#KRPG Enchantment
1809 messages Β· Page 2 of 2 (latest)
It should look like this, by default.
{
"EntityTickMs": 250,
"MaxEnchantsPerItem": 4,
"EnchantTimeHours": 1.0,
"LatentEnchantResetDays": 7.0,
"MaxLatentEnchants": 3,
"MaxEnchantsByCategory": {
"ControlArea": -1,
"ControlTarget": -1,
"DamageArea": -1,
"DamageTarget": -1,
"DamageTick": -1,
"HealArea": -1,
"HealTarget": -1,
"HealTick": -1,
"ResistDamage": -1,
"Universal": -1
},
"LegacyReagentPotential": false,
"ChargeReagentHours": 1.0,
"MaxReagentCharge": 5,
"ChargePerGear": 1.0,
"ValidReagents": {
"game:gem-emerald-rough": 1,
"game:gem-diamond-rough": 1,
"game:gem-olivine_peridot-rough": 1
},
"ResetEnchantConfigs": false,
"Debug": false,
"Version": 1.02
}
If you want to copy/paste mine into your file, it should load. I'll have this fixed for the next patch, though
do you know what went wrong?
Yeah, there's a bug with the default VS config file loader that overwrites loaded Dictionary type values with the default values of the provided config file class
You could theoretically also change the "Version" of the file to 0 and it should auto-upgrade to the right defaults
I made a change to remove those default values as a workaround in 1.2.14, and I guess I forgot to add special instructions to add those default values when generating a new config file
is there any concern of the config being reverted back to the default values (aside from updating/reinstalling the mod of course)?
It should be safe to do, especially for a new server. Upgrading just attempts to non-destructively add any missing default values
Awesome! Thank you so much for helping me figure this out.
I Just need to extend that upgrade method to new files, since the default VS one had issues
No problem, sorry about the issues
This should be fixed in 1.2.15. Thanks
if I put healing on a weapon does it still do its base damage?
Base damage is 0'd, then healing damage is applied
so can I turn a pistol into a healing gun?
In theory, yeah
not that it would be practical but it's really funny
I'm pretty sure it works with guns. Sometimes unexpected things happen with other mod interactions
I usually just put it on a dedicated Wand because it's more efficient
I am looking at the damage logs and it says they still take the damage in addition to the healing
but yeah, the healing gun or healing knife is just fun to me
Are you actually taking any damage if you add them up?
I have a mod installed that gives me outgoing damage logs and it lists the healing damage in addition to the blunt damage
I tested it with the pistol and repeating crossbow and both of them don't have their damage nullified. I have not tested to see if CO causes the same effect on bows and melee weapons
I can look into it, then.
Just to confirm, do you also see only a loss of 1.7 HP when you get shot and take 8 dmg and gain 6.7?
like in your HP bar
Damage happens in a few steps, so just making sure it's not just reporting vs actually reaching the HP of the target
I'll do some testing on this in a bit just to be sure, though
The testing I did consisted of repeatedly shooting entities with the pistol to see if they eventually died (they did, but it took a while)
hey so am new, what exactlly does the enchanters manual do?
Enchanter's Manuals teach the reading player how to translate the runes on the enchantment selection box in the Enchanting Table. You can see which ones you have learned in the J journal menu
So if you learn the Chilling enchantment, then put in a valid reagent and item into the Enchanting Table, then click one of the available buttons, and it happens to be Chilling, you'll see it displayed in regular text in that GUI
so to be clear, I put the stuff in the table, use the book on a random box, learn that enchant?
Also do I have to actually enchant the weapon to be able to read the runes or can I buy say 20 manuals over a time and learn all the diffrent enchants before putting them on stuff
You just read the book like any normal Lore book
Then if you select an enchant you've learned, it will show the name of that enchant in the GUI
oh so this isint needed to actually enchant, its just a chance to know what enchant your doing?
Exactly, each new book will attempt to teach you 1 unknown Enchantment when you read it
Then it remains as that enchantment's manual forever, if you want to let your friends read it
ok gotcha gotcha, enchanting seems pretty expensive holy, I guess thats why u can call lightning strikes down
the manuals are expensive too gud lord
for knowladge about a random enchant, upwards of 50 gears a peice
Yeah, it's meant to give some late-game or player specialization
One player could spend all their gears on manuals and become a dedicated enchanter for a group, and keeps players from becoming too powerful by just picking the best enchants at will
oh hey one last question, if you do a random enchant, and u dont know the runes, will you learn them after the enchant? cause thatd be cool.
No, there's no way to read any of those runes unless if you read the appropriate Enchanter's Manual
They're a fully unique random string for every refresh of the possible enchantments for an item
oof, I thought id be cool if you could like learn the enchant after applying it cause like, oh these symbols mean I dig hole, nd then thats like an alternative to buying the manuals but still very expensive
Mechanically, it's unique each time to keep from just opening the font in the player files and figuring it out.
Lore-wise, if you look at magic systems like in Pathfinder TTRPG, it's a core mechanic of casting arcane spells. There are runes which appear during the cast that are unique to the caster and instance of the cast
Which is sort of the magic system I'm borrowing from to make the Enchantments
My best suggestion is to use a mod like Better Loot to get access to more gears with combat, or find a group of people willing to share Enchanter's Manuals
Do you have Rustbound Magic installed, as well?
I do not
Any other mods?
aside from the CO suite and associates no
Can you give me exact versions?
yeah
Combat Overhaul Armory 1.5.3
Combat Overhaul 0.10.12
Config Lib 1.10.8
KRPGEnchantment 1.2.17
Crossbows 1.6.8
Firearms 1.3.6
Outgoing Damage Log 1.1.1
Overhaul Lib 1.12.19
@barren jolt Alright, release 1.2.18 has a fix. Thanks for the help
Thank you too! and I'm glad I could help out.
so um, do the enchanments randomize every time you slap a item under a charged reagent, or once you first put it in they fixed? for example, lets say I learned runes for harming, and wanted to put that on sword, but when I slapped it all into enchant, none of the 3 said harming, could I just take sword out and put back, or am I stuck having to take random enchant
It's a configurable amount of random selections that resets every 7 days by default
https://github.com/splitlungs/krpgenchantment/wiki/Configuration
oh so if I dont like what I see, or dont see what I like, I wait a week nd try again?
Correct, 1 in-game week
Sorry to bother you again, but if I had some kind of multi shot weapon and enchanted it with call lightning, would each projectile call lightning on hit?
Call Lightning is basically just a really short duration tick, and should see itself if there are multiple triggers from that weapon, and it wouldn't stack with itself
Even if they're counted as multiple hits at a separate time, it would only refresh itself instead of adding to itself
My friend and I are playing with this mod and all the enchantments suddently stopped working before a temporal storm, is there a reason why ?
Drop your server-main.log file in chat, and I can take a look
yo u know what would be really cool, is if the enchanters manual instead of it being a single random enchant, it be a cypher book, where it shows the random string of runes for enchants, and it shows the corresponding letters, to where you have to decipher the enchants yourself. that seems a lot more balanced to me for what is already an insanely expensive process. I would also say making the manual cost like 200 in this idea however also fair
It's a neat idea. Not likely to be implemented any time soon, as I have a list of features I'm working on after this last bugfixing sprint. Could be cool, though.
In the meantime, you can actually change the cost if you modify a JSON file in the mod zip file
https://github.com/splitlungs/krpgenchantment/blob/master/krpgenchantment/assets/krpgenchantment/patches/trader.json#L15
Just have to unzip the mod, change a few values in that trader.json file, then re-zip it back just like it was, and it will use those values for your server instead
ill keep that in mind thnx, im playing on someone elses server tho unfortunately
Maybe you can talk your server admin into adding this, then. It makes combat actually pay out
https://mods.vintagestory.at/betterloot
Better loot exclusively made for
Drifters, Shivers and Bowtorns have more loot:
Surface+Deep
+gear parts+flint+cattail+stick+red clay+copper metal bit+limestone stone
Tained
+gear parts( 4pcs can be assembled to 1 rusty gear)+blue clay+salt+metal scraps+tin metal bit
Corrupted
+gear parts+fire clay+metal scraps+bismuthbronze metal bit
...
