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Cursed Fate Innate Tweaker

This mod allows you to edit the cooldowns, damage and cursed energy consumption of innate cursed technique abilities in CF

Innate Tweaker

A Cursed Fate addon that lets you rebalance every innate move — cooldown, damage, and cursed energy cost — from an in-game editor.

Minecraft 1.20.1 · Forge 47+ · Requires Cursed Fate


What it does

Cursed Fate's innate techniques come with fixed cooldowns, damage, and CE costs. This addon lets you change them per move, without touching the base mod or writing datapacks.

Open an editor in game, pick a technique, pick a move, type new numbers, hit Save. Changes apply immediately and persist across restarts.

Useful for:

  • Server balancing — nerf the overtuned moves, buff the underused ones
  • Modpack tuning — line Cursed Fate up with the rest of your pack's power curve
  • PvP servers — stretch cooldowns so fights aren't decided by spam
  • Personal preference — make a technique feel the way you want it to

Getting started

  1. Install Cursed Fate, then drop this jar in your mods folder.
  2. Join a world and run /innatetweaker — this opens the editor. (Requires permission level 2 / OP.)
  3. Use a few of your innate moves first. Moves are discovered as you cast them — see How moves are discovered below.

The editor

/innatetweaker opens a three-column screen:

Column What it's for
Left — Techniques Every technique the mod knows about. Click to select; scroll with the mouse wheel.
Middle — Moves The selected technique's moves, one card each. Click to select; scroll with the wheel.
Right — Editor The selected move's values. Three rows — cd, dmg, ce — with a column per variant.

Type a value into any box and press Save. Close discards.

The three values

cd — Cooldown, in seconds.

  • -1 — leave Cursed Fate's original cooldown alone
  • 0 — no cooldown at all
  • any positive number — that many seconds

Cooldowns apply in either direction — you can shorten a move as well as lengthen it.

Note on shortening: Cursed Fate reuses the cooldown value as part of its cast/animation state. Cutting a cooldown well below the original can make an animation end early. Nothing breaks, but if a move looks like it's snapping, raise the value a little.

dmg — Damage, interpreted as the damage at maximum Output.

The mod scales it down automatically for lower Output levels, matching how Cursed Fate already works. Output is a straight percentage (10–100), so:

 
damage dealt = your value × (Output ÷ 100)

Set a move to 100: at Output 100 it hits for 100, at Output 50 for 50, at Output 10 for 10. -1 leaves the original damage untouched.

ce — Cursed energy cost per cast. -1 keeps the original.

Only adjusts moves that already spend CE. It replaces the amount spent; it can't add a cost to a move that was free.

Variants

Cursed Fate's Chant, Flow, and Maximum Output are independent toggles, so a move can be cast in several different states. You can give each state its own values.

Four columns are shown by default:

  • Base — no toggles active
  • Chant / Flow / Max — one toggle active

Press + combos to reveal the three combined states:

  • C+M (Chant + Max) · F+M (Flow + Max) · C+F (Chant + Flow)

Press − combos to hide them again.

How a value is picked at cast time: your active toggles map to exactly one variant. If that variant has a value set, it's used. If not, it falls back to Base — there's no priority chain, so a combined state only uses a combined value you set yourself.

Variants a move doesn't support are greyed out.


How moves are discovered

The mod learns moves as you use them. Cast an innate move once and it appears in the editor under its technique, ready to edit. This is deliberate — it guarantees the editor keys each move by the exact ability the game casts, so edits always land on the right move.

Move names come straight from Cursed Fate's own ability menu, so they match what you see in game. Names only resolve for the technique you currently have equipped (Cursed Fate only fills in names for the active technique). Moves in other techniques show as Move 1, Move 2, and so on until you equip them.

You can rename anything yourself, and a name you set always sticks to that move:

 
/innatetweaker name "Blood Manipulation" 87 Piercing Blood

The editor shows this command with the technique and ID already filled in for whichever move you have selected.


Commands

All commands require permission level 2 (OP). Technique names with spaces must be quoted.

/innateeditor still works as an alias for /innatetweaker, so older macros and command blocks keep functioning.

Command Effect
/innatetweaker Open the editor
/innatetweaker set <technique> <id> [variant] <seconds> Set a cooldown
/innatetweaker get <technique> <id> [variant] Show the current cooldown
/innatetweaker clear <technique> <id> [variant] Clear a cooldown override
/innatetweaker setdamage <technique> <id> [variant] <damage> Set damage (at max Output)
/innatetweaker getdamage <technique> <id> [variant] Show the current damage
/innatetweaker cleardamage <technique> <id> [variant] Clear a damage override
/innatetweaker setce <technique> <id> [variant] <ce> Set CE cost
/innatetweaker clearce <technique> <id> [variant] Clear a CE override
/innatetweaker name <technique> <id> <name> Rename a move
/innatetweaker addmove <technique> <id> Add a move manually
/innatetweaker removemove <technique> <id> Remove a move from the editor
/innatetweaker scan Re-scan Cursed Fate for techniques
/innatetweaker reload / save Reload or save the config file

Variant names: base, chant, flow, max, chant_max (cm), flow_max (fm), chant_flow (cf). Omit it to target Base.

Examples:

 
/innatetweaker set LimitLess 6 12
/innatetweaker setdamage "Blood Manipulation" 87 max 250
/innatetweaker setce LimitLess 6 chant_flow 40

Config

Settings live in config/innatebalance-cooldowns.json and are shared with everyone on the server. Edits made in game save automatically. If you edit the file by hand, run /innatetweaker reload.

To reset everything, stop the server, delete the file, and start again.


Multiplayer

Fully server-side authoritative. Only OPs can open the editor or change values, and changes sync to every connected player right away. Clients need the mod installed.


Known limitations

Worth knowing before you install:

  • Some projectile moves can't have their damage edited. The mod only overrides damage that Cursed Fate tags as ability damage. A few moves deal damage through plain projectiles (arrows) that aren't tagged, so their damage passes through unchanged. This is intentional — it's what guarantees the mod never touches your melee hits, other mods' damage, or fall damage. Cooldown and CE editing still work on those moves.
  • Move names only resolve for the equipped technique (see How moves are discovered). Rename them yourself if you want names everywhere.
  • Renaming is done by command, not by typing in the editor. The editor shows the exact command for the selected move.
  • Shortening a cooldown a long way can cut a move's animation short (see the note under cd).

Compatibility

  • Requires Cursed Fate. Loads after it.
  • Works alongside Cursed Fate addons. It only modifies values for moves you've explicitly configured — anything you haven't touched behaves exactly as before.
  • No world data is modified; removing the mod leaves your save intact and returns every move to its original values.

The Cursed Fate Innate Tweaker Team

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