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Immersive Enchantment

Immersive Enchantment completely overhauls the process of enchanting to make it more immersive and engaging through mini-games and more complex processes.
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Immersive Enchanting 1.1.1 (Forge 1.20.1)

File nameimmersive-enchanting-1.1.1.jar
Uploader
OtectusOtectus
Uploaded
Oct 12, 2026
Downloads
343
Size
539.3 KB
Mod Loaders
Forge
File ID
9149996
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:immersive-enchantment-1715281:9149996")

Learn more about Curse Maven

What's new

1.1.1 - 2026-10-12

Added

  • Ritual gating for other mods. RitualPlanEvent.deny(Component) refuses an offer to a player with a reason, so a progression mod can lock enchanting before the player plays a ritual. isDenied() and getDenial() report the denial. The first denial stands, and later calls do not replace it.
    • A denied offer is refused before anything is charged: no levels or lapis are spent, the enchantment seed does not advance and no session starts. The player sees the denial's reason, and the abort carries the new AbortReason.DENIED_BY_MOD.
    • A denial takes precedence over profiles with behavior.enabled: false, so a gated offer cannot be enchanted directly instead. Players exempt from rituals altogether (creative bypass, the bypass permission, or rituals switched off globally or for that item or book) enchant as before.
    • The event is also posted for offer previews, so the enchanting screen marks a locked offer: its complexity gauge is dimmed and its tooltip gains a red Locked: reason line.
  • Advancements. immersive_enchanting:first_binding is awarded for the first ritual that binds at least one enchantment, and immersive_enchanting:perfect_binding for a Perfect binding. The immersive_enchanting:root advancement is earned with the first binding. All three are awarded from code, and nothing in the mod depends on them.

Changed

  • Minecraft's own look. The ritual, its result, the "Preparing the ritual" box and the offer gauge use vanilla's GUI in place of the Stoneborn theme (dark stone with brass corners), as Immersive Smithing does since its 1.1.0.
    • The panels are vanilla container panels with dark grey labels. The runes play in a dark display, and the result's sigil and readout sit in dark displays so their colours stay readable. Key labels are vanilla button faces that light up while held.
    • The offer gauge lights its steps in the gold of the tooltip's ritual line; empty steps are slot grey, and a locked offer's steps are dimmed grey.
    • Messages over the table use the player's text background with white text.
    • Rune themes, lane colours and shapes, layouts, timing and controls are unchanged. The panels are drawn from Minecraft's textures, so a resource pack that restyles vanilla containers restyles them too. The mod's own gui/stone.png and gui/slot.png are removed.
  • When the enchanting table closes mid-ritual, the outcome is written to chat: the binding, what happened to each enchantment and what was consumed. 1.0.0 showed only the binding band in the action bar.
  • Notices over the table, such as the reason a ritual did not start, stay on screen for at least five seconds and longer for longer text. In 1.0.0 they stayed for 3.5 seconds.
  • Compatibility: the network protocol is now 2, because the offer-preview and abort packets carry denial reasons. The client and server must both run 1.1.1.

Fixed

  • Holding Esc no longer confirms abandoning a ritual. Its key repeat counted as the confirming second press; now only a new press confirms.
  • A key held as the result panel appears no longer dismisses the panel through key repeat. A new press is required.

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