Hello. Is there a way to remove the healing enchantment from the list of possible enchantments? We've got together an enchanting setup, and tried to enchant a weapon. 2 fully charged diamonds on a halberd made it healing 4, then healing 5, and then a 3rd added durable 1. Wasting 15 gears on that was just a big letdown.
SInvce it just actively nerfs the weapons it is on.
In your ModConfig, you can disable each enchantment individually
You can also change many other things in there regarding how strong you want an enchant to be, take a look
Would turning it off simply delete it from the item, or is some action needed before to "save" the item, so it doesn't get it's data messed up?
You might have to admin command remove healing from the item. There is a command reference on the wiki for how to remove an enchantment from an item
Just disabling healing in config won't break the item. Enchant data is system agnostic. It would just cause the healing aspect to not work
So I see.
If the enchant healed the user of the weapon with a much lower magnitude, that would actually be pretty good, but since it's "a damage type", it just means your weapons lose a portion of the damage they do.
How do you mean? You think it should heal for less?
It does have to null the normal damage for it to actually function as intended, though. VS also counts all healing as a damage type by default, so it's sort of the vessel to make these things work
No, I mean it should've been an "I swing a weapon, and I receive the health when I hit someone", not "I swing, and they receive the healing when I hit them".
Oh, like Lifesteal?
I'll end up adding a lifesteal-like enchant at some point. I recommend you either just disable healing, or remove items from the ValidTools that you don't want to receive it
Example, if you just want to put it on Wands
{
"Enabled": true,
"Code": "healing",
"Category": "HealTarget",
"LoreCode": "enchantment-healing",
"LoreChapterID": 5,
"MaxTier": 5,
"ValidToolTypes": [
"Wand"
],
"Modifiers": {
"MaxDamage": 3,
"PowerMultiplier": 0.1
},
"Version": 1.01
}
Yeah, something along those lines.
It seems the armory saber is missing from the weapons enchantment list.
It doesn't use the "sword" name, so that's probably why.
Gotcha. I can update for this next patch. Thanks for the report
Fixed now in 1.2.20
This fix would require deleting old configs, right?
It should attempt to add missing info and auto-update the config files.
If you did make any changes to your configs, you may want to back them up before updating
It should really only attempt to inject missing information, not change existing values, but just in case
I see, then I'll check it a bit later, or maybe tomorrow, I'm already launching the main world to play with another person.
I did try to add "Saber" to all weapon and universal enchants myself, maybe it will work already.
It's "Sabre"
Just didn't come around to testing it.
So if you change the spelling, it should work just fine
But yeah, that's how she works. Thanks again for the report
yea, luckily, that's easy to do with notepad++
Oh, by the way, is there a way to change the item that's used to charge, not just the reagent? I'm using rustbound magic, and thought of using some materials from it for enchanting as a little tie-in, maybe.
Look in the main config file for ValidReagents. You can change them there
No, that just changes the reagent, while I mean change from it taking the temporal gear to charge to charging with, say, rust crystals, for example.
I'm guessing that's not a possibility yet?
A suggestion to this mod, then, I guess. Even better if different items could be used at the same time, and have different charge amounts, though that might be a bit of a more involved process.
Oh, I see. I can definitely add a ValidChargeComponents or something like that to the config. It just takes a bit of setting up to make it work, so won't be a quick addon.
However, using mixed quantity stacks in different slot is a whole different thing. I'll think about it.
There are definitely some other aspects of the mod that need the work a lot more, but I'm seemingly reaching the end of this past bugfix sprint
Well, I'm not sure how does the table interpret charge components, but you could make it basically be like this:
In the config, the "validChargeComponents" isn't just an array, but also a dictionary, and the key would be the name of the item, while the value is charge amount for it, so for example "validChargeComponents": {
"game:chair": 8001
}
As for the table, just simply a rolling total, so
Read slot a, then fetch config amount, then add it to the sum.
Read slot b, fetch config, add to sum.
And so on.
When it's finished, you just apply the total, but if a slot is updated, recalculate.
It's a little more involved, if you're interested in the code of it all. There are a lot of pieces that need to be updated for certain things to take place, but the BlockEntity actually does most of the work with the KRPGLib.Enchantment.API and its contained custom inventory/slots
https://github.com/splitlungs/krpgenchantment/blob/master/krpgenchantment/src/BlockEntities/ChargingBE.cs#L144
along with the ConfigLoader mod system, of course
I know C#, although I'm not familiar with how mods work in VS.
Maybe I'll see tomorrow, and if I get something close to believable code, I'll send you over the snippet.
Sure thing. I can't guarantee ill use it, but I also wouldnt mind some contributions to the project
Honestly, id be more inclined to take on new Enchantments, since making them is fairly structured and clear.
Okay, I'm writing up a draft of the changes I proposed, the only thing left is to change the behaviour of charge application.
I think.
After this I'll throw it all into a new branch, then you can check all the changes I introduced.
Oh, it seems I've done it wrong git-wise, I should've forked, since I'm not a contributor. Gonna need to figure this out.
Managed it, I think.
@dawn kernel , I don't have the VS mod dev environment set up, and don't know how to complie mods, could you look through the code, double check it, and if it seems good, try to assemble a build?
it didn't seem too hard, but I'm a bit rusty with C#, since the last time I did anything with it was my own little game in Unity a year ago. Best to be sure.
As for this, honestly, I don't have any good enchantment ideas.
I'll take a look in a bit. There are a lot of moving parts to the mod, so tinkering with the config and EnchantAccessor can have pretty big implications.
This project was setup with MSVS, so if you just grabbed the entire repo, you'd need to configure your own pathing in the .csproj files before it will compile
I will maybe figure out later how to work and compile mods, but I'd want to setup it in rider, I had to use Visual Studio here, and it was a bit of a pain.
Yeah, there are some things that could have been done better. Honestly the entire repo was there just in case in case if my house exploded one day. I'll probably end up moving to VSCode soon, as I'm working on migrating to Linux. MSVS has just always been there for 20 years, so old habits and all.
Rider seems nice, as I used it a bit when I was working with MC Modding. I didn't put a lot of hours into that, though.
Either way, so long as you only sync just the files within the project, you should be good
Well, I can go through and help refactor some parts of your code.
It'd be a good practice for me too, I've not done any "for fun" coding in a while.
What do you think really needs to be done?
I don't really want to refactor for the sake of it, but I'm not opposed to it if things being done better.
Well, refactors are much more often for the sake making it easier to use, not mechanical improvement. In this vein, as an example, I'd say that handling configs in this is a little bit messy.
Especially the part where it's being passed through the charging block, and only specific values are wrapped up as a "native" field.
This bit. This api check may have very easily been the config's job.
My function is the 3rd. I've done it the same to keep consistency, but the chargeBE could've just as easily kept reference to a config class, and the config class would actually be the arbiter of api sides and any other "configurability" logic.
This way, you don't need to write a new function for every config value that you want to pass to the underlying parts of the block.
Yeah, I see what you mean. Just like how the config is handled in the ChargingInventory/BE
The hefty series of 25 if checks inside the EnchantingConfigLoader could also be simplified greatly.
I still have to null check in the calling function if I retrieve null values, anyway though?
Especially this bit, which populates the same bloc with an if for every line of it.
Even though you've already typed out a "default" value in the first part of the broader condition.
That's specifically for upgrading older config files
without losing data
So it only runs once per config file version change
tbf, it could be commented better. That was one of my early monstrosities
No, I mean it like this:
If you just setup a default:
You can just do this to add everything that is in the defaults:
I also just built up this code a little compared to what's in the PR, cause I've thought of some implications the older code I wrote had.
