elemental enchants, emeralds have a higher chance of protect enchants, etc et

 

 

💬 Sukul, Oct 12th at 7:58 PM

alright cool, I'll remember that in a year when all the mods my server likes actually update to 1.21

💬 BloodThunder , Oct 12th at 5:02 PM (modified Oct 12th at 5:22 PM)

Sukul This has been resolved already in later versions for a while now.

💬 Sukul, Oct 12th at 10:43 AM (modified Oct 12th at 10:44 AM)

BloodThunder

can confirm that enchants are not able to be applied to combat overhaul plate armor at least in 1.20.12

so much for "fully compatible" i guess
same missing tool type bug

and no, I'm not joining another discord for a small part of one game i play to report a bug

💬 BloodThunder , Oct 8th at 6:25 PM

jamescook There are commands you can run. No disenchanting table just yet.
https://github.com/splitlungs/krpgenchantment/wiki/Chat-Commands

💬 jamescook, Oct 8th at 5:07 PM

i forget is there a way to cleanse items of enchantments? i got a crossbow that has healing V on it in my singleplayer world.

💬 BloodThunder , Oct 8th at 3:39 AM (modified Oct 8th at 5:26 AM)

Arisilde Issues resolved in release 1.2.9

KalmiaLatifolia Selling at a trader is a possibility. I don't want to make a recipe, but a trader entry is more appealing.

💬 Arisilde, Oct 7th at 12:56 PM

Great. Thanks for the info.

💬 BloodThunder , Oct 7th at 2:23 AM

Arisilde This is really a non-critical error, stating that the items listed didn't have enchantments on them. It will be moved to Debug only in next patch.
However, the extra server load from checking all gear is currently being worked on, and I'll have a performance fix in that next patch, as well

💬 Arisilde, Oct 6th at 5:05 PM

With the new update we've been gettign spammed server errors like the following:

Spoiler
6.10.2025 11:34:05 [Server Error] [KRPGEnchantment] NieNie failed to TryEnchantments on Lackey shoes.
6.10.2025 11:34:05 [Server Error] [KRPGEnchantment] NieNie failed to TryEnchantments on Fur gloves.
6.10.2025 11:34:05 [Server Error] [KRPGEnchantment] NieNie failed to TryEnchantments on Silver brooch.
6.10.2025 11:34:05 [Server Error] [KRPGEnchantment] NieNie failed to TryEnchantments on Marketeer mask.
6.10.2025 11:34:05 [Server Error] [KRPGEnchantment] NieNie failed to TryEnchantments on Jailor belt.
6.10.2025 11:34:05 [Server Error] [KRPGEnchantment] NieNie failed to TryEnchantments on Leather bracers.
6.10.2025 11:34:05 [Server Error] [KRPGEnchantment] NieNie failed to TryEnchantments on Fur coat.
6.10.2025 11:34:05 [Server Error] [KRPGEnchantment] NieNie failed to TryEnchantments on Leather helmet.
6.10.2025 11:34:05 [Server Error] [KRPGEnchantment] NieNie failed to TryEnchantments on Leather body armor.
6.10.2025 11:34:05 [Server Error] [KRPGEnchantment] NieNie failed to TryEnchantments on Leather leg armor.

 

 

 

This player wasn't trying to enchant anything, and is not weaing anything enchanted. In fact, no one on the server has anything enchanted yet, so we're unsure why it's behaving this way and would appreciate some feedback on why, and how to stop it.

 

Thanks.

 

💬 Em3r4ldGr33n, Oct 6th at 10:26 AM

BloodThunder No, i should thank you :)

 

💬 KalmiaLatifolia, Oct 6th at 1:33 AM

I'm pretty sure 1.21.0 or higher has a new trader called the Treasure hunter. Is it possible to have them sell the altar? I've been searching for hours for one altar and can't find one.

💬 BloodThunder , Oct 4th at 4:28 PM

NeoB Gracias! It has been added to release 1.2.8

Em3r4ldGr33n Enjoy being a lightning god after updating to 1.2.8. Thank you!

💬 NeoB, Oct 4th at 6:26 AM

Hi, I have localized your mod for “es-419” and “es-es” The language is the same, so you just need to create a copy of the other one. Here you go.

💬 Em3r4ldGr33n, Oct 3rd at 9:29 AM

BloodThunder Ty love the work. I wanted to use call lightning on melles now that i have a resist electricity armor so the fact that its actually going to work makes me happy :)

 

 

💬 BloodThunder , Oct 2nd at 4:58 PM

AlastorValmanway I just added the answer to this in the FAQ, which gives you a few extra options to find/create altars.

💬 AlastorValmanway, Oct 2nd at 4:44 PM

Is there a way to craft the enchanted table base or you have to find it from exploration?

💬 BloodThunder , Oct 2nd at 3:44 PM

Em3r4ldGr33n That's not intended behavior for Resist Electricity, and I should have a fix out for this soon.

💬 Em3r4ldGr33n, Oct 2nd at 12:29 PM

resist electricity doesnt work against lighning (at least not the lightning from call lighning) which seem counter intuitive.

 

💬 BloodThunder , Oct 1st at 4:15 AM (modified Oct 1st at 4:16 AM)

CaptainJake

Bug Reporting and Support

  • Please read the FAQ before asking any questions

 

I believe you will find your answer already here. Please ensure you're using the latest version of the mod and follow the support guidelines if you wish to diagnose an issue

💬 CaptainJake, Sep 30th at 10:52 PM (modified Sep 30th at 11:56 PM)

1.21.0 Enchanting books had no effect, I see this in the console when trying to enchant - 

30.9.2025 23:50:59 [Server Error] [KRPGEnchantment] Could not determine player or enchantName for CanReadEnchant api call.
30.9.2025 23:51:25 [Server Event] [KRPGEnchantment] Plate leg armor (Iron) has no ToolType. Returning a Code value of armor-le
gs-plate-iron.

Also, as other reported, getting weapon enchantments on armour, in my case Poison 2.
💬 BloodThunder , Sep 27th at 5:51 AM (modified Sep 27th at 5:51 AM)

FrancisOfFilth This is not the place to do diagnostics or report bugs

Bug Reporting

💬 FrancisOfFilth, Sep 27th at 12:41 AM

Alright so bad news, poison on a weapon fucks up with the server and boots anyone who has it on their weapon.
Here's the log
"

