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Reskillable Tweaks

Reskillable (fork) Addon, adding variety of new skills, editing existing ones and overall system overhaul
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Description

Reskill Tweaks adds 20 traits across all eight of Reskillable's skill trees, rewrites two of the native ones, and deploys a tuned reskillable.cfg that keeps your own skill locks. It adds no items and no blocks — everything is behaviour, and every piece of it is switchable in config/reskilltweaks.cfg.

It used to be a module inside my content mod SRP&Wizardry InsaneTweaks. It is a separate download now for a concrete reason: with the traits inside, that mod could not start at all without Reskillable — and not with a polite missing-dependency screen, but with a TypeNotPresentException thrown a minute into loading. The type sat in a method signature, and Forge resolves those before any isModLoaded check in the body gets a vote. Only a jar boundary fixes that.

Coming from Insane Tweaks 1.12.1 or earlier? Read Migrating at the bottom before you update. Skipping it costs every trait your players bought.


The traits

Twenty, spread across every tree. Names, costs, parent tree and requirements are all config, so the layout below is the default rather than a fixed shape.

Attack

  • Fast Learner — mobs drop 15% more experience.
  • Assimilated Warfare — parasites you kill drop fallback XP even when Scape and Run: Parasites' evolution stage would suppress it. From stage 5 onward, each kill also burns one evolution point. Needs SRParasites.

Defense

  • Spider's Grace — move almost freely through cobwebs.
  • Iron Stomach — food is eaten 15% faster, and any harmful effect it inflicts lasts half as long. Works on any mod's food.
  • Scarred Flesh — flesh colonised often enough runs out of room to react. Every parasitic effect weighs as much as its level, and together they can never exceed fifteen. An affliction arriving with no room left takes hold only as far as the space allows, and once nothing is free it fails entirely. Effects that help you are never counted.

Mining

  • Astral Prospector — 10% chance to duplicate ore drops, identified through the OreDictionary with a name-shape fallback.
  • Stone Fists — with an empty main hand you break and harvest blocks as if you held the matching stone tool.

Building

  • Bob the Builder — +2 block reach while holding any block.
  • Supreme Enchanter — +5 enchanting power at the table, +10 item enchantability.

Farming

  • Angry Farmer — +5 attack damage with any scythe, hoe or shears.
  • Adapted Vegetation — protects crops within 8 blocks while you hold a Living or Sentient Scythe.

Gathering

  • Double Hooks — 6% chance to catch double loot while fishing.
  • Enchant Fishing — 0.5% chance to catch an enchanted treasure book, including Advanced and Supreme variants where the pack supports them.

Agility

  • Coiled Spring — hold Sneak and Jump on the ground to coil. A meter fills over about a second and a half; releasing Sneak launches you roughly 10 blocks at full charge. Fall damage is waived in proportion to the charge you spent, so a full leap costs nothing and a half-charged hop only half-protects you.
  • Meditation — recharges mana in worn wizard armour and offhand casting gear while you stand still.

Magic

  • Arcane Mastery — all spell mana costs down 10%.
  • School of Alteration / Conjuration / Destruction — +15% duration on buffs, +20% on summons, +10% potency on attacks.
  • Archmage — +7% magic damage and +5% spell potency. Without PotionCore it falls back to +15% potency, so it is never a dead purchase.

Two native traits, rewritten

Not replaced — the same unlockables, brought in line with a heavier pack. Golden Osmosis additionally grants +1 armour and +0.5 toughness per piece of golden armour, and +25% attack speed on golden tools. Safe Port stops ender pearls hurting you and gives them 30% more velocity and range.


The bundled Reskillable config

On first launch the mod deploys its own tuned reskillable.cfg — the balance the traits were built against. It is careful about it: your existing file is backed up with a timestamp, your custom Skill Locks are parsed out and carried across, and if either step fails the swap is abandoned rather than forced. A sentinel records which version deployed, so it re-runs only when the mod version changes.

If you would rather manage Reskillable yourself, the module switch turns the whole thing off.

Refunding a trait when the native path is broken

Reskillable refunds an unlocked trait on Ctrl + left click. Some packs break that. This adds a direct fallback — Ctrl + click or middle click — that sends Reskillable's own lock packet, plus a hint line in the GUI when you hover an unlocked trait.

Everything is tunable

Per trait: enabled, point cost, parent skill tree and requirements. A trait switched off is never registered, which removes it from the tree and stops its effect — one flag, no half-states.


Requirements

  • Minecraft 1.12.2 / Forge, with MixinBooter or Cleanroom.
  • Reskillable — the maintained fork, 1.13.1.
  • SRP&Wizardry InsaneTweaks — the Coiled Spring charge jump and the parasite XP correction live in the core mod and reach the trait through a small facade this mod fills in. The dependency runs one way only.
  • Electroblob's Wizardry — for the magic tree.
  • Optional: Scape and Run: Parasites, PotionCore.

Loads before Reskillable on purpose: the config swap has to happen before Reskillable reads its file.


Migrating from Insane Tweaks 1.12.1 or earlier

Install this mod at the same time you update Insane Tweaks. Not afterwards.

Up to 1.12.1 Insane Tweaks registered these twenty traits itself. From 1.13.0 it does not — this mod does, under the exact same ids (compatskills:), so with both installed nothing changes.

Update without installing this and Reskillable reads each saved unlock, fails to resolve the id, and simply does not add it. No exception, and no Forge missing-registry screen either — these unlocks live in player data rather than in a registry written to level.dat, so nothing checks them. The next save writes the shortened list back and the trait is gone, with the skill points not returned. Per player, at the moment their character data loads, irreversible.

Insane Tweaks 1.13.0 and later put a screen in front of the main menu warning about exactly this, and copy your old traits and scarredflesh settings into config/insanetweaks-reskillable-old-settings.cfg — a ready-made reskilltweaks.cfg. Rename it and your tuning carries over unchanged.

Also unchanged on purpose, because these are save data rather than identity: the compatskills: trait domain, the lang keys, the config category names, the managed-config sentinel, and the insanetweaks: prefix in the Skill Locks block.


Part of a family of mods split out of SRP&Wizardry InsaneTweaks, all optional and independent: SRP&Wiz Core, SRP&WIZ Mixins, CTombstone-Tweaks.

The Reskillable Tweaks Team

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