What this means is you're just looping through all the default entries, instead of typing a hard-set code for each of them by hand.
Same here.
It seems fine when you handle like 3 defaults, but if you were to suddenly decide to also populate it with entries of gems from other mods, for example geology addition, that has like seventy twenteen godzillion of them, you'd need to type out twice that for every of these lines.
Well, I'd never add modded items to that list as a default.
And of course, it only ever does this once a config file version changes, which is not very common. So it doesn't affect normal runtime.
Of course, I'm all for optimizing how this stuff works, so if you wanna send those PR's to the Beta branch
It's just never been a big issue to me to optimize or update that stuff since it only runs like once every now and then
I've also been considering moving to a server/client sided config loader and making hot reload config change notifier, but those are all like vague concepts I haven't really gotten to yet
Okay, I got a little more free time now, and am now trying to build the mod. I've gotten through connecting all the vanilla packages, but this mod also uses krpgwand and CO packages. Do I need to download something special for them, or just the distributable mod from moddb is enough?
Yup, seems so.
Best of luck. I'm out of town this weekend, but I'll probably be back to coding in a few days
Yeah. I'm basically clearing out the issues that stemmed from the fact that I didn't have any of it setup, so I was inferring a lot of how it all works.
Also couldn't see the real mistakes and issues from the million missing references.
I got the config to work and write all the values, but the slot for charge items is giving me crashes.
Ok nvm got it to work.
By the way, this gear is not centered)
Btw, is the fact that charing up a gem that already has charge on it overrides the charge intentional?
It's centered enough, and yes. it doesn't check for previous charge attributes before trying to charge an item
But is that how it should be, or just "it's fine as is"? I can make it add up charge to a gem.
Having it be additive would be a nice addition
I will code it up later, then.
hi, so heres the thing, I did sum enchants with both low potential gems and high potential gems, yet they were only 1 lvl apart on the enchant despite useing 5 temp gears on each. the low potential was lvl 4 nd the high potent was lvl 5. so does the potential not matter? or is it that high potent can hold more temp gears, like hows that work?
Reagent Charge is just the maximum potential value enchant you can get. Its not guaranteed you will get that value
ok, I see, so say I put a high potent gem in with 5 temp gears, its unlucky if its lvl 5 instead of say lvl 8?
Gem potential doesn't matter in 1.x or later. Its all about the charge value on the gem. Then it rolls up to a maximum equal to the charge value when enchanting
So just luck is all
I see, thats a shame, I was hopeing the potential was like a multiplier like ranged weapons have a dmg x nd the gears were like arrows base value
Nah. There is a chance gem potential could go away at any time, since its an unused vanilla feature. Thats why ive stayed away from it
I see
Also doesn't align with the "config your own reagent" idea
No promises, but ill likely add something like a minimum possible enchant level at some point though
hi guys how to legitly get enchantment manual? It doesnt spawn in treasure hunter eq no matter how many of them i spawn, and if i just get it from creative menu it simply doesnt work. Any tips?
Do you have any other mods that modify the traders?
Just the better traders but it shouldnt mess with trader eq tho
Now i went to my solo world (I play on multiplayer with friend) same mods enabled same seed but this time second trader got it
went to back to multiplayer still same mods same everything but treasure hunters just dont have it
for reference spawned about 30 of them
hey, whats the max charge for a gem?
Default is 5 charge max. You can theoretically break past 5, but it would require some config changes
Can you upload your server-main.log file?
do the diffrent gems do diffrent enchants, or is it any gems any enchant
also, the ingame week enchanting options reset, is that a set day every 7 days, or is it 7 days from when you first tried, and if the server setting are 36 days to a month, does that affect the enchant options reset?
srry in advance for all the questions, i have an enchant business in this sever im in, so im curious
Reagents only define the possible tier of enchantment you'll get. Each Enchantment has its own configuration file that defines what can receive the enchant, what max tier it can be, and a number of other things.
https://github.com/splitlungs/krpgenchantment/wiki/API-Documentation#5-configure-enchant
Most of the core settings are configurable in the main KRPGEnchantment_Config file, as well
https://github.com/splitlungs/krpgenchantment/wiki/Configuration
Hopefully you make a few gears off the enchanting biz!
its very profitable, ive mad 145 gears from just 2 ppl so far, enough for 2 more manuals lol
also, I apretiate your help with the config, but im intrested in the default vaules cause im on a public server
also what about the option reset timer? is it a set timer like traders, or 7 days after you try at first? and if the server has 36 days to a month, does that affect the option reset timer likie it would plants?
mod@krpgenchantment_1.2.10.zip
First thing should be updating to latest Enchantments v1.2.20. You may also need to update to Overhaul Lib v1.12.19 or greater since I updated the references in Enchantments v1.2.13
You may also want to delete your config files, just in case if anything is corrupt there, since I see errors in your Enchanting Table when attempting to enchant an item.
As always, make backups of your server/configs before doing any of this
You can safely delete the VintagestoryData\ModConfig\KRPGEnchantment\ directory, and the mod will generate new ones at next startup
okay thank you very much
No problem. Let me know if you still have issues after updating and resetting configs
I'm pretty sure all of the times are based on the in-game calendar, though it should specify in the Configuration notes.
So if you have a default LatentEnchantResetDays value of 7, then it's 7 in-game days (however long that is on your server in-game)
"LatentEnchantResetDays": 7.0, // The amount of in-game days before the item rolls new possible enchantments
sure rn waiting for that 1 guy who handles the whole server cloud xD
No worries. I did a lot of patching over the past few weeks, and I know Enchantments 1.2.10 was part of the cursed memory leak versions that I took down
Now it really does work, it spawns in their stock. Again thank you very much for your time and help. β€οΈβπ₯
Hey yet another question xD. How do i learn enchants do i need to buy diffrent book everytime to learn about them?
how many enchants can each tier typ hold? say a forlorn hope estoc, so metioric iron
I updated this page to include more description on each of the configurable settings in one place. For example "MaxEnchantsPerItem" would be the setting you're looking for here
https://github.com/splitlungs/krpgenchantment/wiki/Configuration
Yes, it's just like vanilla VS lore, except you get a random enchant per Enchanter's Manual you buy
You will never get a duplicate manual by default
awsome, thnx.
lmk if there's still any confusion with any of the wording
Done. Should've done it sooner, it's just one function call...
It's a bit long, even though I've made my charges .25 hours in the config, but here's the demo of these things working:
Ok, it kinda got cut off cause it's too big.
Here's my config.
I don't know how to scrub out "legacy" config values, though.
All the commits are over here: https://github.com/splitlungs/krpgenchantment/pull/16
And also here's a build.
8 cause it took me 8 tries to make it work when built.
I can clean up this part.
I'd also prefer to keep the Reset, Debug, and Version at the bottom of the config list, but it's all very easy to cleanup just by placement in the Config class
Thanks for the contributions. I'll get it all reviewed and wrapped up and release soonβ’
so I have a question about the diffrent damage types, ive set my ppl up with harming and poison estocs, and with me closeing rifts with rustbound magic, we can handle the sheperd problem somewhat, however, someone else stated that a flaming 5 steel greatsword couldnt kill sheperds that easily. so how do the diffrent dmg types actually well, deal dmg?
I don't use RBM, but it's possible those mobs have Fire resist
There's the formula from last time I spoke on damage enchants
#1272234777302536342 message
It is my intention to use a more complex tier-based scaling with it in the future, but that's how it works now
ill bring it up with my admins, thank you for the help
These settings can be changed in the configs, so it is possible to modify most of the values in that formula
oh hey, just so u know, the poison enchant can kill admins in god mode, and persists after death
What mod version?