Spoiler
27.9.2025 00:34:00 [Server Error] Exception: Index was outside the bounds of the array.
   at KRPGLib.Enchantment.EnchantmentEntityBehavior.OnGearModified(Int32 slotId) in D:\VSProjects\Net7\KRPGEnchantment\krpgencha
ntment\src\Behaviors\EnchantmentEntityBehavior.cs:line 87
   at Vintagestory.API.Common.InventoryBase.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VintagestoryApi\Common
\Inventory\InventoryBase.cs:line 493
   at Vintagestory.API.Common.ItemSlot.MarkDirty() in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 452
   at Vintagestory.GameContent.EntityBehaviorBodyTemperature.updateWearableConditions() in VSSurvivalMod\Entity\Behavior\Behavio
rBodyTemperature.cs:line 406
   at Vintagestory.GameContent.EntityBehaviorBodyTemperature.OnGameTick(Single deltaTime) in VSSurvivalMod\Entity\Behavior\Behav
iorBodyTemperature.cs:line 216
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1083
   at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 653
   at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 713
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySim
ulation.cs:line 238
   at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySim
ulation.cs:line 158
   at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 854
27.9.2025 00:34:00 [Server Error] Exception: Index was outside the bounds of the array.
   at KRPGLib.Enchantment.EnchantmentEntityBehavior.OnGearModified(Int32 slotId) in D:\VSProjects\Net7\KRPGEnchantment\krpgencha
ntment\src\Behaviors\EnchantmentEntityBehavior.cs:line 87
   at Vintagestory.API.Common.InventoryBase.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VintagestoryApi\Common
\Inventory\InventoryBase.cs:line 493
   at Vintagestory.API.Common.ItemSlot.MarkDirty() in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 452
   at Vintagestory.GameContent.EntityBehaviorBodyTemperature.updateWearableConditions() in VSSurvivalMod\Entity\Behavior\Behavio
rBodyTemperature.cs:line 406
   at Vintagestory.GameContent.EntityBehaviorBodyTemperature.OnGameTick(Single deltaTime) in VSSurvivalMod\Entity\Behavior\Behav
iorBodyTemperature.cs:line 216
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1083
   at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 653
   at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 713
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySim
ulation.cs:line 238
   at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySim
ulation.cs:line 158
   at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 854
27.9.2025 00:34:00 [Server Error] Exception: Index was outside the bounds of the array.
   at KRPGLib.Enchantment.EnchantmentEntityBehavior.OnGearModified(Int32 slotId) in D:\VSProjects\Net7\KRPGEnchantment\krpgencha
ntment\src\Behaviors\EnchantmentEntityBehavior.cs:line 87
   at Vintagestory.API.Common.InventoryBase.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VintagestoryApi\Common
\Inventory\InventoryBase.cs:line 493
   at Vintagestory.API.Common.ItemSlot.MarkDirty() in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 452
   at Vintagestory.GameContent.EntityBehaviorBodyTemperature.updateWearableConditions() in VSSurvivalMod\Entity\Behavior\Behavio
rBodyTemperature.cs:line 406
   at Vintagestory.GameContent.EntityBehaviorBodyTemperature.OnGameTick(Single deltaTime) in VSSurvivalMod\Entity\Behavior\Behav
iorBodyTemperature.cs:line 216
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1083
   at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 653
   at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 713
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySim
ulation.cs:line 238
   at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySim
ulation.cs:line 158
   at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 854
27.9.2025 00:34:01 [Server Error] Exception: Index was outside the bounds of the array.
   at KRPGLib.Enchantment.EnchantmentEntityBehavior.OnGearModified(Int32 slotId) in D:\VSProjects\Net7\KRPGEnchantment\krpgencha
ntment\src\Behaviors\EnchantmentEntityBehavior.cs:line 87
   at Vintagestory.API.Common.InventoryBase.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VintagestoryApi\Common
\Inventory\InventoryBase.cs:line 493
   at Vintagestory.API.Common.ItemSlot.MarkDirty() in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 452
   at Vintagestory.GameContent.EntityBehaviorBodyTemperature.updateWearableConditions() in VSSurvivalMod\Entity\Behavior\Behavio
rBodyTemperature.cs:line 406
   at Vintagestory.GameContent.EntityBehaviorBodyTemperature.OnGameTick(Single deltaTime) in VSSurvivalMod\Entity\Behavior\Behav
iorBodyTemperature.cs:line 216
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1083
   at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 653
   at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 713
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySim
ulation.cs:line 238
   at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySim
ulation.cs:line 158
   at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 854
27.9.2025 00:34:01 [Server Error] Exception: Index was outside the bounds of the array.
   at KRPGLib.Enchantment.EnchantmentEntityBehavior.OnGearModified(Int32 slotId) in D:\VSProjects\Net7\KRPGEnchantment\krpgencha
ntment\src\Behaviors\EnchantmentEntityBehavior.cs:line 87
   at Vintagestory.API.Common.InventoryBase.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VintagestoryApi\Common
\Inventory\InventoryBase.cs:line 493
   at Vintagestory.API.Common.ItemSlot.MarkDirty() in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 452
   at Vintagestory.GameContent.EntityBehaviorBodyTemperature.updateWearableConditions() in VSSurvivalMod\Entity\Behavior\Behavio
rBodyTemperature.cs:line 406
   at Vintagestory.GameContent.EntityBehaviorBodyTemperature.OnGameTick(Single deltaTime) in VSSurvivalMod\Entity\Behavior\Behav
iorBodyTemperature.cs:line 216
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1083
   at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 653
   at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 713
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySim
ulation.cs:line 238
   at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySim
ulation.cs:line 158
   at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 854
27.9.2025 00:34:01 [Server Error] Exception: Object reference not set to an instance of an object.
   at KRPGLib.Enchantment.Enchantment.GenerateParticles(Entity entity, EnumDamageType damageType, Single damage) in D:\VSProject
s\Net7\KRPGEnchantment\krpgenchantment\src\Enchantments\Enchantment.cs:line 662
   at KRPGLib.Enchantment.PoisonEnchantment.DealPoison(Entity entity, Entity byEntity, Int32 power) in D:\VSProjects\Net7\KRPGEn
chantment\krpgenchantment\src\Enchantments\Weapon\PoisonEnchantment.cs:line 197
   at KRPGLib.Enchantment.PoisonEnchantment.OnTick(Single deltaTime, EnchantTick& eTick) in D:\VSProjects\Net7\KRPGEnchantment\k
rpgenchantment\src\Enchantments\Weapon\PoisonEnchantment.cs:line 225
   at KRPGLib.Enchantment.EnchantmentEntityBehavior.OnGameTick(Single deltaTime) in D:\VSProjects\Net7\KRPGEnchantment\krpgencha
ntment\src\Behaviors\EnchantmentEntityBehavior.cs:line 219
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1083
   at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 653
   at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 713
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySim
ulation.cs:line 238
   at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySim
ulation.cs:line 158
   at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 854
27.9.2025 00:34:01 [Server Error] Exception: Object reference not set to an instance of an object.
   at KRPGLib.Enchantment.Enchantment.GenerateParticles(Entity entity, EnumDamageType damageType, Single damage) in D:\VSProject
s\Net7\KRPGEnchantment\krpgenchantment\src\Enchantments\Enchantment.cs:line 662
   at KRPGLib.Enchantment.PoisonEnchantment.DealPoison(Entity entity, Entity byEntity, Int32 power) in D:\VSProjects\Net7\KRPGEn
chantment\krpgenchantment\src\Enchantments\Weapon\PoisonEnchantment.cs:line 197
   at KRPGLib.Enchantment.PoisonEnchantment.OnTick(Single deltaTime, EnchantTick& eTick) in D:\VSProjects\Net7\KRPGEnchantment\k
rpgenchantment\src\Enchantments\Weapon\PoisonEnchantment.cs:line 225
   at KRPGLib.Enchantment.EnchantmentEntityBehavior.OnGameTick(Single deltaTime) in D:\VSProjects\Net7\KRPGEnchantment\krpgencha
ntment\src\Behaviors\EnchantmentEntityBehavior.cs:line 219
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1083
   at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 653
   at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 713
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySim
ulation.cs:line 238
   at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySim
ulation.cs:line 158
   at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 854
27.9.2025 00:34:01 [Server Error] Exception: Object reference not set to an instance of an object.
   at KRPGLib.Enchantment.Enchantment.GenerateParticles(Entity entity, EnumDamageType damageType, Single damage) in D:\VSProject
s\Net7\KRPGEnchantment\krpgenchantment\src\Enchantments\Enchantment.cs:line 662
   at KRPGLib.Enchantment.PoisonEnchantment.DealPoison(Entity entity, Entity byEntity, Int32 power) in D:\VSProjects\Net7\KRPGEn
chantment\krpgenchantment\src\Enchantments\Weapon\PoisonEnchantment.cs:line 197
   at KRPGLib.Enchantment.PoisonEnchantment.OnTick(Single deltaTime, EnchantTick& eTick) in D:\VSProjects\Net7\KRPGEnchantment\k
rpgenchantment\src\Enchantments\Weapon\PoisonEnchantment.cs:line 225
   at KRPGLib.Enchantment.EnchantmentEntityBehavior.OnGameTick(Single deltaTime) in D:\VSProjects\Net7\KRPGEnchantment\krpgencha
ntment\src\Behaviors\EnchantmentEntityBehavior.cs:line 219
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1083
   at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 653
   at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 713
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySim
ulation.cs:line 238
   at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySim
ulation.cs:line 158
   at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 854
27.9.2025 00:34:02 [Server Error] Exception: Object reference not set to an instance of an object.
   at KRPGLib.Enchantment.Enchantment.GenerateParticles(Entity entity, EnumDamageType damageType, Single damage) in D:\VSProject
s\Net7\KRPGEnchantment\krpgenchantment\src\Enchantments\Enchantment.cs:line 662
   at KRPGLib.Enchantment.PoisonEnchantment.DealPoison(Entity entity, Entity byEntity, Int32 power) in D:\VSProjects\Net7\KRPGEn
chantment\krpgenchantment\src\Enchantments\Weapon\PoisonEnchantment.cs:line 197
   at KRPGLib.Enchantment.PoisonEnchantment.OnTick(Single deltaTime, EnchantTick& eTick) in D:\VSProjects\Net7\KRPGEnchantment\k
rpgenchantment\src\Enchantments\Weapon\PoisonEnchantment.cs:line 225
   at KRPGLib.Enchantment.EnchantmentEntityBehavior.OnGameTick(Single deltaTime) in D:\VSProjects\Net7\KRPGEnchantment\krpgencha
ntment\src\Behaviors\EnchantmentEntityBehavior.cs:line 219
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1083
   at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 653
   at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 713
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySim
ulation.cs:line 238
   at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySim
ulation.cs:line 158
   at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 854
27.9.2025 00:34:02 [Server Error] Exception: Object reference not set to an instance of an object.
   at KRPGLib.Enchantment.Enchantment.GenerateParticles(Entity entity, EnumDamageType damageType, Single damage) in D:\VSProject
s\Net7\KRPGEnchantment\krpgenchantment\src\Enchantments\Enchantment.cs:line 662
   at KRPGLib.Enchantment.PoisonEnchantment.DealPoison(Entity entity, Entity byEntity, Int32 power) in D:\VSProjects\Net7\KRPGEn
chantment\krpgenchantment\src\Enchantments\Weapon\PoisonEnchantment.cs:line 197
   at KRPGLib.Enchantment.PoisonEnchantment.OnTick(Single deltaTime, EnchantTick& eTick) in D:\VSProjects\Net7\KRPGEnchantment\k
rpgenchantment\src\Enchantments\Weapon\PoisonEnchantment.cs:line 225
   at KRPGLib.Enchantment.EnchantmentEntityBehavior.OnGameTick(Single deltaTime) in D:\VSProjects\Net7\KRPGEnchantment\krpgencha
ntment\src\Behaviors\EnchantmentEntityBehavior.cs:line 219
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1083
   at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 653
   at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 713
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySim
ulation.cs:line 238
   at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySim
ulation.cs:line 158
   at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 854
27.9.2025 00:34:02 [Server Error] Exception: Object reference not set to an instance of an object.
   at KRPGLib.Enchantment.Enchantment.GenerateParticles(Entity entity, EnumDamageType damageType, Single damage) in D:\VSProject
s\Net7\KRPGEnchantment\krpgenchantment\src\Enchantments\Enchantment.cs:line 662
   at KRPGLib.Enchantment.PoisonEnchantment.DealPoison(Entity entity, Entity byEntity, Int32 power) in D:\VSProjects\Net7\KRPGEn
chantment\krpgenchantment\src\Enchantments\Weapon\PoisonEnchantment.cs:line 197
   at KRPGLib.Enchantment.PoisonEnchantment.OnTick(Single deltaTime, EnchantTick& eTick) in D:\VSProjects\Net7\KRPGEnchantment\k
rpgenchantment\src\Enchantments\Weapon\PoisonEnchantment.cs:line 225
   at KRPGLib.Enchantment.EnchantmentEntityBehavior.OnGameTick(Single deltaTime) in D:\VSProjects\Net7\KRPGEnchantment\krpgencha
ntment\src\Behaviors\EnchantmentEntityBehavior.cs:line 219
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1083
   at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 653
   at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 713
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySim
ulation.cs:line 238
   at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySim
ulation.cs:line 158
   at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 854
27.9.2025 00:34:02 [Server Warning] Exception at client 12. Disconnecting client.
💬 BloodThunder , Sep 26th at 8:16 PM

SpecialOps165 Reach out to me via (best) Discord or GitHub for assistance.
I've also added a FAQ page on the Wiki that I will be updating to answer some of these easier questions.

💬 SpecialOps165, Sep 26th at 7:22 AM

I'm having trouble reading the enchantments even though I found every snchanting book.  In the example photos for the mod, I can read the runes but can't in the game.  Im I doing something wrong?

 

💬 BloodThunder , Sep 25th at 11:22 PM (modified Sep 25th at 11:34 PM)

FrancisOfFilth Honestly yeah, since I've been working on this one for a few days now.
Maybe it's a sign to go buy a lottery ticket lol

Edit: Well, shite.

This should be fixed in Enchantments 1.2.3. Please delete your existing ~\VintagestoryData\ModConfig\KRPGEnchantment\Enchantments directory before updating to ensure your configs are correct.

💬 FrancisOfFilth, Sep 25th at 11:19 PM

New issue, I'm getting weapon enchants on armor now 

💬 FrancisOfFilth, Sep 25th at 11:02 PM

Insanely funny to have an update mere minutes after I posted my issue lmao

💬 BloodThunder , Sep 25th at 10:28 PM

FrancisOfFilth CO Armor compatibility was fixed in 1.2.2 release

💬 FrancisOfFilth, Sep 25th at 9:57 PM

I can't seem to enchant armor with combat overhaul, dunno if it's something from the new version or anything

 

💬 FrancisOfFilth, Sep 24th at 3:18 AM

@Sabanur To replace lower tier enchants, try to get the same enchants they might override the old one with a higher level, to see the enchant you're gonna get you should try to find Treasure Hunter traders, they sell enchanting manuals

 

💬 BloodThunder , Sep 23rd at 11:37 PM (modified Sep 23rd at 11:38 PM)

Sabanur Everyone has their own ideas of what is balanced, and that sounds like some admittedly very bad luck.
This is something I'll probably address by making Charge "scales" (Ex: charge 3 = 1-3, Charge 4 = 2-4, Charge 5 = 3-5) in the configs, but it isn't quite ready to be released yet.
For now, I would reccommend adjusting the "ChargePerGear" setting in KRPGEnchantment_Config.json to a higher value to get more out of your T Gears if you want to make it easier.

💬 Sabanur, Sep 23rd at 8:15 PM

Is it normal that I spent 70 Temporal Gears and 14 Gems and got 14 level 1-2 buffs? Don't you think it would be nice to get at least level 3 buffs by spending 5 Temporal Gears? You can't discard unnecessary buffs, and if you've already got 4 buffs on items, you can't increase them anymore... I'm very upset, I expected more...

💬 jackpawn, Sep 22nd at 4:56 PM

What armor can you enchant and is there any conditions? I'm sorry if I just missed the info.

💬 BloodThunder , Sep 22nd at 2:00 PM

blueblynd Ranged weapons work for me. Please reach out via Discord or GitHub to diagnose any issues/bugs.

