Description

Grafted weaponry is a weapon mod that turns every living being in minecraft into a potential
crafting material used in the creation of a unique and deadly grafted weapon. Experiment with near limitless weapon combinations, boasting high compatibility with the vast majority of all modded entities.

Begin your journey exploring the unknowns of mobs' innards by assembling the two new crafting stations introduced in the mod. The surgery table on the left serves the purpose of shaping the individual pieces of your weapon, while the grafting table on the right stitches them into a usable form.
All entities in your world now have a chance to drop mob essence when killed by a player, which is the key ingredient in the assembly of weapon parts. The essence will take on the color of the entity that dropped it, no matter the nature of said mob. Vanilla or modded, the essence does not discriminate; it will take on any form.

Once you've crafted your pieces of choice with the surgery table, for which all recipes are viewable in JEI, you are then able to combine everything together into your very own unique grafted abomination of a weapon.

Datapack support
Grafted weaponry offers high customizability through datapacks. With datapacks you can tweak all the stats of a specific entity's weapon part exactly how you want them, or change the stats passed to the calculations for all the parts of the entity with one file.
Datapack addon format
You will first need to create a directory in your datapack named grafted_part_overrides which can be under any namespace.
For example: data/grafted_weaponry_addon/grafted_part_overrides
You will then place all of your json files into that directory.
There are only 2 json properties that are strictly required in your file, everything else is optional. If the optional values are not provided, the mod will procedurally generate the rest of the values as usual. The json format is as shown below.
{
"entity": "namespace:entity_id",
This can be any vanilla or modded entity. For example minecraft:zombie would tell the mod you're want to override the stats for the zombie weapon part(s).
"weapon_part": "part",
Here you can put the id (without the namespace) of any weapon part in the mod. If you do this, the stats you specify will be applied exactly as you specify on the weapon part. Otherwise, you can choose to use "any" to apply this override to all the weapon parts made by the entity you specified. If you do this, the same calculations that are applied to procedurally generated values will be run on them to ensure that you don't have all of your parts with the exact same stats.
List of accepted values: broadsword_blade, axe_head, halberd_head, mace_head, pike_head, saber_blade, scythe_head, serraded_blade, sword_blade, handle, spiked_handle, greatsword_handle, hook_handle, rapier_handle, pommel, hook_pommel, twohanded_pommel, spiked_pommel, any (applies to all parts)
"attack_damage": 1.2,
Optional, specifies attack damage bonus and can accept any number value.
"attack_speed": 1.2,
Optional, specifies attack speed bonus and can accept any number value.
"entity_reach": 0.5,
Optional, specifies entity reach bonus and can accept any number value.
"durability": 200,
Optional, specifies the durability bonus and can accept any number value.
"kin_slayer_percentage": 33
Optional, specifies the percentage of extra damage dealt to the entity the part of made of, can be any number value.
}