1.2.20
@mint vector @mortal terrace It's time
Release 1.2.21 should now officially feature the new custom charge components as well as a fix for the Poison damage, among some other goodies
I still technically need testing for the Poison part, but it should work
nice
Oh that was still an issue :0
But wow, just read back the interraction between Blood and Lisi, absolutely magnifying work! π 888888
Does this work with Firearms mod?
Yes
Nice.
To be clear, almost anything is enchantable. You can decide what is or isn't a "ValidToolType" in each enchantment's config file as per the docs:
https://github.com/splitlungs/krpgenchantment/wiki/Configuration
You shouldn't need to change anything in there, but it is possible
I do recommend configuring to your liking, though. You may find that my idea of balance is different. So feel free to tweak settings and destroy the configs if something breaks
I thought the mod was able to enchant rustbound staffs nd stuff, I know you could config it right, but my server admins probly wont
That's definitely a question for your server admins.
I haven't made any special compatibility for RBM, though. So if they did, it would just probably be treated like a normal melee weapon in terms of triggers
Having an issue. No matter how many times I right click or anything, there is no lore entry and the books do not reveal anything
Unsure what's causing it
Can the info from the books only be gained from the bought versions?
Got it. Guess I'll go camp outside my local Treasure Hunter's shack for a week until I buy them all...Thanks.
if ur useing commands or creative mode, u can spawn treasure traders and buy the books
I have a treasure trader like, 1.5Km from my main base, so...I'm fine just waiting. Besides, gives time for my trees to grow!
fair
If you really want to, you can edit the mod to increase spawns.
It just requires you can edit some JSON and unzip/re-zip the mod properly
You can uncomment some of the existing extra entries there or edit them to include other trader types. Change prices, etc.
https://github.com/splitlungs/krpgenchantment/blob/master/krpgenchantment/assets/krpgenchantment/patches/trader.json
The only downside is you have to re-do those steps every time you upgrade the mod
You can also tune it in the configs if you want it stronger or weaker
Awesome! I'll keep that in mind!
what's up with the enchantment manuals how is it supposed to work
i open and read them but it tells me nothing but the enchantment name
Yeah, later on when you see that exact enchant in the enchanting table it'll have its proper name instead of symbols.
is there anyway to read the rune?
Yes and no. If you purchase Enchanter's Manuals from treasure hunter traders, you will learn 1 random enchant per manual
If you want to try to learn, as a person, how to decode the runes yourself, you cannot. It's random every time it rolls for new possible enchantments on a weapon
If you want to know, as a dev or modder, you can expose the data from attribute debugging tools
Is this an intended feature: When you use a temporal gear as a reagent it won't lose its charge
Can you elaborate or video of it?
You gotta charge a temporal gear in the reagent table instead of a gemstone. Then, it won't disappear when you enchant something with it, and will stay at the charge level you charged it with.
Yeah, that's not normal.
What version of Enchantments are you using, and can you post your KRPGEnchantments_Config.json file here?
@stuck oar set nick
The "MaxEnchantsByCategory" option in the KRPGEnchantment_Config.json doesn't seem to be working.
I was still able to enchant a weapon with Shocking and Frost despite setting it the max enchant number of the "DamageTarget" category to 1.
Yeah, sure enough. I'll look into it, thanks
Any time. Thanks yourself, appreciate the work.
I'm seeking to strip down this mod to only be usable with commands. Is there a config option to disable the survival "legitimate" methods of obtaining enchants? Or do I need to patch it all out instead.
Would just making the enchantment table uncraftable be all I need to do?
You could just delete the recipes for the tables in the mod zip and re-zip. The server should be authoritative, so changes you make on the server should affect the clients
Otherwise, yeah. If you prefer to do a mod patch so you don't have to redo that for every release
Alright just double checking, sometimes there's just a magic button that does exactly what you wanted
Yeah, but patching should be as easy as adding "enabled: false" to the 2 recipes, I think
I wish the VS multiplayer permissions system was a little more sophisticated
but that's like a whole different tangent
Oh, you might also want to remove the trader patches so players don't mistakenly buy the Enchanter's Manuals
Should be working properly in latest release 1.2.23
Fantastic. Thanks very much.
does anyone know how to make the call lightning enchantment work on a spear when throwing?
its,... something to use at close range, but would be kinda fun to use when throwing it
Iirc slings do that
It's supposed to work on thrown items.
If you can upload your server-main.log file I can look into it.
Alternatively, I need all relevant mod versions: Enchantments, CombatOverhaul, OverhaulLib, any modded spears, main game version
Also, it should only work (for now) if it hits an entity, not just lands in the ground.
Enchant a rock with call lightning for the memes
yeah i know, i tired throwing it at a few entities, but it only seems to work when stabbing them
its game version 1.21.5
here the modlist
here the log
im using the Ornate Silver spear
Thanks for the logs. FYI the logs contain all the mod versions, but I appreciate the extra info.
You are kinda behind on updates (VS 1.21.5, Enchantments 1.2.22, CO 1.10.17, Overhaul Lib 1.19.7, Armory 1.6.2), but if memory serves me correctly they should be compatible with each other.
My first suggestion is to update your stuff because I'm working on Enchantments 1.3.0, and on a newer version of the Combat Overhaul suite.
I will do some testing with spear throwing later, but to get the next update you'll need to be updated
Update: I did some testing, and it's strictly a Combat Overhaul problem. Works fine in vanilla VS.
At some point it must have stopped passing the enchantment data when throwing a spear, so I'm gonna have to take this to Maltiez.
Which means you're gonna have to update Combat Overhaul/Overhaul Lib eventually when we resolve this problem
Ah okay!
Thank you!
Fixed in Overhaul Lib 1.19.14
Hey all!
Am I correct in this: enchantment damage goes through a blocked attack?
@dawn kernel ^
It probably does. Damage enchants generally bypass most armor in favor of the specific energy resist enchants
None of my players on my server really use shields, so I can't speak to any testing with like CO or not
is there any plans to change that? I mean, the enchantment damage shouldn't be going through a blocked attack, methinks? If the weapon doesn't cause damage...
Honestly, I haven't put much thought into it. It's generally meant to bypass typical armor, but perhaps a block could reduce a % of damage or something
Yea, exactly.
IIRC they don't block all physical damage by default?
it blocks all physical damage, yea
You using CO or vanilla?
CO
know what version?
one sec
"latest" is also good if you're just updating like a crazy person
j/w if it's like an older version
0.10.19
oh really? hmm. that's the one the server has
I wonder if it's because we're running 1.21.5
CO has changed a lot since 0.10.x (latest: 0.15.x)
yea no idea why we're so behind.
I'll add it to my list of things to check in Enchantments 1.3.x release.
Just FYI your whole suite of CO will need to be updated to work with it, probably
Well, some changes recently are maybe controversial?
Got it. Thank you a ton, sir!
yea probably
Is there any way to get this to be compatible with toolsmith?
Reversion only heals the head, not the handle or binding...
Never used the mod, so I'm not totally sure how it works.
Is it just you can disassemble/re-assemble tools with different parts?
the mod is very much about the components making a whole - having worked on something similar I'd argue youd be enchanting the individual components as they each have their own durabilities.
The enchants are lost in the disassembly process
If that's the problem, then the mod author needs to carry over the ItemStack.Attributes during dis/re-assembly.
Similar to how SmithingPlus works
That doesn't seem like too hard of a fix, I'll check it out
Yeah, it's pretty straightforward. I think there are options for it in GridRecipe?
Toolsmith has a unique assembly method that doesn't use grid
Gotcha, then they'll need to just clone the ItemStack.Attributes.
Specifically the "enchantments" TreeAttribute
If you use lapis to enchant, it just permanently stays charged, is this intentional?
Can you post your KRPGEnchantment_Config.json file here?