💬 blueblynd, Sep 22nd at 1:25 PM

BloodThunder Well, like I said, enchantments also don't seem to work with the vanilla bow, which is why I was wondering if it was intended behavior. I enchanted the bow itself and even tried enchanting the arrows, but only using the bow as a melee weapon will actually deliver enchantment damage — firing the projectiles themselves just deals whatever normal, unenchanted damage they typically would. Is that a bug I should be reporting, or is it supposed to be that way?

💬 BloodThunder , Sep 22nd at 12:55 AM

blueblynd I've never used More Smoke More Powder, so I'm not familiar with how their attacks work. They would either need to give me a hook for a direct compatibility or they would need to support CombatOverhaul for an indirect compatibility.
So best bet is for them to just reach out on my discord or GitHub

💬 blueblynd, Sep 21st at 5:52 PM

What's the intended behavior with projectile weapons, if you don't mind? I noticed it doesn't seem compatible with More Smoke More Powder, which is my preferred gun mod since it doesn't take 10 years to load each shot - you can enchant the gun itself, and hitting entities with the gun will inflict enchantment damage, but projectiles filed with the gun do not have the enchants. Just to check if that was normal, I also attempted enchanting a vanilla bow, only to get the same result.

💬 FrancisOfFilth, Sep 21st at 5:06 PM

Something like speed boost enchants/jump boost enchants on armor would be very nice, maybe even some life steal on weapons, anyhow keep up the good work.

💬 BloodThunder , Sep 21st at 3:59 AM (modified Sep 21st at 4:08 AM)

Anyone still running Vintage Story 1.20.12, please update to Enchantments 1.0.6 to get the latest features and critical bug fixes.

lmperfect Thanks, harvesting/collecting enchants are coming soon! 👀

💬 lmperfect, Sep 20th at 1:46 AM

A Green Thumb Enchantment for harvesting would be pretty cool, double how many veggies/fruits you harvest with the item :)

💬 BloodThunder , Sep 18th at 5:54 PM (modified Sep 18th at 5:56 PM)

Javes I cannot offer quality assistance through comments. Please use either GitHub or Discord for support

Bug Reporting

💬 Javes, Sep 18th at 1:42 PM

Hi, i seem to be unable to enchant items with durable using the commands, im using "/krpg enchantment add durable 10". Is there anything im doing wrong or is durable just not working right now?

💬 BloodThunder , Sep 17th at 6:57 PM (modified Sep 17th at 8:41 PM)

DesolateRose Chat Commands are available for now. Disenchanting table will come later.

Alphacore ValidToolType mismatch when enchanting is fixed in release 1.2.0

💬 DesolateRose, Sep 17th at 2:47 AM

is there a way to unenchant something?

 

also is there a cool down or something on the enchatments they dont work every time.

💬 BloodThunder , Sep 16th at 8:24 PM

Alphacore Commands are being actively worked on. Expect them in the next feature update

💬 BloodThunder , Sep 16th at 8:20 PM (modified Sep 16th at 8:22 PM)

Sabanur The variant colors exist, but Vintage Story does not support variants in trader listings.
Sadly, this means I can't include all of the colors without flooding the Trader with chances to sell Enchanting Manuals.
However, they don't do anything special. The lore associated with each manual is generated when you purchase from the trader, at random from lore that the purchaser does not have.

💬 Sabanur, Sep 16th at 8:11 PM

hi. 4 books for recognizing enchantment effects can be bought from a merchant, where can I get the rest of the books? in the "survival guide" it is indicated that only these 4 books can be bought... are specific enchantment effects tied to specific stones? or is it completely random?

💬 Alphacore, Sep 15th at 5:06 PM

BloodThunder Thank you, but are there maybe commands for enchanting because my game crashed and deleted my Poleaxe

💬 BloodThunder , Sep 15th at 3:54 AM

Alphacore You definitely shouldn't be getting that. I'll have some more patches out soon.

💬 Alphacore, Sep 15th at 1:03 AM

jamescook yeah thats exactly what i felt like xD

💬 jamescook, Sep 14th at 8:39 PM

lol strange thing to have it on but ok :P

💬 Alphacore, Sep 14th at 7:21 PM

jamescook thank you 

I got it on my Poleaxe

💬 jamescook, Sep 14th at 7:16 PM

@alphacore it's the same thing in minecraft. make the tool dig faster.

💬 Alphacore, Sep 14th at 6:45 PM

I got an Enchantement called Efficient V but I cant find anything about it on the Wiki does anyone know what it does?

💬 Frodo541, Sep 13th at 11:11 PM

Hey i have a bit of a weird issue. I installed krpg enchantment and everytime I try to squeeze the honey out of honeycomb I get kicked from the server for an error handling exception. When i tested it uninstalled, no issues on the server. As soon as i added it back, the kicking from the server was immediate. Is anyone else having this issue or can replicate it? or are there any mod conflicts that I need to be aware of. (I didn't see anything on the mod page)

💬 Asil, Sep 13th at 4:36 PM

The one Minecraft enchantment I really miss is Silk Touch. Slicing out undamaged stone to chisle statues in the town square, soil with grass ready to transplant, cutting trees and getting leaf blocks as well as logs--Builder and Terraformer's delight! Take your time, though. Best things come to those can't do, but are patient with those who can. 

💬 BloodThunder , Sep 12th at 11:41 PM

If anyone is still on VS 1.20.12, please upgrade to release 1.0.5 (which won't show in the most recent download on the description page).
This will be the final bugfix for VS 1.20.x

💬 BrotherActivus, Sep 12th at 10:01 PM

BIG

💬 BloodThunder , Sep 12th at 3:59 AM

BrotherActivus Updated the WIki. It's essentially Mending, but relies on temporal stability.

💬 BrotherActivus, Sep 12th at 3:49 AM

Possibly stupid question..... I'm using version 1.0.2 on VS version 1.20.12 and I have a strange enchantment. It's called "Reversion III," but there isn't documentation for it on the Wiki (unless the Wiki got changed in the update to 1.21, or I'm just stupid) what does it do? (I put it on a Combat Overhaul, Iron Sabre if that's needed for some reason). 

💬 BloodThunder , Sep 12th at 1:47 AM

FrancisOfFilth CLI Commands are high priority and should be coming soon. Expect a lore management command

💬 FrancisOfFilth, Sep 12th at 12:47 AM

Maybe a  config option that lets you know the enchants by default or a command to give you all the 'lore' to see what enchant you're getting ?

 

💬 BloodThunder , Sep 11th at 8:28 PM

NyArcaneWrath Returning is definitely on the list of enchants I want to add

💬 NyArcaneWrath, Sep 11th at 7:18 PM

Any thoughts for a return esque enchantment for spears (returnable spears after throwing)?

💬 BloodThunder , Sep 11th at 1:45 PM (modified Sep 11th at 1:45 PM)

Alphacore Gleam_Tiwialis Please ensure that you are using the latest appropriate version for your installation of Vintage Story. If you want assistance diagnosing the issue, please reach out via GitHub Issues or Discord.

Bug Reporting

💬 Gleam_Tiwialis, Sep 10th at 11:04 PM

Same issue, cant craft the Reagent Charging Table, thought maybe using exactly the oak bookshelf would help but nope

💬 Alphacore, Sep 10th at 6:23 PM

Hello, for some reason I am unable to craft the Reagent Chargint Table does anybody know how I can fix this issue

 

💬 BloodThunder , Sep 7th at 8:36 AM

Darkness0408 It's just extra verbose logging. Don't enable it if you aren't looking for something, as it will have a small performance hit and fill up logs with lots of potentially unwanted info.

💬 Darkness0408, Sep 7th at 8:15 AM

Just a question what does debug do in the config?

💬 AcidNight, Sep 5th at 11:52 AM

Lolylol13 Be careful, you have to buy the books, if you give them to yourself via the console in GM there is no effect!

💬 BloodThunder , Sep 4th at 5:06 AM

Lolylol13 It works in my worlds. Please reach out via Discord or GitHub so we can resolve the issue.

Bug Reporting

💬 Lolylol13, Sep 3rd at 5:42 PM

trying to use the enchantment manuals does not work, the book acts as if it's a unusable clutter item for a bookshelf and i'm incapable of learning enchantment names.

💬 Akari_Enderwolf, Aug 27th at 12:45 AM

Yup, the error seems to have been fixed.

💬 BloodThunder , Aug 26th at 7:26 PM

Try the latest v1.1.2 Akari_Enderwolf Silas

💬 Akari_Enderwolf, Aug 26th at 5:45 PM

I'm getting this error when loading into my world with 1.1.1

Error Report
26.8.2025 13:38:48 [Error] [krpgenchantment] An exception was thrown when trying to load assembly:
26.8.2025 13:38:48 [Error] [krpgenchantment] Exception: Found multiple .dll files with ModSystems and/or ModInfo attributes
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 553
💬 Silas, Aug 26th at 5:25 PM

Getting a: Game Restart Required

A different version of mod 'KRPGenenchantment' was loaded already. Changing mod versions requires a game restart.

 

I have exited the game and loaded it back up, but it always states this upon trying to load a map.

💬 BloodThunder , Aug 26th at 1:42 PM

Jukebox Thanks!

 

animatiV Soon™ Tool and gathering enchants are high priority.

💬 animatiV, Aug 26th at 12:58 PM

It's a pity that the mod doesn't have enchantments that affect the extraction of raw materials.

💬 Jukebox, Aug 26th at 3:44 AM

Can confirm, 1.1.0 stops the handbook crash the previous version had. Keen to use it in my new playthrough now! Couldn't be better timing.

💬 BloodThunder , Aug 26th at 2:55 AM

zontreck It's definitely something I've wanted to explore, and the new Charging Table is something of an extension of that.
I'm still very focused on getting the core systems working well and adding content. So it's a lower priority feature, but definitely on the list.

💬 zontreck, Aug 26th at 2:34 AM

suggestion: An apotheosis-like enchanting system. How certain surrounding items can increase the power of the enchants, and a enchanting library lets you store enchants and get the specific levels you want. You could make it a config option to enable that. I just like how it works, lets you store enchants for later use.

💬 BloodThunder , Aug 26th at 2:30 AM (modified Aug 26th at 2:52 AM)

TheDucK80 Soon™
Edit: VS 1.21.0 is now supported!

 

MachineOfMekhane I'm working on a chat command to modify enchantments on items for admins now. Otherwise, I'll need to make another table to remove enchants, so it's on the feature request list, mid-priority.

 

Felina_Puma They should work. If you'd like to diagnose the problem, please follow the guidelines to report an issue.

💬 TheDucK80, Aug 26th at 2:03 AM

Is a 1.21 version planned?

💬 MachineOfMekhane, Aug 20th at 2:39 AM

the only major thing i dislike about this mod is the lack of ability to remove enchantments from an item, if this was added either as a way to remove a specific enchantment or all enchantments off a single item that would be great

💬 Felina_Puma, Aug 19th at 5:59 AM

How does the enchanting work or proc? I got Harming and Igniting on a spear and i havent seen it do anything

💬 BloodThunder , Aug 18th at 3:10 PM (modified Aug 18th at 3:11 PM)

Please report all Issues at the Github issues section:
https://github.com/splitlungs/krpgenchantment/issues
Or, you can report on the Discord thread:
https://discord.com/channels/302152934249070593/1272234777302536342

 

XeneWarf This is being addressed in 1.0.2, there is already an issue thread.
Etnard I don't know what a ghost stack means. Please provide logs in an issue thread.

