promotional bannermobile promotional banner

ImmersiveEnchantingFork

A 1.12.2 Fork of AlfieHanks' Immersive Enchanting Mod

What is Immersive Enchanting?

This mod is a Minecraft Forge 1.12.2 backport of Alfie Hanks' Immersive Enchanting, an enchantment-rework mod. This mod forks the original mod's mechanics (a custom enchanting-table GUI, progression-based recipes, and Ancient Book knowledge gating), for use in enchantment-heavy modpacks such as RLCraft.

This is an independent backport, not affiliated with the original author. It shares the concept and general mechanics but is a from-scratch 1.12.2 implementation; no source code was copied from the original project. 

Disclaimer: Everything is not exactly 1-to-1 with the original mod, hence why I call it a fork, than a true full backport, mostly due to a result of modding inexperience and version limitations. Some additions to the mod also contribute to this as well.

Features

What is from the original mod:

  • Removal of the Old Enchanting UI -> Replaced with the "Skill Tree" UI
  • Replication and Transmutation*
  • Ancient Books, and their different knowledges*
  • The Ancient (Creative) Bookshelf
  • Progressive Enchanting; Go from Efficiency I to Efficiency V through guaranteed means, not luck.
  • Enchantment Books are unobtainable in Survival
  • Anvil Repair costs are reduced across all items
  • Mending is disabled; 100% togglable in the custom config.
  • Enchantment Costs are customizable through the user or generated jsons.
  • Node Animations and Sound Effects
  • No Villager Enchanted Book Trades*

What is new or different from the original mod:

  • *Combining Ancient Books : This feature, while already turned down in the original mod, can have some use-cases especially when some mods (like SME), introduce dozens of enchantments. Condensing knowledges through an anvil costs 10 levels each time, and that is configurable through the either the jsons, or the in-game menu.

  • *Replicating Ancient Books : Found a rare enchantment? But you and your friends like to live separately or don't want to actively share ancient books or an enchanting setup? Try the replication feature! It only costs a Book and Quill by default, and allows players to easily share knowledges across enchanting setups. (Note: replicated ancient books cannot be transmuted.) The default recipe can be changed through its json as per the modpack creator's desires. This can also cost XP if that option is set to True in the config menu.
  • *Transmute Ancient Books : Transmutation behaves slightly differently. Provided an non-replica ancient book, a player must provide materials (usually more difficult ones to compensate) in order to successfuly transmutate. Json files dictate what enchantments can transmute to which, and allow up to 4 materials to be chosen for its cost. Like its sister mechanic, transmutation can also cost XP if the option is set to True in the config menu.

  • Armor Slots : Inside the Immersive Enchanting UI, players also have access to see their actively equipped armor slots. This is a nice QoL change that is not present in the original mod.

  • Persistent Slots : The Immersive Enchanting UI as a whole supports items staying inside any of the relevant slots. Target or Materials, they will stay inside, so no need to constantly put in back items because you're missing that one material. This feature also applies to the Ancient Book Replication and Transmutation mechanic.

  • Search Bar : When players add tons of mods, or modpacks have a lot of enchantments, some items can have tons of enchantments. While zooming out and scrolling is a fine option, the search bar allows quick snapping to an enchantment that a player desires, given they have the knowledge for it.

  • Enchanting Material Costs : A common complaint from the original mod was being limited to one material cost and some lapis. I resolve this by increasing the limit from (effectively 2 slots), all the way to 8. Using the json, this is completely configurable per enchantment.

  • Anvil Repair Overhaul : As mentioned prior, items overall have flat costs for repair. i.e. 1 diamond to repair will cost 1 level, 2 diamonds to repair will cost 2 levels, and so and so forth ignoring repair / enchant count. This includes renaming items too, where all renames cost 1 level. 

  • Anvil Combine Overhaul : This change can be controversial, as such it is completely configurable. What this does is that items on an anvil, if both enchanted, cannot be combined whatsoever. This was an issue raised from the original mod's comments, and I had to agree, it essentially broke the progression of the mod. Yet, I acknowledge the intrusivity, so you may disable it through the config menu.

  • Even More Configuration : The Config Menu is different than traditional Minecraft Mod UIs, but the different sections and functionality is essentially the same. Below are some of the ways that the mod is able to be configured, and all options come with tooltips to help creators and players.

    • Debug: These options are for development purposes, unlikely to be used by most players. PagedTreeUI resembles the original style of the mod the most, but currently is still a bit buggy. This is planned to be reworked in potential future updates should the mod gain enough traction.

    • Client: These options are moreso to do with visuals/sounds and don't impact the functionality whether they are on or off. It is recommended that details pane is off, but can be turned on if a player prefers to read details of a selected node rather than the node's on-hover tooltip.

    • AncientBooks: Here ancient book combination costs can be altered, whether or not the ancient books as a whole are required for the table (if you just wanted everything unlocked at the beginning but still have the recipe-like progression). Replication and Transmutation may also be on or off, as well as the item slot persistence they come with.

    • Anvil: All of the above anvil reworks may be altered to a player's desire. Rename, repair, and combining can be turned off, but are intended to be played with while on.

    • EnchantingTable: Only one option is here, and that's whether or not the table should persist items for the materials and target slots. Intended to be played with whilst on, its a nice QoL, but can be confusing if you forget you left items in there. 

    • Loot: Handles a majority of how ancient books are handled, and how conversion actually happens from enchanted book to ancient book. By default it overrides and replaces enchanted books wherever it can, if the enchanted book cannot be replaced through the normal and cleaner means.

    • Recipes: Controls whether or not certain recipes, such as enchanting, replication or transmutation require XP. Also is where mending is toggled on or off.

    • Compatability:  Automatically controls whether cross-compatability with SME or Champions mod should exist and be active. This is also where villager trading is handled. 

Explicitly Supported Mods

  • Rin's So Many Enchantments
  • Oceanic Expanse
  • Defiled Lands
  • Spartan Weaponry
  • Majrusz's Wonderful Enchantments
  • Selim's Enchants
  • Better Survival
  • Champions (Loot Integration)
  • And more!*

*The mod itself supports recipe auto-generation of newly loaded mods, so most mods that add enchantments should have compatability with this Immersive Enchanting fork automatically. If not, an enhancement request on the GitHub Issue Tracker is most preferred! CurseForge Comments have lesser priority.

 

Modpacks

Yes, you are free to use this mod, and highly encouraged to use this mod in your modpacks. The configurability of the mod was designed with this in mind. Plus, I personally use it with RLCraft.

 

Wiki

Coming soon! Still waiting to hear back on Wiki.gg... Will ideally feature some light documentation on how to add your own recipes and give more formal insight on debug commands + config settings.

 

Mod Author Note:

This is one of my first larger scale mods that I attempted to port from a much different version of Minecraft to 1.12.2. I know that some aspects may not all be there, but I'd love to hear constructive feedback and suggestions in either the comments or GitHub (preferred), and really hope you enjoy using this mod.

 

Credits

To Alfie/Alfino, for giving me permission to backport/fork their super cool mod! Again, check out their project here: https://www.curseforge.com/minecraft/mc-mods/immersive-enchanting

The ImmersiveEnchantingFork Team

profile avatar
  • 1
    Followers
  • 3
    Projects
  • 58
    Downloads

More from Dino_Yoshi