The checker to add charge is a bit more forgiving than the one to remove the reagent during enchantment, so could be a malformed configuration
Itβs on a server, Iβll see if I can
You can also spam this link at them to check for problems
https://github.com/splitlungs/krpgenchantment/wiki/FAQ#q-how-do-i-add-new-reagent-to-krpg-enchantment
Hello! is it possible to config the mod so that damage dealing enchantments don't ignore armor ?
Not without code, no
It doesn't really make sense for standard armor value to reduce non-physical damage to me, but I do have something on the table for blocking with a shield
The real answer is to put energy type resistances on your armor
i see thanks
i was asking since im administrating and balancing a pvp server and its quite annoying for players to make full armor sets wit ha bunch of different protections and still get oneshot cuz they got hit with the one kind of resist they didnt have. for now i lowered the overall damage of enchants
Lowering the damage is probably your best bet right now.
I've been considering the damage formula for these things, and I could probably do something with armor tier vs enchant tier
It's something I need to think about for a bit before I commit, but the main system of balance in VS is the "Tier" of attack/def, so it would make sense to follow that design philosophy
hey other question, does removing the mod bug enchanted items ?
It shouldn't. Make sure you restart your game or clear your cache if you have issues
aight ty
hey @dawn kernel, just wanted some clarification on the config for the protection enchantment. is there a way to tweak how much the flat damage resistance is ? i'd want to lower it from 10%
is the PowerMultiplier attribute for this ?
nvm i figured it out
Care to share your config changes when you're done tuning?
Also, how much +HP max would you allow on a single item or across how many items?
yeah! basically the big issue we were running into was that since you can have multiple damage dealing enchants on at a same time on weapons, you had to go through a grind hell to have all defensive enchants on all 9 armor pieces to hope to survive the hits. thats 9x as much enchanting to have a proper defensive setup for pvp compared to an offensive setup, and nobody wants a grindfest.
so the fix we ended up going with is disabling all elemental enchants (offensive and defensive) and tuning down protection to 1% per level per armor so the max protection is 15% raw for each body part (with all armor pieces at prot 5)
we didnt update yet cuz we're also removing another mod but i'll update you on the effectiveness of this fix once we're done testing
another idea would be to limit how many offensive enchants are possible at once on a weapon
You can limit the number of damage enchants on a weapon, or any category enchant
ik, but it still leaves the chance of ending up against the wrong protection type, and its very frustrating for players
so we simplified and kept most of the qol while disabling the stronger enchants
You're using Combat Overhaul, yes?
we're also gonna make in sort you cant have both poison and ignition on the same weapon
When they added the multiple armor slots, that kind of changed a lot of the balance as well
So I'm working on a way to configure how many armor pieces can add to a single stat. (POC is done in my next build for HP/Move Speed)
Good idea
Also i'm seeing a bunch of mods in the config files that aren't listed in the wiki, are those wips?
How many armor sets or high quality weapons do your players get on your server?
Is it exceedingly rare to have steel? Fairly common?
Basically every faction had steel on day 2-3 of the server lmao
You mean for "ValidToolTypes"?
I just put the ones I knew about from COArmory and a few others I've been asked about. You can adjust any of that as necessary
And we use CO armory for weapons
Nope, I'm talking about enchantments like False Life, Quickdraw and such
We never saw any of them in the table yet they appear in the config files
I see
Also something i noticed you might want to add compatibility with is the handles and binding for tools from the Toolsmith mod are not impacted by Durable and Reversion, so the tool head is fine but when the rest inevitably breaks you lose the enchant
Since you end up with the tool head alone
That's not something I can fix, it's on the mod author of Toolsmith to pass the "enchantments" attribute over during tool conversion
I see
So if you can have your people pester them about it, then it should just automagically work
I'll let them know then
How much max HP do your older players have? Are you using XSkills or LevelUp?
Alchemy?
CAN Jewels?
alchemy and Can yes but both tuned down
and players with up to 50Hp were getting oneshot just because they didnt have the right enchants
Understood, thanks
sorry to bother again, but i can't find the way to prevent enchant stacking (eq having both poison and ignition)
There is nothing to prevent both poison and igniting from affecting the same entity at once currently
You can limit the DamageTick category of enchants on a single weapon, though
i mean is there a way to not have both enchants on the same weapon
Look at MaxEnchantsByCategory
https://github.com/splitlungs/krpgenchantment/wiki/Configuration
Adds enchantments to Vintage Story! Contribute to splitlungs/krpgenchantment development by creating an account on GitHub.
You can technically create your own categories, if you want, so long as you change it on each individual enchantment that needs it.
It may cause certain things to not work normally, but it is do-able
Correct, you'll find each enchant's Category value in their individual configs
aight thanks for all the answers as always
so i set "DamageTick": 1, should now prevent new enchants to get both of the mat once ty
So you could do like "DamageTarget": 0 to disable all the direct damage enchants with a single value, or limit to X per weapon, or "DamageTick": 1 in this case
i went into each enchant to just set them to false
This way you can specifically create individualized weapons with those enchants still, but limit the ability of players to access them normally
ie: server rewards
boss loot, etc
for server rewards i can still manually enchant with the commands
or does having them set to false disable their function entirely ?
so long as your add the force option, it should bypass those checks. I don't think it bypasses a full "disable"
Ex: /krpg e add flaming 5 force
so i've been writing enchantment in full for nothing this whole time
would bypass a "DamageTarget": 0
i see
I might need to tighten up the individual disabler still. I know it at least should keep it out of the Enchanting Table, but I guess I need to add a disabled checker in the commands
i can confirm it keeps the enchants set to false out of the table
we had call lightning disabled since it's very strong and it never showed up for anyone
You're on Enchants 1.2.24 right?
main issue we had with it is that people wouls just oneshot dragon mounts with it and it was quite annoying
Yeah, it's pretty strong. Just doesn't work indoors
So you can't use it for dungeons
dragons mostly tend to be used outside lol
oof
from the draconis mod
Yeah yeah, I like being a thunder god on my dragon from time to time
hello, just wanted to ask if an enchant similar to sharpness from the other block game was in the works ? just having more raw damage
Yeah, 1.3.0 will have Enhancement where it will raise the damage tier of the weapon
I'm pretty darn close to it...Just gonna finish working out some of the tricksy bits of Combat Overhaul stat modifiers
i see
with maltiez also adding back the vanilla damage boosts to the mod it might be even trickier
Yeah, Maltiez has been pretty nice and given me some new tools to work with as well
yuh
So some enchants behave a little differently between Vanilla and CO
maltiezz singel handedly holding the VS modding community together with combat overhaul
I was blasting arrows out last night with Quick Draw enchantment, which was satisfying with CO
but was a bit less so with Vanilla
So I'm thinking I'll probably drop a test build in a week or two for testing
very nice
But once you get the rhythm down
i suppose this would also be a crossbow enchant ?
Xbows, Slings, Firearms
i see
Javs?
other idea i had in mind, an enchant specifically dealing more damage to rust monsters (like smite/boa in mc)
dunno if that ever crossed your mind or is even achievable
niiice
I'd have to think of something more worth it than just +damage to make Bane worth having
maybe slowness or something ? like you cut off one of their limb
because it opens up the ability to tune them for PlayerModelLib, and new player races
but also kinda floods the zone of damage enchants....so maybe Bane should roll its own race it works against at runtime...