💬 XeneWarf, Aug 18th at 8:11 AM (modified Aug 18th at 8:18 AM)

hey BloodThunder, my handbook doesn't seem to work properly with this mod enabled. (Even with it being the only mod on in mods folder)

I can't see the ratioes for Bronze and other alloys. (I see this is a known issue)

and I can't see any of the barrel based water recipies. Except if I open them from the water handbook page first, after which it works normally. I don't know if this is also true for other liquid recipies or not.

 

💬 Etnard, Aug 13th at 8:45 AM

Also had issues with items creating ghost stacks,
Tested version 1.0.1 , version 1.0.0 both I had issues with.
But version 0.6.29 seems to work fine on VS 1.20.12 Stable
(only tested each for like a minute so take it with a grain of salt)

💬 BloodThunder , Jul 28th at 11:24 PM

Fefa thL33tn00b I haven't experienced this, but I do have another bugfix coming soon. I've been out of town for work, so I'm looking forward to getting back to work on v1.0.2 soon.

💬 thL33tn00b, Jul 26th at 7:35 PM

@Fefa @BloodThunder Same issue.

💬 Fefa, Jul 16th at 9:59 AM

Not sure if its a mod conflict, bu i have a long mod list, i had a problem where if i crafted any item with stackable materials, once i shift click the rest of materials out of the crafting grid it creates a 2nd stack of ghost items. Ghost items if not stacked or split can be used to craft other items, if you stack it ot split the ghost items just vanish. The problem with this is, when a ghost item happens, it can detele an item from your inventory to create the ghost item and that item will be lost forever. If you log out an dback in any item crafted with a ghost item also dissapears.

To recreate the bug is simple, get son cattails, at least 25, craft a basket by gragging the stack to the crafting grid slots, make sure to fill al crafting slot for the recipe while draging the stack so the items spread evenly between the slots. Craft the basket wich should use only 10 cattails and the rest should be still in the crafting grid. Shift click the rest of the items so they go directly to your inv. You will notice the first item will take 1 inv slot while the 2nd one will merge with that same slot but will also move the item to a 2nd slot.

💬 BloodThunder , Jul 16th at 12:57 AM

InsaneJun I don't have that issue in my games, but I also don't have my H menu mapped to Shift H. If you want to run diagnostics, you can send me your logs in the VS discord, using the Homepage link above. Note you may need to join the VS discord before you can directly enter my mod thread.
Otherwise, you can make an Issue at the Issues tab in GitHub, and send me your logs there.

💬 InsaneJun, Jul 15th at 6:26 AM

It seems when using this mod the Shift+H (show handbook for current selection) just stops working all together when the mod is enabled. it still brings up the handbook but doesnt bring up the item you are looking at

💬 LyotBernandez, Jun 20th at 11:04 AM

Follow up: The bug I'm experiencing is just from using mods that add a whole bunch of stuff in the chunk I'm in. Aldready confirmed it with BloodThunder earlier. The 1.0.0 update seems to be stable, though for my end I haven't started doing any enchantments as of yet.

 

Still follow the advice of making backups. Better safe than sorry.

💬 LyotBernandez, Jun 20th at 5:12 AM

BloodThunder Thank you for the Discord invite, I didn't join the main Discord until now. I honestly have nothing against pit, just at the moment the RNG for both the enchantments and the books do make it difficult to avoid it on my weapons, but on the flip side I love how absolutely cracked I can make my equipment, so the tradeoff is good. I'll also try to record and post that "dementia experience" I talked about earlier when I can recreate it ingame, though I'm hoping it's just the mod version update causing it and not any interactions with the 128 other mods I have installed.

💬 BloodThunder , Jun 20th at 4:51 AM

WolfWarrior Thank you! 🥂

 

LyotBernandez Pit has been really divisive, so I'm just happy to put more power in the hands of the players. Definitely try to re-configure some of the multipliers on it if you want to give it another go.
Are you already joined to the Vintagestory Discord? The link works for me, but obviously I own the thread in that link. You can manually find it by going to the "mods" channel in the VS discord, and searching for "krpg"
https://discord.gg/DqNeTszh

💬 LyotBernandez, Jun 20th at 4:31 AM

@BloodThunder Thank you for allowing us to enable/disable which enchantments we can have in the game. Having a "Pit" enchanted crossbow hit a bear, only to have said crossbow bolt turn the ground next to your livestock fence into a gaping hole is a one time experience I never wanna go through again. Also for those updating to the lastest version, please follow BloodThunder's advice about creating backups for your save. Already did so and had a the experience of what dementia feels like when your inventory keeps swapping out items you're currently crafting with or selecting. Also I tried going into the Discord thread but it wont show any text and says I do not have permission to send messages on that channel.

💬 WolfWarrior, Jun 19th at 7:36 PM

😲🎊🎉

amazing!

💬 Vanguard6789, Jun 17th at 7:06 PM

BloodThunder Its a really fun mod! I got the names to work though they dont show what levels they are yet. I'd love a pre-release copy for my server but the homepage link just sends me to a gray screen.

💬 BloodThunder , Jun 17th at 4:26 PM

Vanguard6789 I should hopefully have a release candidate ready pretty soon. Maybe in the next few days or weeks.
It's currently in the polish and QA phase, with most of the actual refactoring done. If you want a test build for your server or something, feel free to ping me on my discord thread (using the Homepage link on this mod).
Thanks for your interest in the mod!

💬 Vanguard6789, Jun 17th at 8:44 AM

BloodThunder Thanks for the answer! I waqs wondering why I couldn't read them.

Thats okay, if you dont know what it does dont worry about it.~

Do you happen to have a date in mind for the new release?

💬 BloodThunder , Jun 17th at 1:08 AM

Vanguard6789 You can't just spawn in the books through creative, since the Trader actually rolls which enchantment it is during the purchase. It's the way vanilla VS Lore books work. If it weren't like this, I'd have to make a new trader entry for each new enchantment, and it would flood the shop with chances to roll that item. So, for now at least, if you want to get spawn an Enchanter's Manual, you have to spawn in a Treasure Hunter trader and then buy directly from them.

As for the toolsmith mod, I have no idea. I've never used that mod, so I have no idea what it does.
I do have a new major release I've been working on that will automatically patch modded items, so if it doesn't work  now, it likely might in the future.

💬 Vanguard6789, Jun 16th at 7:02 PM

BloodThunder Thats what I meant, the names of them. Does spawning the books just not work? Also, does this mod play nice with the toolsmith mod?

💬 BloodThunder , Jun 16th at 2:57 PM

Vanguard6789 At this moment, the Enchanter's Manuals are only to learn the names of each enchantment. You can find them sold at Treasure Hunter type traders for a steep price, and then you just read them like any other Lore book.
If you want to know what the enchantments actually do, you can read the Wiki

💬 Vanguard6789, Jun 13th at 5:28 PM

How does one use the book to learn what enchantments do?

💬 BloodThunder , May 30th at 3:09 PM

ptrk I appreciate the feedback on that. That would be a fun mod idea as a standalone, but I don't think a separate durability recharge table fits the scope of this mod. It's definitely a good idea, though.
At the moment, I recommend using SmithingPlus, which lets you re-forge your equipment once it breaks, saving your enchants in the process.

I'm also getting close to the next major release, so I'm looking forward to getting some more new Enchantments out.

💬 ptrk, May 26th at 9:08 PM

BloodThunder Building off that idea, you could make some pedestal or even temporal altar kinda block to place a tool on top of inside of temporally unstable areas. The more unstable, the faster it repairs. This would make those rather dangerous places actually desirable to go to so you could drop off your tools to recharge. You could also make the recharging station some kinda Jonas tech item, as well. 

💬 BloodThunder , May 18th at 7:19 PM

jamescook What about it regenerating durability in areas of high temporal activity?

💬 jamescook, May 17th at 6:32 PM

still wish there way a way to inplment an mending enchantment. maybe holding the materal the object is made of in offhand,while holding the object to be mended?

💬 BloodThunder , May 3rd at 10:08 PM

AcidNight You can just post your whole server-main.log and client-main.log in discord.
You can also enable Debug in the config and provide your server-debug.log and client-debug.log
I put specifically tested versions of mods in the compatibility list, since those are the ones I've verified.

💬 AcidNight, May 3rd at 9:57 PM

BloodThunder The problem is like the new version of "Combat Overhaul" and "Xskill" there is no visible error message in the logs, the server starts well but when you want to connect there is something that blocks on the client side, I will try to see if I find something in the logs to post them on discord

💬 BloodThunder , May 3rd at 9:34 PM

AcidNight Send me your logs in Discord or in Issue Tracker.
You can also disable compatibility with other mods in the config.

💬 AcidNight, May 3rd at 1:24 PM

Hello, I just updated several mods on my server and apparently KRPG is causing problems, I stay at 7kb after several minutes and once the mod is deleted everything is ok I tried to go back to the version I had but it does the same, I just changed these latest versions, diamondtools3.0.2, foodshelves_1.6.3, rustboundmagic_2.5.1, electricalprogressiveequipment_0.9.9 and Allclasses1.3.4


💬 BloodThunder , Apr 22nd at 11:00 PM

AcidNight Currently, it requires the mod author to add support, or I have to add an official compatibility patch (which tbf is pretty easy to do, and documented in the Wiki for Custom Patches)
I'm working on making this process even easier, but the entity must have the EnchantmentEntitybehavior patch to receive Enchantment effects at this time.

💬 AcidNight, Apr 22nd at 10:49 PM

Hello, is it normal that the lightning enchantment doesn't work on all mobs? Like the cows in a mod and the mobs in Rustbound Magic? And also this enchantment on a melee weapon is dangerous ><

💬 BloodThunder , Apr 22nd at 7:55 PM

Xorberax Pit acting on Sandstone fixed in 0.6.28. Thanks for the report. There is a lot more left to do on it, but that will have to wait for 0.7.0

💬 Xorberax, Apr 22nd at 7:08 PM

A bug I and some players noticed on our server is that sandstone blocks get mined by the Pit enchantment. I looked over the source code and I think it's happening because it's checking if the block code contains the word "sand" in it. Maybe those should check the full block code instead of a partial match, just to be safe.

It also can be exploited to mine huge chunks, as ore/coal gets dropped when hitting an entity with an item that has the Pit enchantment when over sandstone. Also does this respect land claims? I saw that it breaks blocks using an API method that takes in the player that triggered it, so I assume that checks for permissions.

For reproduction steps on the above exploit, you can get a weapon with the Pit enchantment (we had a player with Pit V) and he hit me with it and it mined a HUGE hole like 11x11x11 blocks, and we were able to get all the ore and stone from that. It only works on sandstone and ores in it; I tested on other rock types and it only breaks grass/dirt.

 

Disabling this enchantment wouldn't be too big of a deal if it only broke sand/grass/dirt as intended, though I'm not quite sure what the benefit of breaking blocks would be in combat be (maybe to trap an enemy in a hole?).

 

We also received reports from our players that some combat enchantments ignore our PvE settings and can allow players to hurt each other, such as setting them on fire. Not a huge deal, as we can deal with intentional malice as admins, but it can catch players off-guard thinking that because we're a PvE server where players can't hurt each other, that the enchantments should be safe to use near others.

💬 BloodThunder , Apr 22nd at 3:24 AM

Disabling enchantments will be in next major release. I'll also be re-balancing pit to scale a little bit less linearly

💬 Xorberax, Apr 21st at 11:20 PM

Is there a way to disable specific enchantments like Pit? It's incredibly OP.

