The Disenchanter Mod
Want to get the good enchantments of those rubbish gold items? Or did you get perfect enchantments on your sword, but the Knockback is bothering you?
The DisenchanterMod is the thing for you!
(If Enchanting+ is too much for your needs and you do not want any of the major mods - e.g. MineFactoryReloaded, Draconic Evolution - including this feature, because you do not want most of the utilities those mods provide?)
It is a very lightweight mod just adding one block to the game:
The Disenchantment Table
It's easy to craft and use! (watch the animations)
Any combination is possible!
Showcases:
Small Crafting Guide:
Troubleshooting:
Problem: I am using RLCraft (or a similar heavily modded modpack). Items disappear after a single disenchantment!
Fix: The authors of RLCraft have heavily modified the default config-values. Items will break instantly.
Here is a quick explanation how my code works for dealing damage to an item after disenchanting:
while ("item has enchantment"): transfer enchantment; damage item by (machineDmgMultiplier * (flatDmg + itemMaxDurability * durabiltyDmg + itemMaxDurability * (reduceableDmg / "enchanting power (aka. surrounding blocks)"))); stop if item's durability is lower than 0 or table does not perform bulk-disenchanting;
I know the formula seems complicated, but it boils down to this:
- if you use an automatic disenchantment table, multiply all damage by the amount specified in the config as "MachineDamageMultiplier"
- deal a flat amount of damage specified in the config as "FlatDamage"
- deal a percentage of the Item's max durability as damage to the item; the percentage is specified in the config as "MaxDurabilityDamage"
- deal a percentage of the Item's max durability as damage to the item, but that percentage can be lowered by surrounding the table with special blocks (f.e. Bookshelves); that percentage is specified in the config as "MaxDurabilityDamageReduceable"
Now there can be multiple reasons your item breaks on the first use:
- 1. The flat damage is higher as the item's max durability (if this is set to 0, this cannot be the case)
- 2. The percentage of the Item's max durability dealt to it is 100% aka. 1 in the config. This will break any Item instantly.
- 3. The percentage of the Item's max durability, but reduced, dealt to it is 100% aka. 1 in the config, but no blocks reduce the damage. This will break any Item instantly.
- 4. Those percentages are lower than 1, but increased above 1 by using an automated disenchantment table
You need to open up your config folder for the modpack (usually adjacent to where you would also find resourcepacks; I've been told it is located at ".../Curse/Minecraft/Instances/RLCraft/config/disenchanter.cfg" specificly and change the relevant values to (MachineDamageMultiplier, FlatDamage, MaxDurabilityDamage, MaxDurabilityDamageReducable) to reasonable values (e.g. in the same order: 2.5, 10, 0.025, 0.2).
Problem: I am using RLCraft (or a similar heavily modded modpack). I can not craft any of the disenchanting-table variants (even though I can see them in JEI)!
Fix: This happens because of the same reason as above. Please check your config, as the recipes can be disabled individually there.
Specifically you need to set the following values to true:
EnableAutomaticRecipe, EnableVoidingRecipe, EnableBulkDisenchantingRecipe, EnableClearRecipe
Problem: The automatic disenchantment table is acting up! It behaves wierdly, stops working and only supports hoppers (badly)...
Fix: None. Yep, sorry... It's a bit outdated. I will get to fix it someday! Until then you can report issues you experience to me via Curse or GitHub!
If you are experiencing any other issues feel free to contact me!
Also check out my other Projects!
Quick note:
I am aware that this is not a new concept by any means. I just could not find a small lightweight mod (that is not outdated) that fit my needs, so I made this and figured that there might be others that would enjoy this small Mod.
Also this uses a BSD License, which means you can use it for your modpack.
i assume there are plans to update this beyond 1.12?
