Ever found an enchanted item that felt... too predictable?
No more instantly knowing if a chest contains god gear or complete garbage.
Now you have to uncover its secrets. 😈
A special item used to decipher enchantments.
[general]
#If true, normal enchantments are hidden behind rune text until revealed
#Default: true
hide_normal_enchantments = true
#If true, curses are hidden behind rune text until revealed
#Default: true
hide_curse_enchantments = true
#Listed items are completely ignored by this mod and always show their real enchantments
#Default: ["minecraft:enchanted_book", "quark:ancient_tome"]
blacklisted_items = ["minecraft:enchanted_book", "quark:ancient_tome"]
#If true, each enchantment always uses the same rune pattern
#Example: Protection always generates the same rune text
#If false, rune text is generated per item instead
#Default: true
consistent_runes_per_enchantment = true
["runic cipher"]
#Does the Runic Cipher use the charge system
#False turns off charge related features but keeps other functionality
#If false, I suggest changing reveal_mode to 1, 2, or 3
#Default: true
enable_charge_system = false
#0 = two step system where you reveal normal enchants first, then curses
#1 = one step system where you reveal all enchants at once
#2 = one step system that only reveals normal enchants
#3 = !WIP, NOT AVAILABLE! knowledge mode, enchantments are revealed by using the cipher on enchanted books
#When using mode 3, remove enchanted books from the blacklist
#4 = reveals a random enchantment one at a time
#Default: 0
#Range: 0 ~ 4
#Range: 0 ~ 4
reveal_mode = 1
#!WIP, PERMANENT REVEAL NOT AVAILABLE!
#Controls how enchantments become permanently identified
#0 = disabled
#1 = identifying enchanted books permanently reveals that enchantment
#2 = identifying any enchanted item permanently reveals those enchantments
#Only applies to knowledge mode
#Default: 0
#Range: 0 ~ 2
#Range: 0 ~ 2
permanent_reveal_mode = 0
["runic cipher".charges]
#Maximum number of uses a Runic Cipher can hold
#Default: 32
#Range: 1 ~ 1080
#Range: 1 ~ 1080
runic_cipher_max_uses = 32
#How many uses a newly crafted Runic Cipher starts with
#Default: 4
#Range: 0 ~ 1080
#Range: 0 ~ 1080
starting_cipher_uses = 4
["runic cipher".recharge]
#Item used to recharge the Runic Cipher
#Example: minecraft:lapis_lazuli
#Default: minecraft:lapis_lazuli
cipher_recharge_item = "minecraft:lapis_lazuli"
#How many uses are restored per recharge item consumed
#Default: 1
#Range: 0 ~ 1000
#Range: 0 ~ 1000
recharge_item_restore_amount = 1
["runic cipher"."reveal costs"]
#Uses consumed per hidden normal enchantment when revealing
#Default: 1
#Range: 0 ~ 1000
#Range: 0 ~ 1000
normal_enchantment_reveal_cost = 1
#Uses consumed per hidden curse when revealing
#Default: 2
#Range: 0 ~ 1000
#Range: 0 ~ 1000
curse_reveal_cost = 2
#Uses consumed when reveal mode 4 reveals one random enchantment
#Default: 4
#Range: 0 ~ 1000
#Range: 0 ~ 1000
random_enchantment_reveal_cost = 4
[tooltips]
[tooltips."rune display"]
#If true, rune text is shown in place of hidden normal enchantments
#If false, hidden enchantments are completely hidden instead of replaced with runes
#Default: true
show_rune_replacements_for_normal = true
#If true, rune text is shown in place of hidden curses
#If false, hidden curses are completely hidden instead of replaced with runes
#Default: true
show_rune_replacements_for_curses = true
#Minimum rune length used for hidden enchantment text
#Default: 6
#Range: 1 ~ 50
#Range: 1 ~ 50
min_rune_length = 6
#Maximum rune length used for hidden enchantment text
#Default: 10
#Range: 1 ~ 50
#Range: 1 ~ 50
max_rune_length = 10
#If true, hidden curse rune text is colored red
#If false, curse rune text uses normal enchantment coloring
#Default: true
red_curse_runes = false
#If true, hidden rune tooltip order is randomized
#Prevents rune positions from hinting at enchantment order
#Default: false
randomize_rune_order = true
[tooltips."cipher interaction"]
#If true, shows an extra Runic Cipher interaction tooltip beside valid enchanted items
#Default: true
toggle_cipher_interaction_tooltip = true
#If true, the interaction tooltip shows the Runic Cipher uses before and after revealing
#Example: Cost: 32 -> 27 / 32
#Default: true
show_cipher_interaction_cost_preview = true
#If true, the interaction tooltip shows how many uses will be consumed when revealing
#Example: Consumes: 5 uses
#Default: true
show_cipher_interaction_consumes = true
[tooltips."cipher recharge"]
#If true, shows an extra Runic Cipher recharge tooltip beside the configured recharge item
#Default: true
toggle_cipher_recharge_tooltip = true
#If true, the recharge tooltip shows the Runic Cipher uses before and after recharging
#Example: Charge: 27 -> 32 / 32
#Default: true
show_cipher_recharge_preview = true
#If true, the recharge tooltip shows how many recharge items will be consumed
#Example: Consumes: 5 items
#Default: true
show_cipher_recharge_item_cost = true
You no longer know exactly what you're holding until you investigate it.
While working on my modpack I had the idea for a system where enchantments are hidden until they are revealed. When I looked to see if something like this already existed, I discovered the mod Unidentified Enchantments.
That mod implements the same core concept and deserves credit for it. Unfortunately, it would not load correctly in my setup, so I wasn’t able to use it.
Because my mod implements a similar idea though, I chose a similar name to reflect the concept and acknowledge the original Unidentified Enchantments mod that inspired it.