Very well done mod, fitting very well with Minecraft's theme. Except that perhaps the particle effects are almost...too magical.
One way to balance out the OPness of removing enchantments from damaged items might be to have the enchantment removal potentially fail, losing the enchantment altogether, if performed on a damaged item. For example, if a sword with 25% durability remaining with Sharpness I and Knockback II was disenchanted into a book, the resulting book would have a 25% chance of preserving Sharpness I, along with a 25% chance to keep each level of Knockback, checked separately (so in total, 37.5% Knockback I, 6.25% Knockback II, 56.25% Knockback lost completely). Of course, you'd have to hide the actual levels kept/lost until the player clicked the book to finalize the disenchantment. On average, if an item is X% damaged, you'd lose about X% of the enchantments.
One small issue: The XP cost of disenchanting items into books seems a little too affordable. Perhaps it's just because I'm playing with mods which add randomly enchanted low-tier equipment to mobs (with the occasional high-tier item), I'm practically swimming in enchanted books, which generally cost 2-4 levels to strip the enchantments off of any given mob drop, ready to slap onto diamond-or-better gear. Granted, I'm still losing the initial equipment, but when that equipment is wooden picks and gold helmets, the "cost" becomes irrelevant.
Would it be possible to add a config option to make the cost of disenchanting into a book into a given percent of the cost of enchanting a plain book in a regular enchantment table? For example, if "disenchant_cost_scale=0.3", if the resulting book would take 20 XP levels if done at an enchanting table, disenchanting it through the enchvil would cost 20*0.3=6 XP levels. It'd still be cheaper (and more predictable) than enchanting books from scratch, but would make stripping highly-enchanted items more costly.
Just letting you know, I'm going to use this in a modpack. It's very fitting, because a lot of the mods we use add enchantments, without (not that I know of) adding a way to remove them. Thanks a lot for making this!
With some items that stack (either in a modpack, or adventure map) that have enchantments, if you shift click like say a stack of enderpearls into the first slot, it consumes all but one enderpearl. Can you fix this?
Hey, I am a bit late to mention this, but I did a mod spotlight of this mod the a few weeks ago. Hopefully I did a good job at covering it and let me know if I missed anything or if anything needs to be corrected.
first is a very great mod, i like it, and i think it's interesting, but
i want to integrate this mod to my mod pack (1.5.2). So i'd like to
have source code if it's possible otherwise can you make this mod in
1.5.2 version ?
I've been looking for a mod that added disenchanting features, and I'm aware of a lot of the bigger mods out there, so I know that there are two that already do this:
Draconic Evolution, which also adds a bunch of endgame content that is so ridiculously overpowered in comparison with the rest of the game and even most other mods in general that it throws any game balance that doesn't pertain to itself out the window, and
MineFactory Reloaded, which also adds a bunch of autoblocks that, while in some cases are similar to blocks already added by other mods, also use 'machines' to justify the ability to automate actions that most other mods require multi-block systems to use, robbing me of the logistical joy I would get from masterminding a true mechanical marvel.
So, for a long time, I thought my options for disenchanting were: Draconic Overpower, MineFactory Self-player, or nothing at all. All I want is this block. And you've made it! Thank you so much for this fantastic mod! It's only what I wanted and it doesn't overreach its scope, and the balance you have in it already is quite admirable. I will not be playing without this mod anytime soon!