💬 BloodThunder , Apr 21st at 3:19 PM

TakeoTheWolf You're absolutely right. I'm working on this upgrade for 0.7.x, which is coming soon. 
One of the big things is getting away from the default "potential" attribute, since it is technically a vanilla VS thing, and it's subject to change any time. 
I'll also be upgrading some of the backend to be more extensible, as well.
If you want to hit me up on Discord, we can talk shop.

💬 WolfWarrior, Apr 20th at 10:01 PM

I don't know if the reagents rework is comming soon or not but knowing that it's an attribute {"potential": "*"} if this atribute also held the quantity value it would alow json modding compatibility without touching the config I believe. still new to modding, but I'm pretty sure this would allow applying a non random potential to items. just trying to be helpful.

💬 Cowent1n, Apr 7th at 11:46 PM

BloodThunder, you're the goat!

💬 BloodThunder , Apr 7th at 9:09 PM

Cowent1n @mrbunwah
Thanks for the bug reports. I'm working on some updates for the latest Combat Overhaul changes, and should have an update out soon.

Edit: Should be fixed with v0.6.27

💬 Cowent1n, Apr 7th at 8:31 PM

Hey there, it's an amazing mod I've been using for a while!
Since the most recent update, I am now getting this error on the server:

 

KRPGLib.Enchantment.EnchantmentEntityBehavior.Initialize(EntityProperties properties, JsonObject attributes) in D:\VSProjects\Net7\KRPGEnchantment\krpgenchantment\Behaviors\EnchantmentEntityBehavior.cs:line 79at Vintagestory.API.Common.Entities.EntitySidedProperties.loadBehaviors(Entity entity, EntityProperties properties, IWorldAccessor world) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 373at Vintagestory.API.Common.Entities.EntityProperties.Initialize(Entity entity, ICoreAPI api) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 253at Vintagestory.API.Common.Entities.Entity.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\Entity.cs:line 584at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 121at Vintagestory.API.Common.EntityPlayer.Initialize(EntityProperties properties, ICoreAPI api, Int64 chunkindex3d) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 357at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity, EntityProperties type) in VintagestoryLib\Server\ServerMain.cs:line 2447at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity) in VintagestoryLib\Server\ServerMain.cs:line 2419at Vintagestory.Server.ServerMain.<>cDisplayClass316_0.<FinalizePlayerIdentification>b1() in VintagestoryLib\Server\ServerMainNetworking.cs:line 539at Vintagestory.Server.ServerMain.ProcessMainThreadTasks() in VintagestoryLib\Server\ServerMain.cs:line 2927at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 957at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 914

buffer_playback_finished

Any idea what's going on?

💬 mrbunwah, Apr 7th at 2:58 PM

It's looking like Combat Overhaul compat will need to be updated for the latest version. Trying it with the latest versions I get this error:
[Error] Exception: Object reference not set to an instance of an object.
at KRPGLib.Enchantment.EnchantmentEntityBehavior.Initialize(EntityProperties properties, JsonObject attributes) in D:\VSProjects\Net7\KRPGEnchantment\krpgenchantment\Behaviors\EnchantmentEntityBehavior.cs:line 79
at Vintagestory.API.Common.Entities.EntitySidedProperties.loadBehaviors(Entity entity, EntityProperties properties, IWorldAccessor world) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 373

💬 BloodThunder , Mar 27th at 11:53 PM

Ninut I'll need some logs with Debug enabled in config to see what you're talking about on the weapon damage. You can either send it to me in the VS discord thread or make an issue on the GitHub.

As for the PvP healing thing, I'll have to look into that as well. It shouldn't be too hard to fix, but good to know.

💬 Ninut, Mar 26th at 4:24 PM

Damage enchants like the shocking one overwrites normal weapon damage, when a friend with an iron sword attacked me, it only did 2, then it did 13 on the next swing, I think instead of adding to the weapon's damage it randomly decides if it uses weapon or enchant damage instead. Also the healing spell added onto a wand only works if pvp is enabled, hoping you can find a way around that.

💬 WolfWarrior, Mar 16th at 9:40 PM

I don't know C# yet, but thank you very much for being so helpful.

💬 BloodThunder , Mar 16th at 3:31 PM

TakeoTheWolf Currently, it relies on the "potential" string Attribute of an item. At least until I finish revamping ValidReagents to use an attribute not provided by vanilla VS.
This means you need to assign the attribute to each obsidian stone that spawns with a code patch of some sort, which rolls for a random potential attribute, until I automate this process in a future patch.

As for the config version, 0.88 is current.

Feel free to hit me up on discord or drop a GitHub issue if you want more detailed help.

💬 WolfWarrior, Mar 16th at 10:36 AM

I finally started llearning modding, but I'm sorry to bother again with a silly question.

in the config, valid reagents are "path:item": quantity so I could add the line "game:stone-obsidian": 2 to make obsidian a reagent requiring 2 stones to enchant right? if so where do I specify the potential value in the config if I say wanted to make obsidian a medium potential. or would I have to make a patch to add a bit of code to the stone resource?, I didn't see such a patch in this mod though unless I missed it.

also my config file is version 0.88 is this outdated?

💬 BloodThunder , Mar 15th at 9:13 PM

AcidNight They should work just fine as of release 0.6.22. If you're having issues, message me on the discord or make an issue on the GitHub, and we can diagnose the problem.

💬 AcidNight, Mar 15th at 11:24 AM

BloodThunder

ah yes indeed I didn't know that it would be different objects, I'll test it solo to see how the new modifications work, the books do you have to do something special with them to see the enchantments? I can't read it

💬 BloodThunder , Mar 12th at 5:51 PM

AcidNight Yes, actually! I do want to add particles and light effects on enchanted items. Rendering new textures/shapes for each enchantable item is a bit more than I want to bite off, but particles definitely.

💬 AcidNight, Mar 12th at 4:33 PM

BloodThunder

Hello, is there any plan to add an effect or something else on enchanted equipment to make the difference? I can see a kind of rune placed on the object represented by some bright colored pixel,

or even one by enchantment, but it might be more complicated if I put several on a knife for example xD

💬 BloodThunder , Mar 10th at 7:31 PM

LiothTheBrave Glad to hear you got it working!

💬 LiothTheBrave, Mar 10th at 5:15 PM

It doesn't. I tried and no enchantments pop up when I put a firearm(I literally tried all of them) into the table. I even tested with all the reagents just to be sure nothing silly was going on, still got nothing. Currently running Firearms 0.10.7

Edit: Forgot to try breaking and replacing the table. Somehow that fixed the problem.

💬 BloodThunder , Mar 10th at 5:30 AM

@LiothTheBrave It should work just fine with Firearms. Last version I tested with was Firearms 0.10.5

💬 LiothTheBrave, Mar 10th at 5:01 AM

Since this works on the Crossbow mod, how hard would it be to make it work with the Firearms mod?

💬 BloodThunder , Mar 9th at 6:09 PM

Crash on Enchanter's Manual reading in servers fixed in release 0.6.22

💬 NateDoesLife, Mar 8th at 1:31 AM

So still getting a crash on right click on an enchanter's manual
- here is the crash report - crash on right click - Pastebin.com
- it does not loop though, so as long as I dont try to read the book I don't crash

💬 BloodThunder , Mar 6th at 3:22 PM

Holy moly, we finally crossed 10k downloads.
I just want to thank everyone who has given this mod a chance, all the people who gave bug reports, all the suggestions to make the mod better, the server owners who run the mod, and  those who helped with translations or compatibility scripting.
Thank you all! 💖✨

💬 BloodThunder , Feb 24th at 5:04 PM

Thank you, Nate! 💖 You've earned a little special treatment. It's no problem to add the compat patches.

💬 NateDoesLife, Feb 23rd at 7:33 AM

I didnt want any special treatment! Thank you for providing support though! <3 your mod

BloodThunder 

💬 BloodThunder , Feb 22nd at 9:35 PM

Sure, ChiselPicks is a pretty easy patch to make.

Edit:
NateDoesLife Bruh, you didn't say that was your mod. lol You now have an official patch in v0.6.17

Edit2:
I just realized NDL is NateDoesLife 🤦‍♀️

💬 NateDoesLife, Feb 21st at 12:33 AM

Any chance you can add compatiblity with NDL-Chiselpicks =p


💬 BloodThunder , Feb 16th at 11:39 PM

Terisu CAN Jewelry is on the list for compatibility. As for Grounded, yeah, that's definitely a possibility for when I start adding in more enchantments.
I really want to fix a few more things before moving on to new enchants, but I see myself moving on to new things soon.

💬 Terisu, Feb 16th at 8:04 AM

Is there compatability with CAN Jewelry? I'd love a "Grounded" or lightning resist enchant so my spear doesn't nuclear strike me and my opponent both when I try to use it anywhere on the surface

💬 BloodThunder , Feb 9th at 5:41 PM

Duargra And I did not expect the 100th comment to be a Skyrim reference lol
Hope you're enjoying it!

💬 Duargra, Feb 6th at 4:20 PM

I did NOT expect to see Thu'um on here LOL 

Genuinely surprised but also extremely happy. Will use this at some point when I get back on my PC 👀

💬 BloodThunder , Feb 5th at 12:27 AM

NateDoesLife I will need some logs for that one. Next release is going to add more debugging to Enchantment triggers, so it'll be easier to quickly diagnose this stuff, too.
I'm pretty sure it's an old bug from server timing out multiple damage calls in succession in default VS code. I had to reset it due to some 1.20 changes that broke my workaround.
If it's what I think it is, I'll need to address this again in next patch as well.

Edit: This should be fixed in v0.6.13

💬 NateDoesLife, Feb 4th at 5:09 AM

Pretty sure it has something to do with the enchantments on melee weapons (falx atleast), but if you hit something in quick seccession with combat enchants (call lightning, freeze, etc) the second and sometimes even teh third hit fail to do damage. The sound effects play for stuff like the lightning but damage does not apply. 

💬 BloodThunder , Feb 1st at 4:33 AM

Asil Awesome, I'm glad you're enjoying it! I really want to add gathering tool enchants soon, along with other fun stuff for accessories.

I just hit a big milestone with the Lore updates, Combat Overhaul compatibility, and  bugfixing/cleaning up the mod's workflow in the back-end.
There's still a little bit left to do with bugfixing, but the sprint to fix all the 1.20 changes to seems to be mostly over.
Silk Touch, Efficiency, Fortune. They're all on the radar, as well as some wonderful suggestions from others.

Renaming items is definitely do-able, but I'm unsure if that should be a function of Enchantment. I'd almost like to see that as a standalone mod, but I'm not ruling it out as a feature.

💬 Asil, Jan 31st at 9:55 PM

Finally decided to look at your mod, and boy, am I nostalgic. May I suggest Silk Touch and Efficiency? Carve rock out in one piece for sculptors and builders, grass covered blocks for gardeners, and leaf blocks for hedges. I also liked that the MC version let you name your tools. Stone Dragon and Silk Dragon plowed through caves and mines. Silk Angel prettied up the gardens, and Forest Angel gave a stack of leaf blocks and saplings. Seraph? That bow had a ready made meal and boneal on the side after a hunt. Angel Fang, the sword, just murdered monsters to death, To complete the nostalgia trip, how about an enchantment that creates ready made cobblestone? It can be done with like a clay golom figurine or jewelry or something. I love the magnet necklace. 