For players of RLCraft changes made to this mod by the Pack are
Damage to items from 10 to 10000
basic table buildable all others disabled
you can change the damage value back to 10 so your items will not be destroyed
Your items are NOT being voided
It's
RLCraftsUNfairCrafts faultHow do you make the automatic, bulk-disenchanting, voiding table? JEI shows that this is a thing, but there is no recipe that I can find for this (#5466/7). Thank you.
In reply to ztothrules:
Hey, as I've mentioned yesterday I just included a Troubleshooting-section that answers your exact question.
Also in the Showcases-section above that there is a crafting-guide. Also also above is a gif showing you all upgrades and explaining what they do. It's really hard to miss.
I am guessing you're using RLCraft. They disabled the recipes for the upgrades in my config by default. You should look at the Troubleshooting-section above for details.
Hey Guys!
Sorry I am a bit overwhelmed, I am very busy right now.
I've updated the crafting guide, so it is available on YouTube now, that should be more comfortable.
Also I've made a small troubleshooting-section which is specifically aimed at RLCrafters.
If you have any other issues, feel free to report them here or on GitHub, but keep in mind it might take a while until I will resolve issues.
Hello, Experiencing the same problem as f1ref1ght7er as my items disappear when i disenchant them. (also playing RLcraft) i have tested the voiding, bulk, auto and standard disenchantment tables and they all seem to have this issue. P.S the video-guide gives a 404 error.
In reply to SelfCombusted:
I can't even get the other tables to craft at all. How did you manage even that? I put the items for the recipe into a crafting table but there is nothing there to take.
In reply to SelfCombusted:
If you go to your config folder (...\Curse\Minecraft\Instances\RLCraft\config) and open "disenchanter.cfg", change the FlatDamage modifier to something more reasonable like 15 or 10 instead of the listed 1000. I'm guessing the RLCraft mod pack maker originally set it so high that it would destroy items and make the pack a little grindy-er. Hope this helps!
.
In reply to vespidvoid:
Hey, thank you very much for this information, sorry for getting back so late to you; I am really busy rigth now. I am going to assume all issues for RLCrafters are config-related now xD ;p
No, but seriously, thanks; I'll make a disclaimer or a troubleshooting section above so other people don't have to search the comments.
In reply to SelfCombusted:
Thanks for the heads up regarding the video; I'll upload it to YouTube, should be better there, hopefully.
Hey, so I love this mod but I'm having issues with the bulk disenchanting. The recipes for those tables don't seem to be working and anytime I try to disenchant something, it completely breaks. How do I fix this? Is there a fix? I don't overly mind losing the item. That's not a big deal. But the end game is I really wanna be able to pull most or ALL the enchantments off items I find. It seems the best enchantments are usually lower on the list of items I find. Please help! Thanks! P.S. Yes I'm playing RLCraft. :)
In reply to f1ref1gh7er:
Hey!
Are you sure you used the recipe according to this small video-guide I included?
Of course that was for 1.11.2 and it is very well possible that the crafting-system does not work for newer versions of 1.12 forge, as they were planning to change that two years ago.
Something similar has been reported for the automatic disenchanting table, maybe you use that one?
It is also very possible that in newer versions of forge 1.12 they changed a bit of stuff regarding durability and such, I heard of that before.
It might happen, that I will publish a version for 1.12 with some fixes, but I don't promise anything. Sorry to say ^^'
In reply to impelon:
Also you could open an issue on GitHub to provide additional information, or alternatively post those here (console log snipped, items this happens with, exact table this happens with, etc.)
In reply to f1ref1gh7er:
As I've told SelfCombusted in an above reply, you can go to your config folder (...\Curse\Minecraft\Instances\RLCraft\config) and open "disenchanter.cfg" and change the FlatDamage modifier to something more reasonable like 15 or 10 instead of the listed 1000. Hope this helps!
