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Sensible Enchanting v4.9
for Minecraft 1.2.5 SSP
by FifthWhammy
New in v4.9: 1.2.5 compatibility! That's all for now.
This minor (and customizable) mod is intended to take away some of the annoyances you might experience while enchanting items in Minecraft 1.2.5.
Specifically:
- By default, all enchantment costs are halved! (You may adjust this or turn it off using a custom settings file--see below.) A level 50 enchantment now only costs 25 experience levels, a level 15 enchantment now only costs 7 experience levels, and so on. (Cost is rounded down if needed. However, minimum cost is 1 experience level, so no free level 1 enchantments.) The enchant window still displays the enchantment's power, but the new cost is visible as well. You'll still need 30 bookshelves for the maximum power of 50.
Why? Because as it stands now, getting the 50 XP levels for a max enchantment requires you to kill 1785 925 hostile mobs without dying or enchanting anything else. Frankly, I think that's ridiculous. In my opinion, high level enchantments shouldn't be limited to those willing to construct mob grinders and stand in one place whacking mobs for hours. In comparison, reaching XP level 25 requires 455 244 hostile mob kills, which seems more reasonable. (I just discovered that the XP formula was changed for 1.0 and up. Mob counts updated accordingly.)
- You may now increase and decrease the levels of the available enchantments at will! When you place a valid item on an enchantment table, plus and minus buttons will appear at the top right of the GUI. Click them to increase or decrease the slots' enchantment levels by 1; shift-click them to increase or decrease the levels by 10 instead! For convenience, the third enchantment slot will always start with a maximum power enchantment. Note that you cannot increase the enchantment level beyond the table's capability, so you'll still need bookshelves.
Why? Because currently, anyone who wants a certain level has to sit at the enchantment table and drop the item on it over and over and over again, and what fun is that?
- High level enchantments are now more likely to produce multiple effects! For instance, the average level 50 enchantment on a diamond sword would receive multiple effects about 56% of the time. With Sensible Enchanting, that chance is increased to over 70%! Note that low level enchantments (and checks for third and fourth effects) receive a much smaller benefit. If you prefer, this bonus may be adjusted or turned off using a custom settings file.
Why? Because having almost half of highest level enchantments be single-effect seems a bit too weak to me.
- If you enchant an item and are disappointed with the enchantment--say, Knockback II on a level 50 diamond sword--you can immediately reverse the enchantment to recover 80% of the levels you spent! (You may adjust this or turn it off using a custom settings file.) Once you enchant an item, a red reversal slot will appear with the number of levels you can regain displayed in yellow. If, after seeing how your item turned out, you elect to reverse the enchantment, the just-enchanted item will revert to normal and you'll regain those levels! However, due to the strain placed on the item, some of its durability will be lost depending on the strength of the original enhancement. Furthermore, reversal is a one-time opportunity--if you take the item from the table, the enchantment becomes final and you won't get another chance to recover your XP. Choose wisely!
Why? Because if you don't get a satisfactory result, you shouldn't have to earn all of those levels again just for another shot. Although enchanting is random by nature, you deserve to be rewarded for your work.
- At any enchantment table, you can now repair enchanted items for a modest XP cost! (If you prefer, you may disable enchanted item repair or modify the XP cost for repairs using a custom settings file--see below.) The exact cost varies depending on the number of enchantments and the strength of each individual enchantment, but is not affected by the item's type, material, or remaining durability; for instance, that Sharpness III in the screenshot below costs only 3 levels to repair, considerably less than the 20 levels spent to make it!
To repair an enchanted item, simply place it on any enchantment table, and a blue repair slot will appear with the XP cost displayed. (You'll also see the repair slot just after you enchant an item.) However, just as with normal repairs, you'll need to use another item of the same type and material, although this item does not have to be enchanted. After placing that item in the new component space, click the repair slot to add durability back to your enchanted item for the cost of your component item and some XP. Note that attempting to repair enchanted items using a standard crafting grid will still result in the loss of the enchantment, so make sure to do your enchanted item repairs at an enchantment table!
Why? Because enchanted items are meant to be used, after all.
- Bookshelves are no longer obstructed by objects in between them and the enchantment table!
Why? Because some players get confused when they have 30 bookshelves but aren't getting maximum level enchantments because of an errant torch, ladder, or sign. (If you prefer Minecraft's original bookshelf-counting algorithm, you can reactivate it using a custom settings file.)
Screenshots for your viewing pleasure!
First, some v4.0 shots of enchantment reversal (note that enchantment costs were set to 100% for this demo):
Just after enchanting, you've given the opportunity to reverse it to regain some XP...
...like so! The item was damaged due to the strain of reversing the enchantment, but it's easier to replace items than XP!
Both cost and power are now displayed! Note the plus and minus icons in the top right corner of the GUI.
Clicking on those icons will adjust the levels of the available enchantments!
Place an enchanted item back on the table to see its repair cost.
To repair, place the second item in the component slot and click the blue "repair" slot. (Yes, that's what it says. Original, isn't it?) Unlike vanilla repairs, SE repairs preserve your item's enchantment!