I do want to add a Web enchant that would achieve this
It's not on the list for 1.3.0, but probably later in the 1.3.x if I don't find any glaringly big problems with my recent back-end code changes
or VS 1.22 doesn't horribly break something
I'm also hoping to add some extra particles soon, as well
Not queue'd for 1.3.0, but I'm setting myself up to do it later
other question, would you be interested for a french localization of the mod ?
ouais
wait fr ?
moi?
ui
non, j'habite a la louisianne
aaaah je vois
cajun
yeah i read about that a bit
lol I haven't used the mother tongue in a while
but yeah, I studied parisian, and my grandparents spoke the dankest cajun french so I wouldn't understand their shit talking
but yeah, I just slammed it into ChatGPT, so I know it's wrong
xD
it's just faster that way for me
understandable
i use antigravity (that relies on gemini) for a bunch of my coding since i'm not a good modder yet
You ever done a PR on a GitHub? I'll definitely include it in 1.3.0 if you have a better translation
You should see all of the new stuff on my GitHub as well
i have never used github ;-;
It's easy once you get into it. Especially with GitHub having a webUI to use
i'll look into it
If you want, I also have a guide on how to build your own Enchantments if you wanted to get into modding an make enchant packs
ty will def have a look
It should be pretty modular to do almost anything you want, though I haven't updated the pre-defined Triggers for 1.3.0 update yet
Your stream? I suppose it would, but best of luck with your stream!
Ty!
Are those animation issues, or you just dont hold mouse button for long enough?
It's the transition from states where it kind of hangs a little bit, and it's faster to quickly hold RMB until reload finishes, then release and hold RMB to jump into the aiming animation
I had the flow of it last night, but didn't hit it today
At some point it waits for a packet from server to confirm that player indeed has the ammo and can shoot, may be it is related
I did this with just the reloadSpeed ItemStack attribute.
The pause is for you to sort of "knock" the arrow and have it ready for shooting, right? I thought it was intentional
There is no intentional pause
I will look into it
I see, okay. Yeah, it will essentially pause there until you release. Cool, ty
any plans for a vampirism/lifesteal enchant ?
It's on the list, yes. Not like next patch, but soonβ’
hey! do you know if there's a way to prevent description updates (using https://mods.vintagestory.at/itemizer) to hide the enchants ?
currently when you make a custom description with Itemizer the enchants don't show up anymore
they dont get deleted though
I've never used it, but if it's replacing the complete description, there's nothing I can do about it.
Enchantments only adds description without replacing, using the EnchantmentBehavior.GetHeldItemInfo() override
https://github.com/splitlungs/krpgenchantment/blob/master/krpgenchantment/src/Behaviors/EnchantmentBehavior.cs#L88
Notably, I'm using the StringBuilder.AppendLine() function
You may have to ask the Itemizer folk about how to not erase certain things
hypothetically, would something like this work ? (yes it's ai i don't have this kind of knowledge)
also added if (sapi.EnchantAccessor().RegisterEnchantmentClass("honing", "Weapon/honing.json", typeof(HoningEnchantment)) == true) count++; in EnchantmentsLoader.cs
this is trying to get something of this nature
Follow the guide and build it and you tell me if it would work
in the github i suppose, i'll go have a look
heya @dawn kernel ! Wondering if you looked into the enchant dmg making it through armor?
This probably won't be in 1.3.0 release, but the damage formula re-work is on the list
@dawn kernel I see. Does the re-work include having the enchant damage not make it thru armor?
The amount of changes for 1.3.0 is already significant, and the new +HP enchants will change the calculation of how much damage is valued
Amazing, thank you! One last thing, if you dont mind. I know this is fun for you, etc... that said, any timeline, if you have one? Just would like to share the peeps the good news. Talking specifically about enchant dmg not making it past armor.
(we all love this mod btw π)
Well, the intent is for elemental damage to bypass physical armor. Vanilla VS also implements iframes for multiple damage sources at once.
The system would be more like Tier effectiveness for enchant vs armor tier, then you get into CO with targetted body parts with specific armor...It's a lot to consider
Understood. Thank you!
No timelines, though. I only do this in my lunch breaks and free time, and those have been very sparse lately
1.3.0 is getting very close, though. I'll likely release a beta/rc version for testing hopefully in the next few weeks?
I just need to finish a few more tweaks to how some of the new enchants work with CO
Hey the mod makes it so if you try to knap anything other than flint the item just stays stuck on the ground and doesnβt drop
What version of the mod are you using? And what version of VS?
Game version 1.21.6
Mod version 1.3.0-rc.2
Should be good once I have stable release, but test version will have bugs
hello, where is the config file for fortune?
Check under KRPGEnchantment\Tools
What version you running?
Fortunate is not officially released yet, it's only available in test builds, which is testing only
Wait for 1.3.0 stable release, unless you wanna try out the changes and offer bug reports or balance opinions
was just using this on my server, the testing version was labled as 1.3.0 so I'll just remove it from the server and wait
appreciate the help!
also turns out it was just my server members gaslighting me bro LMAO


I will not lie, Reversion seems very inconsistent π
Inconsistent how?
had a temporal storm happen, no durability gain,, again deep in the caves where the gear on my hud starts going down,,, and the same with some dungeons in Better Dungeons? It just doesn't seem to work
then again i am a dumbass.
What version of the mod and VS you running?
1.21.6 vs,
1.2.24 mod version
By default, if your Temporal Stability is decrementing, it should tick every 10s (default)
but only for held/worn items
Was it hotbar or gear?
do you mean like if i was holding it or not?
because iwas
Yeah, if it's on your hotbar, but not currently in your hand, it will not count
hm
If you're playing single player or have access to the configs for the server you're on, you can enable Debug in the KRPGEnchantmen_Config.json file, and it should tell you exactly what's going on in the server-main.log
I wouldn't keep Debug on for long, since you'll get a lot of spam, but it would help pinpoint things
you can drop the server-main.log file here if you want me to look at it
but generally, if your Temporal Stability is actually going down, your Reversion should be ticking
Heya! through the process of Elimination I managed to figure out that the newest 1.22 version of the mod (1.4.0rc2) is messing up knapping of stones in particular (not flint)
Problem is as follows:
I try to knap any knappable stone (not flint, that works fine for some reason)
- place down the ground rock as expected,
- right click on it with another rock, gui appears as expected,
- instead of proceeding like normal the knapping surface is invisible,
- trying to knap it anyways turns it visible again,
- After knapping out the shown shape, the surface simply remains and doesnt drop the item,
Its an odd one really, no clue why this mod should mess with knapping.
here are the logs!
if you need anything more please tell me!
Thanks, I'll look into it
I believe I found the issue. Should be resolved in 1.4.0-rc.3
Thanks for the detailed and full report. 
can confirm it has been fixed, thank you for the quick response
Hey there, I know alters are required to make this mod work and I do have better ruins.
I was wondering what ruin has the chance of spawning an alter, as I like to make that one a bit more "common", cause I apparently run bad luck it seems as I never gotten that alter to spawn. XD (Ps - if I need to ask in better ruins, I can, but was just wondering if anyone here may have an idea on a setting... or if they think age of confession is just the better way to go since it just recently updated)
Yeah, I got no idea which ruins exactly.
I think crypts and church types commonly have it
Thanks! I'll try to just keep trying to keep an eye out for them.
hey where in the config do i change the price of the enchanters manuals? like from say 56 gears to 15 gears?
It's not a Config thing, but you can modify and re-package the mod for your singleplayer or multiplayer server.
Unzip the mod
Edit the~/assets/krpgenchantment/patches/trader.jsonfile with whatever values you want
Re-zip the mod exactly as it was before
If you're doing a server, you only need edit the server version. clients will not need the edited version
You will have to re-do this every update, though
oh bet, thnx
right, not entirely sure what went wrong, but I cannot craft any regent charging table whatsoever
Thanks for the report. I'll look into it
So I did some digging and good news is the recipe isn't broken. The handbook is
The recipe always outputs the North facing block, but the handbook is showing N/S/E/W facing blocks
and ofc the S/E/W facing don't have recipes....so, you'll find only 1 of each listing has the recipe available
Regardless, it has been patched in Enchantment v1.4.1
nice!
Hey I was wondering whether or not the enchantments work with modded metal tools and weps and Toolsmith?
