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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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reskilltweaks-1.0.0.jar

File namereskilltweaks-1.0.0.jar
Uploader
IsuthIsuth
Uploaded
Aug 7, 2026
Downloads
18
Size
85.8 KB
Mod Loaders
Forge
File ID
8592050
Type
R
Release
Supported game versions
  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:reskillable-tweaks-1642387:8592050")

Learn more about Curse Maven

What's new

Reskill Tweaks 1.0.0

First release. This is the Reskillable integration that used to live inside SRP&Wizardry InsaneTweaks, now a mod of its own.


⚠️ If you are updating Insane Tweaks from 1.12.1 or earlier — read this first

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

Up to 1.12.1, Insane Tweaks registered these twenty traits. From 1.13.0 it does not — this mod does, under the same ids (compatskills:). With both installed nothing changes and nothing is lost.

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. The skill points were deducted at purchase and are 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 settings out for you.


Why it is a separate mod

Not tidiness. On an instance without Reskillable, Insane Tweaks did not start — and not with a missing-dependency screen, but with a TypeNotPresentException on codersafterdark.reskillable.api.unlockable.Unlockable, thrown from inside registration a minute into loading.

The type stood in a method signature, and @Mod.EventBusSubscriber registers a class regardless of what its method bodies say, so the Loader.isModLoaded check sitting inside that method never got a vote. 1.12.1 patched the symptom by declaring Reskillable required — which fixed the crash by making everyone install Reskillable. A type in a signature cannot be defended from inside the method. Only a jar boundary can.

So the traits moved out, and Insane Tweaks now boots on its own. Confirmed on a clean instance: with both this mod and Reskillable absent, Forge's missing-dependency list no longer mentions Reskillable at all.

What is in it

  • 20 traits across all eight skill trees — see the project description for the full roster.
  • Two native traits rewritten: Golden Osmosis and Safe Port.
  • A tuned reskillable.cfg, deployed with a timestamped backup of your old one and your own custom Skill Locks parsed out and carried across. If the backup or the lock extraction fails, the swap is abandoned rather than forced.
  • A refund fallback — Ctrl + click or middle click on an unlocked trait, for packs where Reskillable's native path is broken, plus a hint line in the GUI.
  • Every trait's cost, parent tree, requirements and on/off are config. A trait switched off is never registered, which removes it from the tree and stops its effect.

What deliberately stayed in Insane Tweaks

Two mechanics are the core mod's, not Reskillable's, and only gate on a trait: the Coiled Spring charge jump (its packet is a discriminator on the core mod's own network channel — moving it would mean a second channel) and the parasite XP correction (SRP logic). They reach the trait through a small facade in the core mod that carries no Reskillable type at all; this mod fills it in at init. Without the provider every query answers false, which is what makes the core mod shippable alone.

Names that did not change, on purpose

They are save data, not identity: the compatskills: trait domain, the reskillable.unlock.compatskills.* lang keys, the config category names (traits, scarredFlesh, modules.enableSkillsModule), the insanetweaks_reskillable_managed.flag sentinel, the insanetweaks: prefix in the Skill Locks block, and the insanetweaks_meditation_* NBT keys.

Requirements

Minecraft 1.12.2 / Forge, with MixinBooter or Cleanroom. Required: Reskillable (the maintained fork, 1.13.1), SRP&Wizardry InsaneTweaks, Electroblob's Wizardry. Optional: Scape and Run: Parasites, PotionCore.

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

Verified in game

Both mixins apply, 20 traits registered, names and descriptions render from lang, the charge jump works through the facade, the config swap preserved 2262 custom item locks, and the migration screen appears when the mod is taken back out. The core mod's jar contains no byte of codersafterdark.

This mod has no related projects