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Have you ever felt that there were a lot of enchantments in the game, that were forgotten, underused, or just plain bad?
I sure did, and so I decided to add buffs and make changes that I think are appropriate to give some enchantments a makeover, and to add more functionality to them as well.
Please note that this pack uses lots of NBT and execute commands. A server may experience lower values of TPS (Ticks Per Second) without a good enough CPU.
The full rundown:
And that's it! Let me know if you have any ideas you would like to see added to this! I'm hoping to expand it a lot.
I sure did, and so I decided to add buffs and make changes that I think are appropriate to give some enchantments a makeover, and to add more functionality to them as well.
Please note that this pack uses lots of NBT and execute commands. A server may experience lower values of TPS (Ticks Per Second) without a good enough CPU.
The full rundown:
- Having either Smite/Bane of Arthropods on a Sword in your offhand will merge them together into a new enchantment, Nightblade.
- Having either Blast/Projectile Protection on armor in your offhand will merge them together into a new enchantment, Impact Protection.
- Armor with Thorns placed into your offhand will be upgraded, allowing it to always reflect damage, and at a consistent amount.
- Impaling functions like it does in Bedrock, dealing extra damage to all entities in water or rain (but only with the Trident). Only works in versions 1.19.4 and up.
- Channeling can summon lightning in rain.
- Frost Walker allows any boots to work like Leather boots in Powdered Snow. At Level 2 it can create temporary Magma on Lava.
- Knockback amount is decreased, and in it's place is a new "hit freeze" that stuns enemies for a few seconds.
- Depth Strider adds a movement speed buff, +5% per level.
- Flames works on both Crossbows and Tridents.
- Piercing works on bows.
- Quick Charge reduces the cooldown time of weapons and tools by 1/3 a second per level.
- Having either Fortune/Looting on a tool or weapon in your offhand will merge them together into a new enchantment, Reaping.
And that's it! Let me know if you have any ideas you would like to see added to this! I'm hoping to expand it a lot.
Compatibility | Minecraft 1.18 |
to | Minecraft 1.20 |
Tags |
3 Update Logs
Update #3: v1.2 : by AuraAcorn 12/02/2023 11:06:31 pmDec 2nd, 2023
Thanks to some helpful commenters, I've found plenty of issues that needed fixing. Shoutout in particular to BeltBuckle for the extensive testing!
I removed the Flame/Fire Aspect and Punch/Knockback cross compatibility that was introduced last update. It was an experiment and it caused too many issues.
Flame for the Crossbow and Trident has been moved to the extras folder, along with the Quick Charge buff and Piercing for normal bows.
You'll no longer take damage when falling into Powdered snow with Frost Walker boots. They also work a lot closer to Leather Boots for Powdered Snow.
Tridents with Flame now light entities on fire properly.
Knockback won't accidentally cause the player to experience "hit freeze" when hit by a mob.
I've tried my best to optimize the commands and make them use less resources, but servers may still experience less Ticks Per Second.
I removed the Flame/Fire Aspect and Punch/Knockback cross compatibility that was introduced last update. It was an experiment and it caused too many issues.
Flame for the Crossbow and Trident has been moved to the extras folder, along with the Quick Charge buff and Piercing for normal bows.
You'll no longer take damage when falling into Powdered snow with Frost Walker boots. They also work a lot closer to Leather Boots for Powdered Snow.
Tridents with Flame now light entities on fire properly.
Knockback won't accidentally cause the player to experience "hit freeze" when hit by a mob.
I've tried my best to optimize the commands and make them use less resources, but servers may still experience less Ticks Per Second.
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Quick charge seems to also not work with everyone, it was experimental and I'm most likely going to remove it in the next update.
You aren't doing anything wrong these are bugs I'm working on. Thanks for trying it out!
-I meant to put both enchantments on those items, and set it to Fire aspect 1 assuming that you could upgrade it with an anvil, which as I learned is not possible in survival.
-Same thing goes for knockback and punch.
-I made Frost walker have a small radius as a high risk thing on purpose. You need to take it slow to be safe.
-I forgot about fall damage with powdered snow. That's not a hard fix.
-The slowness affecting the player is not intended, thanks for finding that out. I never saw it myself.
-The cooldown difference is tiny, because otherwise it'd be a bit too powerful for DPS. Its experimental, probably will remove it.
-The Flame Tridents was another overlooked thing. That's not hard to correct.
Thanks for all of this help, really! I'm probably going to have to redo a lot of stuff, but none seems very difficult.
Second, I can't seem to get any enchants on weapons that aren't able to receive those enchants in vanilla (quick charge, flame, knockback) using the datapack. I've tried doing this with an enchanting table, anvil, and /enchant. Also, if I force them on with creative mode in an anvil they don't work properly. I've tested this in 1.20.1 and 1.18 since those are the listed supported versions and it happens in both. Hope I'm not missing something obvious.
Edit: did some more testing and it seems like the bow enchantments work fine, not sure if that's because of vanilla behavior or not. Flame on tridents still seems to not. Quick charge does work in the offhand, but the attack is with the bare hand and not the tool.
As for not getting the enchantments, if they have the one that would change or get added too, remember that you have to put it into your offhand, as that is where I set it to activate.
With that said, I found that putting flame on tridents still seems to not work. The trident seems to get the flame visually when thrown, but on hit it does not apply the effect. I know this isn't just an oversight because there does seem to be code in place specifically to fix this.
If you run into any more problems, please let me know, as I'll try and nail out any (and all of I can) of the things you've mentioned so far.
I'll try and test as much as I can over the next few days and compile a list of anything that comes up.