Like most other mods, installation is simple: open your minecraft.jar, drop in the .class files included, and copy the new SEenchant.png file into the jar's gui folder. Delete the jar's META-INF folder if you haven't already. That's it!
That's all for now. Stay tuned for new updates and ports for new Minecraft versions!
Sensible Enchanting is designed for maximum compatibility with other Minecraft mods, overwriting only one base class--the enchantment table block. Most mods that don't modify the enchanting system or the enchanting table block, including TooManyItems, SinglePlayerCommands, and practically all ModLoader mods, can be used alongside SE. However, since SE uses a separate enchantment GUI, inventory mods and GUI mods such as Customizible Inventory may not be able to modify it. (All other GUIs, however, should be changed as expected.)
If you're using a texture pack with custom GUIs, SE's variant of the enchantment GUI won't match your texture pack. Unfortunately, I can't do much about this--I'm a modder, not a magician. Of course, you're welcome to modify or replace SEenchant.png for use with your texture pack.
Custom Settings (NEW!):With the optional custom settings file (SensibleEnchanting.txt), you can disable enchanted item repair or alter the enchantment and repair cost modifiers. Place SensibleEnchanting.txt in your .minecraft directory (where lastlogin and options.txt are found) and modify it to suit your tastes. (The settings file is annotated, so reading it will tell you what sorts of settings are available and what they do.) If you don't install the custom settings file, Sensible Enchanting will use the default values.
If you already have a custom settings file from an earlier version of SE, you can safely keep using it without issue. SE will just use the default values for any new settings your old file left out.
That's all for now!
Download now! (Sensible Enchanting v4.9 for MC 1.2.5, 21 KB, 4/4/2012)
Links to previous versions:
Sensible Enchanting v4.8 for MC 1.2.4, 21 KB, 3/25/2012
Sensible Enchanting v4.7 for MC 1.2.3, 21 KB, 3/5/2012
Sensible Enchanting v4.6 for MC 1.1.0, 21 KB, 2/2/2012
Sensible Enchanting v4.5 for MC 1.1.0, 21 KB, 1/14/2012
Sensible Enchanting v4.0 for MC 1.0.0, 22 KB, 12/8/2011
Sensible Enchanting v3.0 for MC 1.0.0, 18 KB, 12/4/2011
Sensible Enchanting v2.5 for MC 1.0.0, 14 KB, 11/30/2011
Sensible Enchanting v2.0 for MC 1.0.0, 26 KB, 11/25/2011
Sensible Enchanting v1.5 for MC 1.9pre5, 25 KB, 11/15/2011
Sensible Enchanting v1.0 for MC 1.9pre5, 11 KB, 11/11/2011
Special thanks to the fine fellows responsible for the Minecraft Coder Pack. If you'd like to get started with your own Minecraft mods, MCP's a great way to start. (But if you just want to play this mod, you don't need to worry about MCP at all.)
Disclaimer: This Minecraft modification was created by FifthWhammy, who does not own the rights to Minecraft or Minecraft source code. (That's Mojang AB, not me.) You may distribute this modification freely as long as credit is given and this README file is also included. Neither I nor Mojang are responsible for any damage, distress, or data loss suffered by you, the user of this modification. Use at your own risk. Batteries not included.
- KoishiKomeiji
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Member for 12 years, 3 months, and 3 days
Last active Sat, Dec, 2 2017 11:09:32
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FifthWhammy posted a message on [V1.2.5] [SSP] Sensible Enchanting v4.9 - Updated for 1.2.5!Posted in: Minecraft Mods -
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Need4Poop402 posted a message on The Barrels ModPosted in: Minecraft Mods
That's great! Use it if you like. -
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Lawnmower posted a message on What Youtubers did you unsubscribe from?SkyDoesMinecraft. Basically all he does is screams into a microphone and acts like he's high on sugar.Posted in: Culture, Media & Arts -
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BodOwens posted a message on Minecraft SinglePlayer Is Starting To Get... Boring.Posted in: Discussion
The terrain did become boring, but there is no need to spread it in every single thread that says "boring" or "terrain". -
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Kholdstare posted a message on Wither boss isn't hard, nor challenging.Posted in: Future Updates
Yes... Go on.
The less gear you have, the more strategy you have to employ.
Go on...
If you want an easy fight, yes, you can choose to arm yourself with superior gear, but it's not the only option at your disposal.
Did you forget that the Wither shoots and moves too fast for you to dodge? Fighting him is a matter of surviving long enough to kill him. In the first phase, you pelt him with arrows and ignore damage (it isn't significant if you have diamond armor) until he moves to the next phase. In the second phase, you just drink a Damage II potion and smack his sorry little head off with a sword. Damage isn't significant if you've got diamond armor.
Next time, do it again in iron. Boom, you're dead.
If he had more attacks and attacks that were possible to dodge, and the attacks dealt more damage, you would have an actual challenge on your hands. You would have to primarily dodge the attacks and deal damage while you dodge; getting hit wouldn't be instant death, but it would hurt like heck. Armor wouldn't win the battle; it would only give you breathing room
That is a boss fight. This is a gear check. You can only make the check so much lower by rigging the battlefield.