💬 BloodThunder , Jan 31st at 3:27 PM

Done, thank you! FNX 

💬 BloodThunder , Jan 30th at 3:23 PM

Aodhwyn It depends on which entities you're attempting to affect with your enchants.
If you want to go through diagnostics, I recommend either a GitHub Issue or messaging me on Discord, where we can share logs and screenshots easily.
Apologies for the confusion with the config. It's setup that way so people can adjust/add their own compatibility patches without my intervention, or like in your case to fix a config without intervention.

💬 Aodhwyn, Jan 30th at 7:04 AM

Not sure if im missing something here, i enabled combat overhaul in the config, but doesnt work for the armory weapons. still works for other things though.

 

EDIT: after some rummaging around on the description page, it seems there was suppose to be a "Armory" in the configs, but there wasnt for me, after manually adding it, it now works.

Side note: not sure if its due to the mod updating and possibly messing with something from "Helve hammer Extentions" is now throwing multiple errors. but i can live with that as long as i can wield my enchanted longsword.

 

EDIT 2:  Enchants seem to apply just fine, but none of them are working at all. no effects, I.E. wand with any enchantment doesnt apply effect / Sword with igniting doesnt ignite enemies. No error codes that i can see. just the enchants are not actually applying the effect.

💬 DudewithPizza, Jan 30th at 3:09 AM

BloodThunder Thanks! I didn't expect a response, much less a fix, so quickly!

💬 BloodThunder , Jan 30th at 2:19 AM

DudewithPizza Check out patch 0.6.8. Thanks for the report

💬 DudewithPizza, Jan 30th at 1:32 AM

Anyone else experiencing crashes on hitting enemies with any weapons? Just installed it in an existing world and every player gets an exception crash anytime they hit any mob.

30.1.2025 01:23:38 [Server Error] Exception: Object reference not set to an instance of an object.
at KRPGLib.Enchantment.EnchantmentEntityBehavior.OnInteract(EntityAgent byEntity, ItemSlot itemslot, Vec3d hitPosition, EnumInteractMode mode, EnumHandling& handled) in D:\VSProjects\Net7\KRPGEnchantment\krpgenchantment\Behaviors\EnchantmentEntityBehavior.cs:line 222
at Vintagestory.API.Common.EntityAgent.OnInteract(EntityAgent byEntity, ItemSlot slot, Vec3d hitPosition, EnumInteractMode mode) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 306
at Vintagestory.Server.ServerSystemEntitySimulation.HandleEntityInteraction(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 391
at Vintagestory.Server.ServerMain.HandleClientPacket(ConnectedClient client, Byte[] data) in VintagestoryLib\Server\ServerMainNetworking.cs:line 154
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 147

This is the exception it throws in console everytime someone hits an enemy and crashes out

These weapons are vanilla weapons that were made before the mod was installed and have no enchantements on them

💬 BloodThunder , Jan 27th at 11:13 PM

Some of those are pretty cool sounding. Appreciate the input!
For now, compatibility with other major mods is the #1 priority, so I'm looking forward to adding more enchantments after that.

💬 SniperGecko, Jan 27th at 7:36 PM

Sadly coding is outside of my skillset; I only meant ideas for the potential future.

"Rusting" Creates iron spikes at impact.
"Crystalize" Increases rate of gems on pickaxe, more resin on knife
"Overgrowth" Increases rate of seed drops on axe; more grass on knife/scythe.
"Blocked" Creates a 5 wide 3 tall wall of low fertility soil at impact.
"Swarming" Creates a swarm of bees at impact, same as beenade.
"Fleshed" Small chance to drop bushmeat on hit.
"Vigil" places a torch on target death if the kill was one shot and there hasn't been a torch in the last minute.
"Impact" changes a stone block from cracked to solid or vice versa with hammer.
"Debarking" Makes all logs broken drop a debarked variant instead.
"Gravity Well" Shield, when crouching with shield you cannot be moved by mob-push.
"Reverb" Shield, blocked attacks cause them to knockback.
"Quick" Lowers the cooldown between attacks.
"Cache Out" Knife or wand; allows a hold-right-click to determine distance to nearest damaged chest or cracked vessel; but no direction
"Venom" Deals venom damage.
"Poison" Armor/shield, deals minor poison damage on hit.
"Smokescreen" Shield, causes smoke (like that of explosives) when blocking as long as it hasn't activated in the last minute (PVP intent)
"Toxic Gas" Shield, same as smokescreen but damaged all players/mobs within the cloud.
"Clockwork" Deals damage equal to last damage received from target, otherwise no effect.
"Temporality" Lowers target sanity.
"Rotting" Deals decay damage (same as injury but perhaps causes the visuals of a temporal storm on target?)
"Inferno" Deals fire damage, but spreads that damage to all nearby targets excluding player. (Maybe requires 'Igniting' on same item)
"Short Circuit" Deals electrical damage, but spreads that damage to all nearby targets excluding player. (Maybe requires 'Lightning' on same item)
"Blizzard" Deal cold damage, but spreads that damage to all nearby targets excluding player. (Maybe requires 'Chilling' on same item)
"Snowball" Dumps a 3x3x3 chunk of snow blocks on target as long as it hasn't activated in the last minute (PVP intent)
"Cog in the Machine" Reduces time checks on other enchantments from 60 seconds to 40 seconds.
"Repulsion" Shield, all entities are pushed away from player by 1 block while crouching with shield.

💬 BloodThunder , Jan 27th at 2:01 PM

SniperGecko If you have code to submit, you can make a GitHub Pull request or Issue, otherwise you're welcome to discuss here.

💬 SniperGecko, Jan 27th at 6:08 AM

Do you take suggestions for future enchantments and if so; where would be the best place to submit those?

💬 BloodThunder , Jan 26th at 10:47 PM

RedRockG Delete KRPGEnchantment_Config.json and start a new singleplayer game with only KRPGEnchantment. This will make a new config file

Edit: This issue should be fixed in release 0.6.4

💬 RedRockG, Jan 26th at 10:40 PM

me manda este tipo de interaccion con config lib, [Error] [Config Lib] (krpgenchantment) error on parsing config: Newtonsoft.json.jsonReaderExceptio:Unexpected character encountered while parsing value: C.Path ", línea 0, posición 0,
en newtonsoft. y mas...

💬 BloodThunder , Jan 25th at 4:00 AM

NateDoesLife Thanks for the report. I'm not able to duplicate the issue, and there's some missing info in the crash report. Ping me on the VS discord and I can help debug.

💬 NateDoesLife, Jan 24th at 10:41 PM

So I deleted and regenerated my config to try to fix my issue with not being able to enchant (see previous comment a few down).

Problem now after regenerating config is I get this crash when I add a gem into the enchanting table with a tool KRPG-Enchantment crash - Pastebin.com

 

💬 BloodThunder , Jan 22nd at 9:58 PM

Rainheart

Candles require you cook beeswax and a flax fiber in a pot in 1.20.
I don't really have any plans to add an Altar recipe unless if it gets removed from worldgen, since I like that kind of progression.
However, I believe the Age of Confession mod adds that recipe, but I  could be wrong.
https://news.kalataka.ru/ageofconfession
I also like Better Ruins in my world gen, for more chances to get an altar

💬 NateDoesLife, Jan 22nd at 2:58 AM

Its in a vanilla ruin set, I believe the underground church/burial one.

Rainheart

💬 Rainheart, Jan 21st at 11:23 PM

Sorry if this is a dumb question, but where the hell do I get an altar from?? I have most of what I need but can't find an altar and its driving me crazy. Would appreciate a crafting recipe to make your own. Candles recipe would also be nice instead of finding chandaliers to break...

💬 NateDoesLife, Jan 21st at 11:10 PM

Not sure if this is just on my end but for some reason I am no longer able to do any enchanting with 1.20.1. Nothing happens, boxes are blank but still selectable.

💬 WolfWarrior, Jan 20th at 2:14 AM

sorry. I think I'll just wait for an updated tutorial.

I mean no offense I just would rather not do much talking recently. I'm no good at it.

💬 BloodThunder , Jan 20th at 12:46 AM

TakeoTheWolf Thanks for that. I'll fix the typo for RustboundMagic in the next update. "SpearExpantion" is the correct spelling, however, since that's how the mod author spells their ModID.
If you want to message me on the VS Discord, I can help you with making a custom recipe.
I still plan to do some more work to make this easier and more understandable, but to change these settings, you should have a base understanding of VintageStory modding.

NateDoesLife Same to you, if you want help making custom recipes.

💬 WolfWarrior, Jan 19th at 10:18 PM

sorry to be a bother.

some of the compatibility patches don't show up in the config. the ones that show are:

AncientArmory, KRPGWands, Paxel, RustbowndMagic (that typo is in the config), SpearExpantion (and so is that one), Swordz.

but the rest don't have an entry in the config for me to set true or false? I deleted the config and had the system regenerate a new one but no.

 

just a couple of more things if you don't mind. the metal wands from the wands mod don't seem to want to accept enchantments. 

and I don't get adding valid reagents at all. How am I supposed to find out the internal name for other items especially from mods. I wanted to add the gems from can jewelery as valid reagents but... I haven't the slightest clue.

I understand that the format is "domain:code": qty but the only part I really understand is qty. and is there no place to input it's potential teir? 

💬 BloodThunder , Jan 18th at 1:43 AM

If you're trying to make custom recipes, you'll need to follow this guide to create your own  Explicit Recipe Files. It does require a little work with a text editor and the ability to make your own mod or repackage this mod on your server, though.
There are some problems with the recipe resolver in 0.6.0, which I have ready for the next patch, though. Specifically with targetting ammo for enchantment, or multiple item stacks as targets.
I also notice that there is also a lot of confusion about which items go into which slot, so I'm looking into a way to make this more obvious and streamlined for the patch, as well.

💬 BloodThunder , Jan 17th at 5:59 AM

@Sapion Combat Overhaul is definitely on the radar. I'm definitely in a better place to re-visit CO support, but it's still a lot of work.

@NateDoesLife
- Disenchanting is definitely a possibility. I'll have to think about this one a bit, since it's new feature territory.
- You can definitely add your own Reagents in the KRPGEnchantment_Config.json file under the "ValidReagents" section. Of course, it still depends on having a Potential value, which I've definitely considered. I'll likely be moving to my own custom "potential" value just auto-assigning to anything in that ValidReagents list.
    - The other option to do this is to make your own explicit recipes with a "reagent" ingredient type and corresponding explicit level enchantment, following the wiki. The system is there, but it's not as easy as punching it in the existing config.
- Enchantment caps are coming soon, along with ConfigLib support. There are specific default overwrites as listed in the wiki, but I believe it's really just for Healing vs Damage enchantments, though.

💬 NateDoesLife, Jan 15th at 10:31 PM

Just wanted to throw out 2 suggestions (one I have made before but wanted to just lump it in). Apologies if this isn't the spot to make them and if there is another spot just let me know.

- Disenchanting (A way to remove enchantments from a tool)
     - Could be an item you use with the tool or another type of bench maybe?
- Ability to add your own enchanting item
     - Currently you can only use the vanilla gems, it would be nice to be able to add custom ones of choice with their own priority level
- A way to limit the amount of enchants and even what enchants can go on a particular item, seems like currently you can keep stacking enchants on an item and some replace some others don't? Maybe I am misunderstanding how the system works?
     - Prob would have to be a configuraiton file of some sort

💬 Sapion, Jan 12th at 1:21 AM

Please make a Compatability for the items from Combat Overhaul, the crossbows, firearms, and melee weapons

💬 BloodThunder , Dec 14th 2024 at 9:06 PM

Blazha The Heal Resist enchant is meant to be something of a curse in most situations.
A weakness to a damage type is definitely a possibility, though. That would make for a nice positive curse with Heal Weakness.