Feel free to request compatibility from them. They only have to copy 1 Attribute over to make it work
#1358232476228784308 message
hey quick question about enchantments. does enchanting an item not teach you that enchantment in the same way that reading an enchantment book from a trader does?
nvm, managed to figure it out going through older messages.
btw, if you're just doing creative testing, there is CLI for learning enchantments
https://github.com/splitlungs/krpgenchantment/wiki/Chat-Commands
Hey uh might be doing something wrong but the "efficient" enchant isn't working for me. I tried using a command to add it to a tool and enchanting it normally and neither has made the tool faster. I have disabled all other mods and the issue does persist on a new world. Just wondering if maybe I'm doing something weird because I'm not seeing anyone else mentioning this.
At a glance, I did compile Enchantment 1.4.5 against VS 1.22.3. That shouldn't affect anything though.
What tool did you have the Efficient enchant on, and what were you trying to break with it?
Also, ty for the logs
Np you asked for them in the description of the mod.
I used a silver axe to cut maple logs as a test when my iron pickaxe in my survival world was mining at the same speed as I recalled it mining. I did a side by side comparison using an unenchanted silver axe and a silver axe with efficient 4.
It's possible something broke with it, or it got caught up in the GitHub debacle not long ago
I'll check some stuff and get back to you
ok thank you very much
Yep, definitely accidental revert from a bad GitHub merge. It was still using the VS 1.21 modifiers
Will be fixed in Enchantment release 1.4.6 in just a few minutes
goddamn u are amazing
Thanks for the report! and for making it easy on me with logs and all 
lmao more people should maybe read before they go to complain. Having programmed a thing or two debugging is a lot easier if you have more than a shrug and a "It doesn't work" to go off of imo lmfao.
anyway, thank you very much for the fast fix! You're awesome and I appreciate the work you put into this.
-# yay first download lesgo
Ah shoot, bad news :(
So the value for the axe (and other tools like pickaxes) updates in the UI, but for some reason that doesn't apply to the tool, admittedly the enchant was applied through the console and I don't know if it works if applied through the altar, am checking rn.
I did also delete the efficient config from the enchantments file.
It's still showing the multipliers going up on the item, though?
I was testing against whole trees. This might just be a limitation on single block speed
oh huh
also enchantement table didn't fix it, I was just worried the command wouldn't set a flag properly or smth
Yeah, the Efficient speed boost is just additive to whatever the base Mining Speed modifier is.
It also pulls the configurable modifiers at world load and saves them to an item, then checks against the item at runtime if Efficient is present to add to the default calc
the pickaxe is similarly not working properly.
ah alright, and yeah I mean I don't understand how to program for vintage story specifically (or C# generally tbh) but I looked at the change in github and I can see what you're saying. Did the enchant work before 1.22?
Also something must not be the same with the version pushed to github vs the version you have because the full tree cutting isn't faster as far as I can tell.
Sorry, got a kitten crawling all over me. Let me go crack a few blocks on my server rq
lmao take your time, honestly this isn't the end of the world for me and my vintage story plans, I'm just trying to gather as much info as possible for you for whenever you have the time to work on it.
but it definitely worked in 1.21. AFAIK, it should be working if it's reporting the Mining Speed properly
yeah that's what's strange to me, I thought that the value shown was taken from the actual miningspeed value right? so if the UI shows a speed increase it must mean something under the hood changed?
Stupid suggestion, but what if you set your PowerMultiplier to like 10x the default value?
like with /player?
or the worldconfig?
Like in the ModConfig for the Enchantment. I'm rolling it out to my server to confirm the change isn't just too subtle
oh
I thought you meant like with a command to emulate the speed
oh yeah, 10x just 1 shots Rocks with a pick
nowait, scratch that I'm an idiot who was in creative still
yeah, something fucky is going on
yeah instead of 0.2 I set it to 10.0
It's the same as it was at 0.2 I think
The stats
oh and it was same speed when mining
Does this need braces? (the {s not the (s )
I don't tend to code in C# so idk
oh maybe not mb,
the latest dotnet versions let you do some shenanigans to reduce excess syntax
That's not even the begining of the shenanigans with nullable checks and inline default var on null checks
oh damn alright. Seems quite helpful if you know what you're doing, but um, I don't lmao.
Okay, got it. Looks like it may have changed again at some point? They had another override that seems to work
or maybe I had picked the wrong override from the get-go with VS 1.22
so it was how the mod interacted with the API? Hope that's an easy fix, and sorry for the time this took.
One appears to change the Item description, the other the actual game effect
weird
API Change seems to be: OnGetMiningSpeed did both in VS 1.21, then GetMiningSpeedModifier for text & GetMiningSpeed for effect in VS 1.22
I don't know if this is actually supposed to work like that, because that's not what the API officially says it does?
oh damn
Either way, I got it now. Thanks again for your help in the debug 
Ay no problem
I barely did anything, just let you know something was up!
Patch 1.4.7 is out now, and should be working, final draft 2 - finalfinal.docx
lmao yep, downloaded
IT WORKS
you are stellar, absolutely stellar.
Amazing work!
The quartz will finally be mined in a reasonable ammount of time. Thank you very much
Good luck! Glad to hear it's working for you!
Is the Quickdraw enchant just gone ?
You using Combat Overhaul and what version of everything?
Using combat overhaul forks, everything at the latest version
Okay, yeah. That CO checker didn't get the update for the "fork"
I'll drop the patch in a minute, ty
No problem chief
bug report: the fortunate enchantment does not appear to affect meteor iron block- testing with a regular pick and fortune 5 pick yielded similar amounts of meteoric iron chunks @dawn kernel
Oh sure enough, it's not an "ore" material in VS. It's just regular "stone" type 
I'll get that patched soon
np (why the heck is it stone type)
I'm sure it made sense to someone at the time
Fixed in 1.4.12. Thanks for the report
Is there a way to simply learn which symbols mean which enchantments, or is it randomized?
Even if you learn the font, the enchantment names are still scrambled every time the item refreshes its possible enchantments.
So no, its designed to be unlearnable without the manuals to give you the hidden real enchants, nit the public encrypted ones
Damn, I was ready to sit down and learn this like ancient minecraft enchanting table
I talked a little bit about it through the inspired Pathfinder lore in this thread, but its meant to be like spellcasting runes that are unique to the caster and spell at time of cast
I see, gotcha! Thanks for answering my question, very cool mod btw
Thanks! 
Good luck on your enchants!
π«‘
hello its not a bug report but id like to know how the adding new reagents to the list works, like say i wanted to use all types of quartz except normal chunk quartz, how would i type it in the list?
You talking about like Clear Quartz?
yeah i just wanna use some kinda rare but somewhat easily obtainable material to add to the valid reagents it gonna be either clear quarts or ig rusty gears
sorry if its irrelavent to this thread
So, if you look in your VS installation directory, you'll see files like this
Sorry if you're Windows, it shouldn't matter which one aside from how my stuff looks
Inside of each of those files is a "code" and sometimes a "variant" type
Rose Quartz for example
mhm yes saw those, sould would i just add to the list like "game:clearquartz": 1.0 ?
so it would be
"game:rosequartz": 1
they have to be integer, no floating points
since you can't make a half rosequartz item
np, there's more details on the FAQ if you want something written down.
Ye
cool mod its rly nice, also yeah ive tried reading some of it before asking here
Glad you're enjoying it! Hope this all makes sense
I need to smarten up the reagent checks, but it's technically more performant for exact matches
Hey quick question, is harming supposed to increase the damage tier of a weapon it is on? Yes or no, what all buff numbers does harm apply? If this info is easily available somewhere Id be glad to be pointed towards it
Damage enchants like Harming use their Enchantment tier as the damage tier for their damage only. They shouldn't affect the base weapon damage tier.
https://github.com/splitlungs/krpgenchantment/blob/master/krpgenchantment/src/Enchantments/Weapon/HarmingEnchantment.cs#L78
You can find more detailed documentation on enchantment effects and how they work here, as well:
https://github.com/splitlungs/krpgenchantment/wiki/Enchantments#weapon-enchantments
Thanks so much!