I have an idea for the mod, but it would be a pain in the ass for you though. however, it would make the game or mod itself more worthwhile in the long run and fun for adventures like myself. so in order to use the disenchanter, you must gather enough knowledge of books in the world. kinda like in eso or the elder scroll games where you go around gain knowledge on different topics for skill level by reading all the books in the village or dungeons, same concept but it's just 1 overall knowledge for enchanting books and disenchanting them. meaning you would be able to make a rune reader that would be an update block sitting underneath or next to the enchanting table... so when you want to pour levels into making a book of your desire, you could view the list of enchanted books you can currently craft since there's so many of them however if you don't have the knowledge or discovered a book you cant make the enchantment for that one.
so there would be a master list of all the enchantments you can make, the ones in yellow text would be craftable and the grey ones would be the ones you haven't discovered or not enough knowledge to craft it... it would have to be compatible with other enchanting book mods like rin's many enchantments etc.
add an atlas or some kind of book that you take with you on your travels so when you gain a piece of knowledge or level up your knowledge it will show up in the book. just like in astral sorcery, that book is only bound by your knowledge and anyone else who tries to read gets withering... unless you make a certain scroll of knowledge for them to learn your knowledge and view your book. would also be nice if there was a random building out in the middle of nowhere that had bookshelves I in the basement protected by "guards" so meaning, valuable knowledge for best enchants.. kinda like a dungeon for loot but dungeon for knowledge. I can keep going for ideas...
In reply to tha_monsta88:
Hey!
Unfortunately this goes against my idea of the mod of it being lightweight, simple and straightforward. I want to provide something that is easy, intuitive and uncomplicated to use.
So not only would it be a lot of work, as you have mentioned, but it is not really something I want for this mod.
Certainly one could program the features you describe, but those seem to me like a whole separate mod actually; and this Mod maybe being a small part of it. Like a more adventure-focused enchanting system revamp. This is not at all what I am trying to achieve here.
So I hope you can see, why I will not implement your idea, even though it seems very interesting.
But as I always point out: my license is very slender: You can use my code to program your own mod, if you wish to do so. Maybe you find someone who is willing to implement your ideas. I, too, have a lot of ideas of what I could program, but obviously I do not go through with them all, or there would be more active development from me.
Sorry to disappoint you!
# How much flat damage should be dealt to Items when disenchanting?
I:FlatDamage=0
should I maybe have it do some damage then?
In reply to Kainoa25:
Hey! I'll try to explain the damage-system to you by using the actual code of the mod, but simplified (aka. Pseudocode).
I know the formula seems complicated, but it boils down to this:
- if you use an automatic disenchantment table, multiply all damage by the amount specified in the config as "MachineDamageMultiplier"
- deal a flat amount of damage specified in the config as "FlatDamage"
- deal a percentage of the Item's max durability as damage to the item; the percentage is specified in the config as "MaxDurabilityDamage"
- deal a percentage of the Item's max durability as damage to the item, but that percentage can be lowered by surrounding the table with special blocks (f.e. Bookshelves); that percentage is specified in the config as "MaxDurabilityDamageReduceable"
Now there can be multiple reasons your item breaks on the first use:
1. The flat damage is higher as the item's max durability (if this is set to 0, this cannot be the case)
2. The percentage of the Item's max durability dealt to it is 100% aka. 1 in the config. This will break any Item instantly.
3. The percentage of the Item's max durability, but reduced, dealt to it is 100% aka. 1 in the config, but no blocks reduce the damage. This will break any Item instantly.
4. Those percentages are lower than 1, but increased above 1 by using an automated disenchantment table
5. I have a bug in my code; although this seems unlikely, because I haven't got this bug from anyone else
Hope that helps.
In reply to impelon:
thanks for taking the time to break down your coding and explaining. It all does make perfect sense to me. I'm playing RLcraft(with added mods) so when I tested in my creative world the previous post I made was the result. Upon reading your response I went in and tested further(not changing any numbers yet and strangely enough the items were being preserved. I guess when I originally tweaked the settings before yesterdays testing, the changes did not save. So now with the info you provided I can tweak the settings to something that is fair. I'm thinking 1/4 of the items durability. Anyways thanks for clearing that up and helping me out!