💬 Blazha, Dec 13th 2024 at 1:00 PM

So if I understood correctly, you can deal "Heal damage" to enemies and you can enchant your armor to resist "Heal damage" from enemies? Is there a way to curse your armor to have weakness to "Heal damage"?

💬 BloodThunder , Nov 29th 2024 at 3:07 PM

Edit: 1.20.0-rc1 is now supported with mod version 0.6.0!

Confirming that 1.20 is not supported yet.
I've got a patch for 1.20 support, but there are some issues with the Journal that need to be fixed in 1.20 before it's ready.

💬 BloodThunder , Nov 21st 2024 at 3:21 PM

Mandikor I haven't done any testing with 1.20 yet, so good to know about the changes. I'll be sure to make those changes when I release the 1.20 version.
Also, those Reagent grid recipes are meant to be deprecated, and will be officially removed soon. Appreciate the report, though.

Edit: Looks like that wasn't a 1.20 issue, so much as the config file not smartly fixing those values.
That should be fixed now in 0.5.2. Thanks again!

💬 Mandikor, Nov 21st 2024 at 1:16 PM

I still have one clue. 😉
Place the assets folders of the mods you support (ancientarmory, fantasycreatures, feverstonewilds, krpgwands, outlaws, paxel, rustandrot, rustboundmagic, spearexpantion, swordz) into this folder in your assets folder:

assets/krpgenchantment/compatibility/...

Then the patches and extensions will only be executed if the corresponding mod has been loaded. You may then have to adjust some path information, but it is the clean version.

💬 Mandikor, Nov 21st 2024 at 12:55 PM

And another typo in the configuration file.
game:olivine_peridot-rough is now called game:gem-olivine_peridot-rough in VS 1.20.

💬 Mandikor, Nov 21st 2024 at 12:33 PM

Hello BloodThunder, I found a small error in one of the recipes.
 
 
[Error] Grid Recipe with output Item code krpgenchantment:reagent-healing contains an ingredient that cannot be resolved: Item code game:powderedsulfur
 
 
In VS 1.20 it is no longer called game:powderedsulfur but rather game:powder-sulfur.

 

💬 BloodThunder , Nov 6th 2024 at 5:23 PM

Alright, the WIki should be updated for 0.5.0. Hope this makes clear how to work with the changes to the recipe system.
In-Game handbook will be updated next minor patch.

💬 BloodThunder , Nov 6th 2024 at 4:32 AM

I could probably make a potential imbuing table. I picked "potential" because it was a sort of unused vanilla setting that's relatively easy to add to any item.
If you can handle a little JSON, you can make a custom item, you just need to add ' attributes: { "potential": "low/medium/high" } ' to the file.
Of course, if you want to use a recipe in the old style, where you give a set "reagent" ingredient and a set given enchantment/tier, that will work, too.
I'll have a full tutorial about this on the Wiki soon.

💬 NateDoesLife, Nov 6th 2024 at 3:42 AM

Ahh ok, I like the idea of discovering from lore, thats cool!

Could you explain the gem potential a bit more (if I am understanding right this is just a vanilla system for the 3 gems in the game?) and how that would effect if I added say an item itself (say I wanted to use copper instead of diamonds) to be used for enchanting or can I only use vanilla gems?, how is that determined could it possibly be better to create your own value system so that people can add their own "gems/items/reagents"?


💬 BloodThunder , Nov 6th 2024 at 12:31 AM

NateDoesLife Thanks for the input! There are a lot of points here that are on my task list
1. The arrow not updating properly is a known bug. It's an annoyance, but should be graphical problems only, so it hasn't been a higher priority to fix.
2. I haven't checked anything with CAN Jewelry, tbh. The item's ID's should match exactly for each item in the Config, as well as it will need to have a matching Potential attribute. I'll have to just look at their mod to see what's going on there.
3. Currently, gem potential dictates how high of an enchantment you can get, as set in the Config. I believe defualt is MAX tier 2 for Low, tier 3 for Medium, and tier 5 for High. I'll update the literature on this in the Handbook and Wiki soon.
3a. I'll have to do some testing to see, but it's possible you're just using Low potential gems?
4. There is only 1 Tool enchant available (Durable) currently, so multiple enchants will only yield various versions of that enchant.

I'm working on an in-universe way of "learning" enchantments. Likely, through random lore books/scrolls you might find in ruins. This would make the detail text of your selected enchant show in plain text when selected, or reveal more info in some other way.
As for particles and animations, I have a lot of cool ideas swimming around in my head on how to make it more interactive and immersive. They're on the list
There will definitely be more explanation in the Handbook to help with some of that confusion. I'll do some thinking on how to indicate a valid quantity of reagents has been met

Thanks again for taking the time to comment and share your thoughts 💖

💬 NateDoesLife, Nov 5th 2024 at 11:42 PM

Love the update btw, Great idea to use gems for enchanting and the enchanting gui changes are awesome.

Some feedback/bugs as an active user of your mod:
1 - Making the enchanting table keep the arrow green somehow, its a bit odd when I load the table gui and its not there at first (this is not a big deal)
2 - For some reason I added some gems from canjewelry to use as well as the diamond/emeral/peridot but it didn't seem to like using them (this could be me I will test more later and let you know)
3 - I enchanted a shovel with a diamond twice to get it to have durable II and another to have durable I, when I went to enchant them with an emerald for Durable III and II neither worked at all
3a - I did change the value down to 1 as well for enchanting with emeralds, it did the full load but then no increase. I eventually went back and tried with a diamond, the durable I went to durable II but durable II did not go to durable III?
4 - I just had this occur on me, I went to enchant 2 shovels with dur 2 already, when they finished they only had dur I back on them? Not sure if intended or bug

Recommendations
1 - Some way to view what the possible enchants are in the table and how high they can go maybe?
2 - Table animation so I know when the table is in use versus done (maybe the gear could spin on the bottom or the book could be open with "particles" floating around it?
3 - Indicator in GUI to show how many of the "reagent" you need to enchant, I originally tried with an emerald and vanilla config and had no idea you needed 8, I just thought it was broken

💬 BloodThunder , Oct 18th 2024 at 5:52 AM

warpStory They're typically found in ruins. I'm sure you'll find a bunch if you do some spelunking

💬 warpStory, Oct 14th 2024 at 8:24 PM

How do I get the Altar item?

💬 BloodThunder , Oct 4th 2024 at 11:21 PM

LadyBlakeHammer You getting smote a lot? Your server sounds fun lol
Jewely/clothing is definitely on the list after 0.5.x, when I finish the rework of reagents and enchantment recipes.

RuneScholar All good with Outlaws/RnR?

💬 LadyBlakeHammer, Oct 2nd 2024 at 1:48 AM

Can't wait for the Jewelry update >:D

Will be resisting lightning like nobody's business.

💬 RuneScholar, Sep 25th 2024 at 3:14 PM

Cool, I understand how that could be a problem them. I’m looking forward for 1.20 being stable and the things modders will be able to do. I’ll give the Outlaws and Rust and Rot update a test later and see how it goes.

💬 BloodThunder , Sep 25th 2024 at 1:00 AM

Apologies for delisting 0.4.6 - I didn't want any more servers to load it.
Deployed a quick hotfix to fix a problem with Resist checking PetAI inventories

💬 BloodThunder , Sep 21st 2024 at 2:34 AM

RuneScholar Yeah, each entity currently requires a patch file to have the enchantments interact with them. Maybe I'll find a better way to do this, but atm it's really not a huge deal because entities don't often get added/removed.
As for mods that modify how projectiles or combat works pose a pretty big issue without me making them a direct dependency, which is not ideal. It's mostly ranged weapons that have this problem, due to the nature of how physics is handled. I've got some ideas for this, so it's on the list. We'll see how this changes in 1.20, since I know that's going to break a few things, too.

I appreciate the input, and look forward to some more compat patches soon.

💬 RuneScholar, Sep 19th 2024 at 12:41 PM

I did some testing and just wanted to report back. If there is somewhere else other than the mod page you’d rather me do so, let me know.

Your enchantment mod and the Item quality mod seem to work fine together. Items retain their increased stats from their quality and gain the enchantment when enchanted. I think this works well together, as quality feels like it refers to how well made an item is, whereas enchantments are a magical trait on top of that. 

As expected, the damage debuffs are not applied to modded enemies beyond those you’ve made a compatibility for. I actually didn’t realize this would happen until you mentioned having to make compatibility for them, but it makes sense.

I would also like to request compatibility for the mod “Gilded Steel” and “Maltiez Crossbows.” I know the crossbow mod is pretty popular, but I don’t see a lot of people using the Gilded Steel mod except me, so I understand if this request is a bit low on your list of concerns. It is only about 7 items to patch, though, so that helps. I don’t use Maltiez’s other ranged weapons mods, but plenty of people would probably like compatibility for them. I’ll continue testing things. No pressure to update, and thanks for making this mod for the community.

 

💬 BloodThunder , Sep 18th 2024 at 6:19 PM

NateDoesLife Hopefully you have a merciful server admin who can help you recoup some of the materials. I'll look into adding a safeguard for exact duplicate enchantments, but that's lower priority until I start reworking Reagents.
As for a guide, I released an update to the in-game handbook this morning, so hopefully that explains things a bit better.

💬 NateDoesLife, Sep 18th 2024 at 6:00 PM

Could you make it so that it wont consume the reagent if you only put 1 in and it already has said enchantment on it lol. I used like 2 durable reagents because I didn't realize. 

Honestly not sure if there is one in the handbook but a guide or something as well might help with that. Sorry if there is already one.

💬 BloodThunder , Sep 18th 2024 at 5:42 PM

NateDoesLife Right, the enchantments aren't additive. Whatever you enchant at the time is what you get, and so you'd need 4x Protection Reagents in the Enchanting Table to reach T2.

RuneScholar Noted. I'll work on Outlaws and Rust & Rot compat patches for 0.4.6

💬 NateDoesLife, Sep 18th 2024 at 5:36 PM

Maybe I misunderstood the higher tier enchanting process.

Do I have to add 4x the reagents to get it to show say Durable II? or do I have to keep enchanting until ive used 4x? 

💬 RuneScholar, Sep 18th 2024 at 5:26 PM

I actually use the Rust and Rot and Outlaw mods that I personally buffed the mods in and lowered their spawn chances for challenging but more rare fights, so this helps Ballance them out.

💬 BloodThunder , Sep 18th 2024 at 4:48 PM

RuneScholar Let me know if it works. I think I looked at compat for that mod before, and it shouldn't conflict. However, I don't actively use it, so idk.
In my server, I buffed the mobs a bit, so the ultimate goal is to make interesting late-game encounters without just scaling flat stats.

💬 RuneScholar, Sep 18th 2024 at 4:22 PM

Excellent work. This will probably now replace the RPG Item Rarity mod I usually use to add some more “spice” to weapons, since I like the idea of actively enchanting them better. I suppose I could use both, and I may test it for compatibility, but I like to keep my mod list under control.

💬 BloodThunder , Sep 18th 2024 at 3:16 AM

NateDoesLife I'll add a note in the in-game handbook for default timings. 
As for the Chain Head Armor, I couldn't reproduce the error. Make sure you're using the latest version of the mod, and if you get stuck ping me on the VS discord to help troubleshoot.