Blood are you able to make looted gear enchanted on a chance?
It would go great with better ruins, mineshaft, treasure chests.
ChanceEnchantedLoot 0.01,
Type stuff hehe
Oh yeah, that's very doable.
Making an enchanted item is really as simple as adding an Attribute to an item
Ex: /enchantments/active: "durable:5;reversion:3;flaming:1;"
Or using the API to write the enchant on an item during looting
I'll add it to the feature request list
Is there a way to op/merge it on regular items and shops?
Sorry I'm not at home and just enjoying a smoke at work
For instance the meta block rolls a weapon loot in a ruin. Is there an easy way to make it have a chance to be enchanted.
If you're okay with modding, you can do a lot of this through JSON.
You could do so using the JSON patching system
[
{
"file": "game:config/tradelists/trader-treasurehunter",
"op": "addmerge",
"path": "/selling/list",
"value": [
{
"code": "game:blade-falx-iron",
"type": "item",
"stacksize": 1,
"stock": {
"avg": 1,
"var": 0
},
"price": {
"avg": 64,
"var": 8
},
"attributes": {
"enchantments": {
"active": "flaming:1;durable:2;"
}
}
]
}
]
Example there
Vintage Story comes with a powerful patching system that lets you perform pinpoint modifications on Assets in JSON format. This significantly improves mod interoperability as you don't have to fully replace these files and overwrite other mod changes in the process. Furthermore you can change multiple files at once.
Below is a basic guide to hel...
ok cool ill do this on my day of!
For sure. Make sure you format the enchant codes properly as per the wiki, and that you follow that "active" string properly "code:tier;"
https://github.com/splitlungs/krpgenchantment/wiki/Enchantments
Feel free to reach out if you get stuck
Is there any difference flaming, harming, freez and shocking enchants?
Because it looks like all of them does the same thing
Other than the damage type? No
They are the same Category "DamageTarget"
and damage dealt is also the same (as in github?)
Damage is configured by type associated with each specified enchantment
https://github.com/splitlungs/krpgenchantment/blob/master/krpgenchantment/src/Enchantments/Weapon/FlamingEnchantment.cs#L82
https://github.com/splitlungs/krpgenchantment/blob/master/krpgenchantment/src/Enchantments/Weapon/FlamingEnchantment.cs#L24
If you think something isn't working right, enable Debug in your KRPGEnchantment_Config.json file on your server side, and the server-main.log should show the amount & type of damage done
could i do that as as normal user?
(not admin) on a server?
No, it only outputs to server.
I know there was an issue with older Combat Overhaul versions that forced all damage to be like gravity or injury damage or something, but that's been fixed in the fork for a while now
so with CO enchant's damage should be stopped by armor?
The elemental damage should be stopped by associated Resist enchanted armor
ok
It still does trigger OnDamage delegates, which can be done by other mods that might add some sort of resistance, but then it gets a little funky to trace because it's left the view of Enchantment mod
Enchantment only knows how much damage it passes to the entity's HP system, then who knows after that when modding is involved
Here on request to get help debugging why my game won't allow me to enchant my firearms properly.
Just here to say thanks again still using krog
Can you post your server-main.log file?
here you go!
Thanks! Ill check it out soon.
Apologies for delays, been busy.
Any reason you haven't updated to VS 1.22.7?
Also, have you modified any of the configs at all for Enchantment?
I see Reversion is having problems ticking, possibly due to some kind of misaligned inventory slot ID
No modifications done to the configs. Haven't updated to 1.22.7 because I didn't wanna throw mods out of whack if they didn't all compatible with 1.22.7.
Just to clarify, since it looks like I might be debugging compat with some other inventory mod, is the Reversion enchant on the Gearlock Firearm?
Also, which firearm have you been trying to use with enchantment?
The firearm has reversion on it, yes. As does most of my gear. As for which one I've been using, it's the rifle. I've also tried to test it on the others too, though.
Understood, thank you
NP! Just lemme know if you need anything else.
Is there a way to reset the enchant options on an item
Like I have 6 different reagents and they all give the same option
To be clear I'll make a new item if I have to LOL I just don't want to cheat to get a new enchantment
Default answer is wait
Depending on your server setup, default "LatentEnchantResetDays" is 7 in-game days
https://github.com/splitlungs/krpgenchantment/wiki/Configuration
Otherwise, if you're an admin, you can run the latentreset chat command
https://github.com/splitlungs/krpgenchantment/wiki/Chat-Commands
im not gonna lie im like 99% sure your latentwait doesn't work
i will change its config down but i've had the same enchant for 3 years on my sword.
i will also test that vs a SP world soon. the chat command is enough β€οΈ
Really? I've got my own dedicated server I use to just play VS and I've had plenty of items reset their latent enchantment options over time.
I do use the default 7 days, though
What did you set your config to?
i havent set it yet it should be default
i could totally be super unlucky as well
it's just been healing in the first slot for 2 years
FIN π
That's a big oof.
Worst case, just delete all your config files and restart server to just let them regen
Did some testing and I got no problems with the mod.
29.8.2026 15:47:54 [Event] [KRPGEnchantment] Gearlock musket is being affected by a Reversion enchantment.
29.8.2026 15:48:05 [Event] [KRPGEnchantment] reversion:1:9018 is being ticked.
29.8.2026 15:48:05 [Event] [KRPGEnchantment] reversion is being triggered.
Can you enable "Debug" in your KRPGEnchantment_Config.json file and send the server-main.log again?
Also, where are you putting your item while ticking reversion? Is it in your hotbar, or somewhere special like the modded backpack or something?
I suspect one of the mods you're using is changing the slot ID's somehow, and it's causing your reversion tick ID's to misalign
I'll get you the server-main.log later tonight. Until then, I usually keep it on my hot bar. Sometimes it goes into a modded backpack (modular backpacks). Have you had any issues also getting Harming or Frost on the firearms?
Found an issue
...Why is it considered a pickaxe?
"tool" type categories get priority for Enchantment detection
Good question. I guess the modder probably forgot to remove it from a copy/paste
would I have to go in there and adjust it myself to something else?
I just updated their discord thread, so just need to wait for them to update.
Feel free to +1 it if you want. idk much about them and their preferred method of bugreport
Still doesn't explain what's up with your Reversion problem, though...
Absolute worst case, it's a JSON problem, which means you can edit the mod for your server and repack it without any issues
...probably
I appreciate you looking into it! o7
Yeah, better +1 it if you get the chance. This is their jank way of compat with another mod
when you change the latent enchantment #'s on the config it bricks the entire enchanting altar.
π
i set from 3 to 6.
lost all the neat runes, can't scroll down, and the enchantments known become :enchantmentna
definitely neat
hold on FIN
i think it was the amount of enchants per item
Got it figured out?
i just set it back no biggie ill show you what i was seeing because even with base configs π
hmmm might have just been a lag/rendering issue will try again soon
Oh yeah, I tried doing this, too.
You had the same problem?
Yeah
So, good news on the MaxLatentEnchants problem. The issue is in the GUI, not in the items or assessment of the items.
There should be a patch out for this soon
@sharp heron @silent glen Should have the issues fixed in Enchantment 1.5.3
Appreciate the help diagnosing the problems. lmk if it acts up again
I'll let you know! Thanks for fixing things! Now I get to figure out wtf is giving me areas of weirdly broken audio.
Sorry I keep breaking stuff
Don't tell me your broke it already?
does this mod work with combat overhaul fork for 1.22?
Yes. There is compatibility notes about this on the mod page
thats for og combat overhaul which isnt availible for1.22 by my understanding no?
It mentions both with links. Check again 