Somehow, I don't think that will make it less of a gear check.
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zooggydog480 posted a message on -Issue Resolved- (Do not post, please)Posted in: Recent Updates and SnapshotsQuote from Path_Of_PieWrong. This issue started a long time ago, when the slime spawn height was changed from max of 16 to max of 40. However, half-slabs in the high position worked to control them. That was an adaption. HOWEVER, now that that adaption no longer works, there is little you can do.
Except for changing your floor, which you don't want to do because you feel it might cramp up your fingers.
Quote from Path_Of_PieAnd let me tell you something: Regular mobs you can prevent from spawning. Slimes? IMPOSSIBLE. All of the solutions you have suggested I cannot do.
...Except for the part where you use regular half slabs.
Quote from Path_Of_PieAnd where did I say something MUST be done? Address only means to put the issue out there; nothing more.
adress: to deal with or discuss: to address the issues.
dictionary.com
Quote from Path_Of_Pie1.) Oh? So If my house was deep underground for protection and isolation, with no end portal, how would it balance out then?
You're doing it for protection and isolation; adapt.
Quote from Path_Of_Pie2.) Which I do. But they keep spawning. If I block up the areas outside my house that they spawn, it doesn't even matter; even more spawn directly into my base.
This leads us back to the advice I gave you further above in the post where you use the half slabs.
No, not the upside-down half slabs. The regular ones.
Quote from Path_Of_Pie3.) So you are saying that if I live in a massive underground palace, I should have to deal with hostile monsters because that is their home? I was unaware that mobs were capable of such building.
So you just ignore everything else he said because of a joke?
Quote from Path_Of_Pie4.) Like I said before, kind sir, I did not say directly that it MUST be changed. The rest of 4 is just blabber. Your sentence, however... OH! I see now. You had the wrong knowledge the entire time. Let me explain:
You used address in that context.
Quote from Path_Of_PieI DO NOT WANT UPSIDE DOWN HALF-SLABS TO ONCE AGAIN PREVENT MOB SPAWNING. THAT WAS MERELY A WAY TO COPE WITH THE ISSUE. WHAT I WOULD LIKE TO SEE IS SLIME SPAWN HEIGHT REDUCED BACK DOWN TO MAYBE 16.
I felt that the caps and larger font was required so people actually see it. On a lighter note... have a good day.
Most people clearly don't want the height reduced again, considering slimes were so rare before and necessary to use sticky pistons. -
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zooggydog480 posted a message on -Issue Resolved- (Do not post, please)So you could fix this with a little effort, but you don't want to because you're too lazy?Posted in: Recent Updates and Snapshots
Compromise. -
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EvanderQuisling7737 posted a message on Tripwires are a bit upgraded.Posted in: Recent Updates and SnapshotsQuote from BrokenEye
It just confuses me that I'm getting this update from some random stranger I don't know instead of an official update
He/she(sorry lol) sourced it. It's not like General Patton needs to step into your history class to tell you that WWII happened. -
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GorgeousTaylor posted a message on Cocoa dragon - mith or...Cocoa Dragon, ROFL. Notch isn't a dev anymore, silly.Posted in: Recent Updates and Snapshots -
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Black_Drath posted a message on Emerald Armour?Posted in: Recent Updates and Snapshots
He means that we don't have redstone or coal blocks made from 9 of the resource that can be crafted in order to store them more compactly in chests (they take up 1/9th of the space) and can also be placed as decoration or have an additional use. for example coal blocks could be used as a fuel and redstone blocks could light up when touched, like redstone ore, but give off brighter light or a redstone signal (or both).Quote from Jassie
You have plenty of things that use redstone for decoration. Pistons, lamps, ect.
Coal would be pointless to have a block for since we have obsidian which is basically what a decorative coal block would be.
I fail to see what point you were trying to make anyway. Seriously. I'm not sure I get what part of my post you're arguing against.
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ore generation frequency ≠ frequency of player finding the ore.
Try to go to the nether, you will see it everywhere in the walls, in the floor and in the ceilling.
Not only that, but the nether is made of big open space, which make it even easier to find.
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Sorry, But I prefer to live in a land with multiple biomes, even if they are repetitive and with villages, structures and with multiple materials than a neon green island with multiple gravel clouds everywhere.
Yes, let's generate worlds and find the worst place possible to show that every is like that!
And of course it's going to be more consistent when you have only one thing, which is neon green "forests"
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Change the title of your post to "I made a base underground, is there anyways to prevent slime spawn beside slabs?"
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"I could fix this easily, but I don't want to and instead I will whine to get it fixed without doing anything."
Seriously, the time you spend into making this topic and watching/replying in this topic you would have remade a good portion of your floor already.
But you didn't.
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If you wanted a mob proof floor you wouldn't make a floor made of wool in the first place.
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Sure buddy, you can say that about anything that you want to get on a silver plate:
Also note if you bring an argument involving the fortune III pickaxes: you can get a looting III sword.
This is the truth of minecraft since a very long time.