RuneScholar Wait no longer since 0.4.4 0.4.5

LadyBlakeHammer Girl, I'm trying lol Appreciate the support

💬 NateDoesLife, Sep 17th 2024 at 11:20 PM

Awesome that you added a way to get to higher tier enchantments - any chance you can make it display the time it will take to do the enchant as well?

Also I tried to do the enchantment up to T2 on a Chain Head Armor (Steel) and all it did was eat my reagent and keep it at protection 1 lol, unless you have to do it from base form?

 

💬 RuneScholar, Sep 17th 2024 at 5:36 AM

That’s awesome of you. Looking forward to it.

💬 LadyBlakeHammer, Sep 16th 2024 at 8:24 PM

Love ya mod, keep up the great work man!

💬 BloodThunder , Sep 16th 2024 at 4:55 PM

Mandikor Good suggestion. This will be in the next release.

LadyBlakeHammer Definitely! I know balance is a really subjective thing, so I try to make things configurable. You can actually edit all of the recipes without any code, so if you want to make things cheaper, it's fairly easy. (see the Custom Patches) link in the description.
Bleed and Poison are likely to be added soon.

RuneScholar Official compatibility will be in the next release.

💬 LadyBlakeHammer, Sep 15th 2024 at 2:11 PM

There's things like mining speed, harvest, run speed speed or even jump that could stack, but anything like that remains up to you. I just think it'd be fun and/or silly cus I can understand how any of my suggestions can come off as over-powered. Seeing as *some* of the reagents are easier to obtain via crafting, over others.

>I surprisingly didn't a notif for your reply D:

Editing to add a couple more ideas of mine.

Bleeding
Poison

If applicable.

💬 Mandikor, Sep 15th 2024 at 12:21 PM

If you could now, as a small improvement, specify the different enchantment tiers in different colors in the ToolTips, that would be great. 👍

💬 BloodThunder , Sep 14th 2024 at 5:22 AM

LadyBlakeHammer I appreciate that! I really want to do more passive enchants like that, more likely for certain jewelry slots or items. Clothing introduces a lot of variants, so there are some other things I need to update before I can tackle that.
Which enchantments do you want to stack?

💬 LadyBlakeHammer, Sep 13th 2024 at 2:58 PM

Hey, I have a few suggestions that you can look over.

Reagents on Jewely and/or Clothes

More Reagents:
Speed Reagent
Jump Height
Night Vision
Mining Speed
Harvest %
all that fun rpg stuff :P

Oh and stacking enchantments. :D

💬 BloodThunder , Sep 12th 2024 at 9:44 PM

RuneScholar Sure thing. I'll look into those and make an official compatibility patch if possible.

💬 RuneScholar, Sep 12th 2024 at 4:26 AM

Will this mod work with tools and weapons from other mods?

Edit: I tested it and answered my own question. It does not. If I could make a request, could you add compatibility for Ancient Weapons and Kanahaku’s (Not Only) Spear Expansion? Swordz is great, but not just not one I use. I like the extra bows from Kanahaku’s mod and the fact that Ancient Weapons makes usable versions of the ruined weapons you find in ruins.

 

 

💬 BloodThunder , Sep 9th 2024 at 3:46 PM

DejFidOFF Check back later for recipe rebalancing. I'm working on some better ways to handle enchants vs the current reagent system, but it's what I've got right now.
if you have suggestions for what is a reasonable amount of resources, I'd be happy to hear them, too.

💬 DejFidOFF, Sep 9th 2024 at 3:30 PM

BloodThunder

Thank you. I try. But honestly, the enchants not worth that resources.. Pointless in my opinion..

 

💬 BloodThunder , Sep 8th 2024 at 4:35 PM

DejFidOFF To enchant an item requires an Enchanting Table, a Reagent of some kind, an appropriate item for the enchantment, and some in-game time. Please read the Wiki for more details on which Enchantments do what. If the docs are misleading or confusing, let me know and I can update it.

💬 DejFidOFF, Sep 8th 2024 at 7:34 AM

BloodThunder

 

I´am a bit confused. Where I can get that enchantments from?

💬 NateDoesLife, Aug 14th 2024 at 6:09 AM

So the only problem with utilization of temporal stability is for people that have it off in there world (i do myself) it might be hard to use the mod (I would think) but I do indeed like the direction of that or maybe something involving jonas tech, not sure. If I think of any more ideas I will 100% post them here!

💬 BloodThunder , Aug 14th 2024 at 4:01 AM

Thanks for the input there. It helps to hear from someone actively using it, as I honestly spend more time coding the mod than using it.
I was kind of leaning towards a new table, and utilization of temporal stability in some way. I like the idea of being required to use a temporally unstable area to reach higher levels of enchantment, but I don't like the idea of modeling a new table lol

💬 NateDoesLife, Aug 14th 2024 at 1:50 AM

Gottcha, I had a feeling that was what it was but was just checking.

As for the higher tier enchants, few ideas I can come up with quickly
- Higher tier enchanting table (upgrade the current one some way or add alternative ones that you can craft from other items you find in the world similar to the altar (alter was an awesome idea for the recipe btw I loved that!!))
- Higher tier reagents (make the recipes require more stuff or something along those lines, higher tier metal or what not)
- Enchant the item with said reagent more then once (pretty basic idea but it works lol)
- Add placeable objects or totems that you can build around the current enchanting table that "unlocks" higher tier enchants (this idea is similar to the old ars technica mod from minecraft)

As for textures....I know nothing about teh VS Model Creator, and a tiny bit of photoshop/gimp and nothing of how the two work together but if I get some free time I will certainly give it a shot.

💬 BloodThunder , Aug 14th 2024 at 1:27 AM

NateDoesLife Thanks so much! I'd call the Reagent recipes a placeholder at best right now. The Temporal Reagent isn't really useful beyond being a base item for all the other reagent types, so it didn't make sense to require that conversion in the reagent recipes.

As for higher tiers, I have a few ideas, but I haven't settled on a solution just yet. I'd really like to tackle higher tier enchants in 0.4.x, but the bug squashing has been high prio lately. If you have suggestions, I'm down to hear them here, the official VS Discord, or GitHub.

Finally, for extra textures and models, that's fairly low prio atm. I can work the photoshop and the VS Model Creator, but I'm certainly not the best. If you or anyone wants to contribute, the official VS Discord is probably the best place to reach out to me

💬 NateDoesLife, Aug 14th 2024 at 12:54 AM

Thank you for fixing! Hate to keep mentioning things but it looks like you can craft all the reagents with just a temporal gear instead of having to craft the temporal reagent (not sure if this is intentional or not)

Wanted to also ask and not sure if it says how in the wiki so sorry if it does, but how do you get higher tier enchants, say durable II and so on?

And then finally, do you have any plans on making custom textures/items for the reagents so they are easier to identify?

Love the mod so far!

BloodThunder


💬 BloodThunder , Aug 13th 2024 at 11:36 PM

NateDoesLife Thank you for the report. That should be fixed now in 0.3.8

💬 NateDoesLife, Aug 12th 2024 at 11:27 PM

Found an interesting one, when you enchant some armor with durable its giving it protection, specifically found this to happen on the leather helmet.

Also there is a way to double the enchants up on stuff, if you put the item into the table before the reagent the arror fills green, then if you put the reagent in and click enchant, wait the time it will have 2 versions of the reagent enchantment on.

💬 BloodThunder , Aug 12th 2024 at 2:28 AM

areswarrior Fixed in 0.3.7. Thanks for the report

💬 areswarrior, Aug 11th 2024 at 9:30 AM

your mod messes with my game with makes it so no enemies deal damage to me but when i remove it everything goes to normal 

💬 BloodThunder , Aug 6th 2024 at 10:31 PM

NateDoesLife Yeah, got all that stuff added today. Let me know if you have any issues with it

💬 NateDoesLife, Aug 6th 2024 at 5:01 AM

Seems that durable is not working on a few things that I noticed, shovels, pickaxes, blackguard shortsword, shears. I imagine this is probably just a config thing or oversight since durable was just added but wanted to give you a heads up.

Running latest version that I just installed today.

💬 jamescook, Aug 6th 2024 at 12:36 AM

mostly wanting an easyer way to repair the tools/armour tbh

💬 BloodThunder , Jul 29th 2024 at 5:26 PM

jamescook Mending is definitely a possibility. Rustbound is on my radar, as well. Is there anything in particular you'd want out of Rustbound other than just the armors?

Edit: I got the Rusbound Magic armor working, and technically the casting staffs work with melee, but it's ready to be enabled.

💬 jamescook, Jul 29th 2024 at 5:12 AM

i hope you are able to make a rustbound patch and maybe a repairing enchantment.

💬 BloodThunder , Jun 17th 2024 at 3:48 AM

NateDoesLife Absolutely, I plan to add tool enchants, armor enchants, bauble enchants, etc. I'm almost done polishing up the T1 weapon enchants, then I can move on to new stuff.

💬 NateDoesLife, Jun 17th 2024 at 12:46 AM

Any plans to add utility type enchants like MC has "durabiltiy, efficiency"?

💬 BloodThunder , Jun 8th 2024 at 6:50 PM

Maltiez This belongs in the Issue Tracker, please. I'm looking into adding better compatibility for projectiles, but combat system overhaul mods like this are not currently compatible.

Edit: Things should be much more compatible now, there are no more projectile overwrites.

💬 BloodThunder , Jun 5th 2024 at 6:35 PM

@SkollDrachen I'll look into it. Swordz has a lot of like partially implemented item variants when I looked last night, and idk about Rustbound yet. It should be do-able, for Swordz, though.

SkollDrachen Patch added for Swordz. Be sure to enable it in your mod config, then restart the server!

💬 SkollDrachen, Jun 4th 2024 at 6:59 PM

hi there can you add a patch for rustbound magic? with this the staves and rustbound it could be so awesome. adding alot to the game and maybe swordz to?

💬 BloodThunder , May 31st 2024 at 4:44 PM

@Neo_O
Paxel would require a recipe patch be added to enable, which can be done really easily with JSON. (See the mod's assets\krpgenchantment\recipes\enchanting-table\ for examples)
Otherwise, I see no reason why a melee hit from any tool wouldn't work, unless if it replaces the existing damage event system on an entity.

Edit: I had to make some patches for another set of mods I was using, so I did it anyway.

💬 Neo_O, May 31st 2024 at 2:20 PM

is compatible with paxel?

💬 PrivatePretzel, May 31st 2024 at 7:22 AM

Exciting!

Best of luck with developement of this mod, it looks wonderful.

💬 Frepo, May 31st 2024 at 6:11 AM

This is excellent!!!

💬 LyndonBJohnson, May 30th 2024 at 9:56 PM

Talk about some quality content, it's about damn time! :D 

💬 DisVern, May 30th 2024 at 5:43 PM

LETS GOOO

💬 DUCATISLO, May 30th 2024 at 5:41 PM

holy moly

 (edit comment delete)
Основной веб-сайт | Почтовый сервер | FTP сервер | Административная панель | API интерфейс | Content Delivery Network | Статические файлы | Ресурсы сайта | Изображения | Файловое хранилище | Блог | Интернет-магазин | Техническая поддержка | Справочная система | Документация | Форум | Новости | Загрузки | Демонстрация | Тестовая среда | Приложение | Медиа контент | Разработка | Промежуточная среда | Бета версия | Безопасная зона | Вход в систему | Панель управления | Портал | Система управления контентом