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Overhauls the vanilla enchanting system, by having the player collect enchanted books to learn enchantments.

Description

Fork of Immersive Enchanting: https://www.curseforge.com/minecraft/mc-mods/immersive-enchanting
From the Immersive Enchanting CurseForge Page:
"

  • Removes the vanilla enchanting table GUI and replaces it with a skill-tree.
  • Removes the need for regular bookshelves around the enchanting table. Now requires chiseled bookshelves instead.
  • Adds 'Ancient Books' found around the world. Ancient Books hold a type of enchantment (they don't have levels) - these can be placed in chiseled bookshelves around the enchanting table to unlock the branch of the skill-tree.
  • Enchanting no longer requires XP/leves. Replaces XP cost with materials, unique for each enchantment level.
  • Enchanting requires you to move up the skill-tree. No longer can you get lucky with Efficiency IV straight away - work your way up from level 1.
  • Enchanted books are unobtainable by default - (They do not spawn in loot chests and cannot be traded from villagers).
  • Anvil repair XP costs are reduced for enchanted items.
  • Mending is disabled by default (this can be enabled with a datapack).
  • Support for (almost) all mods that add enchantments.
  • Enchantment costs are fully customisable using datapacks."

    The following changes have been made:

    1. vanillaBookMode (default: off)

    Disables Ancient Book injection into loot pools and stops enchanted books from being removed. Regular enchanted books can be placed in chiseled bookshelves to unlock enchantments, with each stored enchantment and its level being read from the book. Ancient books will still work.
    -Should remedy issues with other mods' disabled enchantments still being added as ancient books, and potentially solve compatibility issues with other mods.
    -Should be helpful to modpacks that have other methods of obtaining enchanted books or enchantments, other than loot pools/exploration.

    -Wll be helpful to those who want to remain as true to vanilla as possible

    -Will also make it so finding duplicates of the same enchantment will still be beneficial since the player can use duplicate books at the anvil to enchant with lower cost. 

    2. xpCostMode (default: off)

    Replaces material costs with XP levels at tier × 3 per enchantment tier. Single-tier enchantments (max level 1) cost a flat 9 levels. Lapis is still always required alongside XP, at increased lapis costs. The tooltip shows the XP cost + lapis icon. The flag is synced server → client via the existing cost registry packet.

    -Should make it so that XP is no longer useless for players who still want to use XP as the resource rather than materials.

    -Lapis becomes more valuable.

    -Keeps brewing ingredients to brewing, enchanting separate.

    -Makes XP easier to manage, since XP level requirements are gone, but XP costs are slightly higher, meaning players do not have to worry as much about keeping high XP levels, but keeps XP valuable.

    3. bookUnlockMode (default: 1)

    Controls how many levels of an enchantment are unlocked when a book is placed in a nearby bookshelf:

    • 0 — Only the exact level of the found book is unlocked
    • 1 — All levels up to and including the book's level are unlocked
    • 2 — All levels of the enchantment are unlocked regardless of book level

    This required threading level data through the entire unlock pipeline — from the bookshelf scan on the server, through the network packet, into the menu, and down to individual nodes in the GUI branch renderer.

    -Gives players more control over their unlock mechanics

    -Default set to 1, making it more exciting and meaningful to find high level enchanted books

     

     

    P.S. ModConfig.Type.COMMON generates the file as immersiveenchanting-common.toml in the global config/ folder, so it's set once and applies to every world rather than being stored inside each world's save data. This will make it much easier for modpack authors to configure this mod for the pack.