nomorespellbooks-1.3.0-forge+neoforge1.20.1.jar
Curse Maven Snippet
What's new
1.3.0
Learning and installing spells can now cost time, configured per world instead of per install — and spells that are meant to be unlocked first, like the Eldritch ones, finally respect that.
Added
Timed spell research. Turn it on and learning a spell from a scroll starts a research timer instead of granting it instantly. The codex shows a progress bar and a Cancel button, research survives logging out, and it is abandoned if you get rid of the scroll you were studying.
Timed installing. Adding a spell to your loadout can cost time the same way. Changing the level of a spell you already have installed stays instant.
Per-world settings, as game rules. Everything above is a vanilla game rule, so it lives in the save rather than in a config file, can be set on the world-creation screen, and is changeable in game with /gamerule — including the loadout cap, which used to be config-only.
Game rule
Default
What it does
nmsSpellLearnTakesTime
false
Learning a spell starts timed research
nmsSpellLearnTimeTicks
400
Research ticks for a level 1 spell
nmsSpellLearnTimeTicksPerLevel
200
Extra ticks per level above 1
nmsSpellInstallTakesTime
false
Installing a spell takes time
nmsSpellInstallTimeTicks
100
Ticks to install a spell
nmsMaxInstalledSpells
0
Spells installable at once (0 = unlimited)
All timing is off by default, so an existing world plays exactly as it did before until you turn it on.
Per-spell learn times, as a datapack. Individual spells can override the global timing from data/<pack>/nms_spell_times/*.json, so a modpack or a single save can make the dangerous spells take longer:
{ "values": { "irons_spellbooks:eldritch_blast": { "base_ticks": 2400, "ticks_per_level": 1200 } } }
A spell costs base_ticks + ticks_per_level × (level − 1). Leave a field out — or leave a spell out entirely — and it inherits the game rules above, which is why spells from Iron's addons work without being listed. Several files merge, later packs win per spell, and /reload applies edits without a restart.
Codex additions. Learn and Install buttons show what an action will cost before you commit, locked spells are listed with the reason in their tooltip rather than quietly missing, and the loadout usage (3/5) is shown when a cap is set. Both UI styles were updated.
Fixed
Spells that require unlocking could be learned without unlocking them. A scroll for an Eldritch spell could be learned straight from the codex, skipping the research those spells are gated behind. They are now refused until unlocked, in the codex, in the learn command, and on install.
This works through the Iron's API rather than a hard-coded list of Eldritch spells, so spells from any Iron's Spellbooks addon that gate themselves the same way — including whole schools marked as requiring learning — are covered without needing per-addon support.
Unlearning a spell wiped your Eldritch research. Unlearning rebuilt the Iron's spell list from scratch, which silently discarded unlocks earned elsewhere. Combined with the fix above that would have locked you out of a spell permanently. Unlocks are now preserved.
Changed
maxInstalledSpells moved out of the config file into the nmsMaxInstalledSpells game rule. It is a per-world, op-tunable setting, and having two places to set one value was asking for trouble. A leftover value in nomorespellbooks-common.toml is ignored — set the game rule instead.
/nomorespellbooks_learn_spell is refused for non-ops while timed learning is on, so the command cannot be used to skip your own world's research time. Ops are unaffected; that path is the admin cheat. Learning goes through the codex in those worlds, where it can be tracked and cancelled.
Notes
consumeScrollOnLearn and uiStyle are unchanged and still in the config file.
Requires Iron's Spells 'n Spellbooks 3.15+ / 3.16.x and Curios.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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