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Additional Attributes

Additional Attributes

Adds additional attributes to the game

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Game Mechanics
AboutChangelogVersions

1.21

Documentation is currently located here

  • Respiration attribute has been removed (due to vanilla oxygen attribute)
  • The spell level syntax has been unified (spell_school and spell_type have been changed to spell/<namespace>/<path> and school/<namespace>/<path>

Enchantment Attributes

  • Looting (additional_attributes:looting)
  • Respiration (additional_attributes:respiration)
  • Fishing Lure (additional_attributes:fishing_lure)
  • Fishing Luck (additional_attributes:fishing_lure)

The base value for these is the enchantment value which gets checked

  • Meaning there won't be any benefits using multiply_base / multiply_total if you don't have the enchantment
  • addition will be affected by multiply_total

Harvest Attribute

Can be used to increase the amount of harvested items

  • ID is additional_attributes:harvest
  • addition of 1 means one additional crop (not seed)
  • The base value is the initial harvested amount

Apotheosis

Apothic Crafting

An attribute that adds a chance to affix crafted items

Logic works as follows (using the baseline Apotheosis rarities):

  • 0 to 1: Chance between nothing happening and common rarity
  • 1 to 2: Chance between common and uncommon rarity
  • 2 to 3: Chance between uncommon and rare rarity
  • 3 to 4: Chance between rare and epic rarity
  • 4 to 5: Chance between epic and mythic rarity
  • 5 to 6: Chance between mythic and ancient rarity
  • 6 to ? : Can only roll ancient rarity
  • (This is just an example - the attribute value corresponds to the ordinal of the rarity)

If the attribute value is exactly 0 nothing will happen

A value of 1.3 has a 30% chance to consider uncommon rarity - The luck attribute will still affect the actually picked rarity

Configurations:

  • There is a server config that can limit the max. crafted rarity
  • There is a blacklist item tag (additional_attributes:apothic_crafting_blacklist)
  • You can define min / max rarity clamps per items using a datapack (applies after the server config), see example of wooden tools:
    • Directory: additional_attributes/rarity_definitions
    • Clamp entry:
      • items: A tag, single entry or a list of entries
      • min_rarity: Min. rarity (if said rarity is above the max. rarity of the current attribute value, it will not be considered) (Optional)
      • max_rarity: Max. rarity (if said rarity is above the max. rarity of the current attribute value, it will not be considered) (Optional)

Iron's Spells 'n Spellbooks

Increase or decrease spell levels

  • General attribute (meaning all spells) (additional_attributes:spell_general)
  • Attribute for each school type (additional_attributes:spell_school_<...>)
    • Example: additional_attributes:spell_school_fire
    • Third-party schools have the syntax additional_attributes:school/<namespace>/<path>
  • Attribute for each spell type (additional_attributes:spell_type_<...>)
    • Example: additional_attributes:spell_type_shockwave
    • Third-party spells have the syntax additional_attributes:spell/<namespace>/<path>
      • Example: additional_attributes:spell/traveloptics/orbital_void

How it works:

  • The base value of these attributes is the level of the spell being used - meaning modifying the base has no effect
  • Spells with a maximum level of 1 won't have their spell level increased, since there usually is no reason to do so (configurable)
  • The three attribute types function as one - their modifiers are gathered together before calculation
  • There is no rounding - meaning a spell level of 1.75 will result in 1
  • If the spell level reaches 0 (due to negative modifiers) the spell cannot be cast
  • These attributes are present for all entities not just the player

Add spells to the spell selection

These spells will be available independent of the current spellbook, weapon, etc.

  • Attribute for each school type (additional_attributes:innate_school/<namespace>/<path>)
    • Example: additional_attributes:innate_school/irons_spellbooks/fire
  • Attribute for each spell type (additional_attributes:innate_spell/<namespace>/<path>)
    • Example: additional_attributes:innate_spell/irons_spellbooks/cloud_of_regeneration

Other

Added an attribute to potentially not use up a scroll

  • ID is additional_attributes:keep_scroll
  • Value between 0 (0% chance) and 1 (100% chance)
  • Using multiply_base will have no effect since the base value is 0
  • Using multiply_total without prior addition will also have no effect

References:

  • School Types https://github.com/iron431/Irons-Spells-n-Spellbooks/blob/1.19.2/src/main/java/io/redspace/ironsspellbooks/api/registry/SchoolRegistry.java
  • Spell Types https://github.com/iron431/Irons-Spells-n-Spellbooks/blob/1.19.2/src/main/java/io/redspace/ironsspellbooks/api/registry/SpellRegistry.java

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Compatibility

Minecraft: Java Edition

1.21.x
1.20–1.20.1
1.19.2

Platforms

Forge
NeoForge

Supported environments

Server only
Singleplayer

Links

Report issues View source

Creators

Cadentem
Cadentem Member

Details

Licensed MIT
Published last year
Updated last month

Modrinth is open source.

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