Immersive Smithing 1.1.0 (Forge 1.20.1)
Curse Maven Snippet
What's new
1.1.0 — Progression hooks
ISmithingRecipeGate(IMCrecipe_gate): another mod may refuse a recipe to a smith with a reason. The Forge screen leaves it out and shows the first reason when nothing is left; the selection is refused again before any metal or auxiliary is taken.ISmithingCostModifier(IMCcost_modifier): adjusts the metal units the forge charges (never below one, never above the recipe's own; the minigame keeps the recipe's shape) and the experience levels a Smith's Grindstone refinement costs (never below zero).ItemSmithedEvent.getMetalUnits()reports what was actually charged.ISmithingAssistSource(IMCassist_source): per-player time at the forge and anvil, clamped to the new server settingminigames.maxAssistTimeMultiplier(default 1.5). No protocol change.
1.0.0 - unreleased
First release as Immersive Smithing, for Minecraft 1.20.1 and Forge 47.
Modpack integration and the Maker's Mark
- Maker's Mark. Every quenched piece records its smith ("Crafted by"). A screen after the quench lets the smith title the piece and add up to three lines of inscription; sneak-use the Smith's Anvil with the piece to sign it later. Titles and inscriptions are stored as the vanilla name and lore, so every tooltip mod shows them, and the server sanitises them. Faulty work cannot be signed. New advancement and guide chapter.
- Loot quality. Equipment from loot tables (chests, mob loot, treasure bags) that the forge could have made is
graded, Standard-only by default (
lootQuality.mode:OFF,STANDARD,RANDOM;excludedLootTables). - Quality inheritance. A crafting or smithing-table recipe that turns one graded piece into another keeps the
quality, the mark, the title and the inscription (
inheritQualityOnCraft).
Compatibility
- Consumed-equipment auxiliaries (
"consume_equipment": true) and a per-materialupgrade_policy:shape(today's netherite rule) oraddition(pay the addition, rework the base piece). Smithing-table upgrades whose base has no metal shape of its own (loot weapons, cloth robes) are no longer skipped: they useaddition. - Crafting upgrade chains: a recipe that reworks a piece the forge makes with more metal (Botania terrasteel armour) becomes a smithing recipe with the base consumed.
- Predominance rule: recipes with fewer metal slots than components and under one ingot of metal are skipped. Reworking equipment without any metal is no longer reported as skipped.
- Pack metals: Cataclysm (black steel, ancient metal, witherite, cursium, ignitium), Ice and Fire dragonsteel,
Spartan Fire dragonsteel weapons (all 24 types, generated), Iron's mithril and pyrium, Botania's three metals and
MCA's rose gold, with names, tints, melt rules and policies. Iron's cloth wizard sets, Ars Nouveau robes, Ice and
Fire sheep armour and elytra-like items are tagged non-smithable. Fire Sticks, Lit It Up and Hardcore Torches fire
starters ignite the forge;
#forge:coal_cokeis fuel. ItemSmithedEventon the Forge bus for progression mods and KubeJS; the vanillaItemCraftedEventis fired at the quench as well (integrations.fireVanillaCraftEvent).- Jade overlays for the forge, anvil, trough and grindstone.
- Villagers also sell forged silver (Ice and Fire) and black steel (Cataclysm) gear when those mods are present.
- The compatibility report starts with a coverage table per mod and marks recipes that rework a base piece.
Renamed from Ote's Smithing
This mod was previously called Ote's Smithing (builds 1.0.0 and 1.1.0, mod ID otes_smithing). Everything from
those builds is included here, and version numbering starts again at 1.0.0.
- The mod ID and datapack namespace are now
immersive_smithing, the command is/immersivesmithing, the Java package iscom.otectus.immersivesmithingand the jar isimmersive-smithing-1.0.0.jar. - Not compatible with Ote's Smithing worlds or datapacks. Its stations, tools, workpieces and item quality data
do not carry over. Datapacks must use the
immersive_smithingnamespace anddata/<namespace>/immersive_smithing/folders. The config files are nowimmersive_smithing-server.tomlandimmersive_smithing-client.toml. - Remove the Ote's Smithing jar when installing this version; the two mods would otherwise both load.
Smithing
- Four stations: the Smith's Forge melts metal, the Smith's Anvil shapes it, the Smith's Trough quenches it and the Smith's Grindstone refines finished equipment for experience levels.
- Smithing Tongs and Smithing Hammers in stone, iron, diamond and netherite. Higher tiers give more minigame time and durability, never extra quality.
- Forge minigame (timing on a sweeping marker) sets the Forge score and durability. Anvil minigame (strikes on closing rings) sets the Anvil score and efficacy: attack damage, mining speed or armor.
- Quality labels Crude, Standard, Fine and Masterwork; Faulty items when the anvil timer runs out.
- Material families measured in units (nugget 1, ingot 9, block 81); built-in iron, gold, copper and netherite,
optional definitions for common modded metals, and automatic families from
forge:ingotstags. - Metal equipment can be melted back into the forge, recovering its metal.
- Netherite equipment is forged directly from netherite, and lava is the only heat that melts it.
- Hoppers and pipes can load forges and fill troughs; comparators read both. Minigames and quenching always need a player.
- The Smithing Guide in-game book, nine advancements, and Toolsmith, Weaponsmith and Armorer trades.
Compatibility
- Automatic detection turns single-metal crafting recipes for weapons, tools, armor and metal shields from any mod into smithing recipes and disables the crafting recipe.
- Built-in Spartan Weaponry recipes and anvil patterns for every metal weapon of all 24 types. Thrown weapons keep their quality, and arrows and bolts take the quality of the bow or crossbow that fires them.
- Metal shields no longer need their wooden base shield.
- Smithing-table upgrades whose result can be smithed, modded netherite gear included, are forged from the metal instead. Armor trims are untouched.
- Optional JEI category for every smithing recipe.
- Datapack formats and a Java/IMC API for materials, recipes, recycling values, anvil patterns, efficacy and shield handlers (docs/API.md).
Presentation
- Custom station models with four rotations and matching collision shapes. Finished artwork for every tool tier, loaded tongs, hot workpieces, the guide and station items.
- Stations show their contents: billets and fuel in the forge, animated molten metal, heated stock on the anvil and the water level in the trough.
- Strike and grinding sparks, ignition embers, and quench splashes and steam. Tongs thrust and hammer strikes are animated in first and third person.
- Framed recipe and minigame screens, a parchment guide, a matching JEI category and clearer quality tooltips.
- Client options for numeric quality scores, reduced screen shake and flashes, particle amount, high-contrast minigames, larger or colorblind-safe targets and timing cue sounds. None of them widen scoring windows.
Multiplayer
- Minigames are server-authoritative: clients send only their inputs, and the server checks timing with bounded latency compensation and calculates the scores.
- Only one player can work on an anvil's workpiece at a time. Components set aside for a forging are held by the forge and leave it exactly once: used on completion or returned on cancellation. If the forge's chunk unloads first, they drop at the forge when it loads again.
Known issues
- Sounds reuse vanilla sound events; there is no custom audio yet.
This mod has no additional files

