#KRPG Enchantment

1809 messages Β· Page 2 of 2 (latest)

dawn kernel
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Thank you. Can you post your KRPGEnchantment_Config.json file as well, please?

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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
}
barren jolt
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yeah it doesn't

dawn kernel
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If you want to copy/paste mine into your file, it should load. I'll have this fixed for the next patch, though

barren jolt
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do you know what went wrong?

dawn kernel
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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

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You could theoretically also change the "Version" of the file to 0 and it should auto-upgrade to the right defaults

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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

barren jolt
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is there any concern of the config being reverted back to the default values (aside from updating/reinstalling the mod of course)?

dawn kernel
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It should be safe to do, especially for a new server. Upgrading just attempts to non-destructively add any missing default values

barren jolt
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Awesome! Thank you so much for helping me figure this out.

dawn kernel
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I Just need to extend that upgrade method to new files, since the default VS one had issues

dawn kernel
barren jolt
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if I put healing on a weapon does it still do its base damage?

dawn kernel
barren jolt
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so can I turn a pistol into a healing gun?

dawn kernel
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In theory, yeah

barren jolt
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not that it would be practical but it's really funny

dawn kernel
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I'm pretty sure it works with guns. Sometimes unexpected things happen with other mod interactions

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I usually just put it on a dedicated Wand because it's more efficient

barren jolt
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I am looking at the damage logs and it says they still take the damage in addition to the healing

dawn kernel
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but yeah, the healing gun or healing knife is just fun to me

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Are you actually taking any damage if you add them up?

barren jolt
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I have a mod installed that gives me outgoing damage logs and it lists the healing damage in addition to the blunt damage

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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

dawn kernel
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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?

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like in your HP bar

barren jolt
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oh I'm not getting shot

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I don't have anyone to shoot me

dawn kernel
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Damage happens in a few steps, so just making sure it's not just reporting vs actually reaching the HP of the target

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I'll do some testing on this in a bit just to be sure, though

barren jolt
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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)

mint vector
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hey so am new, what exactlly does the enchanters manual do?

dawn kernel
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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

mint vector
dawn kernel
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Then if you select an enchant you've learned, it will show the name of that enchant in the GUI

mint vector
dawn kernel
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Exactly, each new book will attempt to teach you 1 unknown Enchantment when you read it

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Then it remains as that enchantment's manual forever, if you want to let your friends read it

mint vector
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the manuals are expensive too gud lord

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for knowladge about a random enchant, upwards of 50 gears a peice

dawn kernel
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Yeah, it's meant to give some late-game or player specialization

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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

mint vector
dawn kernel
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They're a fully unique random string for every refresh of the possible enchantments for an item

mint vector
dawn kernel
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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

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Which is sort of the magic system I'm borrowing from to make the Enchantments

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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

dawn kernel
barren jolt
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I do not

dawn kernel
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Any other mods?

barren jolt
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aside from the CO suite and associates no

dawn kernel
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Can you give me exact versions?

barren jolt
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yeah

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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

dawn kernel
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@barren jolt Alright, release 1.2.18 has a fix. Thanks for the help

barren jolt
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Thank you too! and I'm glad I could help out.

mint vector
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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

dawn kernel
mint vector
barren jolt
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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?

dawn kernel
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Even if they're counted as multiple hits at a separate time, it would only refresh itself instead of adding to itself

edgy egret
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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 ?

dawn kernel
mint vector
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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

dawn kernel
# mint vector yo u know what would be really cool, is if the enchanters manual instead of it b...

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

GitHub

Adds enchantments to Vintage Story! Contribute to splitlungs/krpgenchantment development by creating an account on GitHub.

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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

mint vector
dawn kernel
# mint vector 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
...

mortal terrace
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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.

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SInvce it just actively nerfs the weapons it is on.

dawn kernel
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You can also change many other things in there regarding how strong you want an enchant to be, take a look

mortal terrace
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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?

dawn kernel
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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

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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

mortal terrace
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So I see.

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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.

dawn kernel
mortal terrace
dawn kernel
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Oh, like Lifesteal?

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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

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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
}
mortal terrace
mortal terrace
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It seems the armory saber is missing from the weapons enchantment list.

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It doesn't use the "sword" name, so that's probably why.

dawn kernel
mortal terrace
dawn kernel
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It should really only attempt to inject missing information, not change existing values, but just in case

mortal terrace
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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.

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I did try to add "Saber" to all weapon and universal enchants myself, maybe it will work already.

dawn kernel
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It's "Sabre"

mortal terrace
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Just didn't come around to testing it.

dawn kernel
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So if you change the spelling, it should work just fine

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But yeah, that's how she works. Thanks again for the report

mortal terrace
mortal terrace
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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.

dawn kernel
mortal terrace
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I'm guessing that's not a possibility yet?

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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.

dawn kernel
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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

mortal terrace
# dawn kernel Oh, I see. I can definitely add a ValidChargeComponents or something like that t...

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.

dawn kernel
# mortal terrace Well, I'm not sure how does the table interpret charge components, but you could...

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

GitHub

Adds enchantments to Vintage Story! Contribute to splitlungs/krpgenchantment development by creating an account on GitHub.

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along with the ConfigLoader mod system, of course

mortal terrace
dawn kernel
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Sure thing. I can't guarantee ill use it, but I also wouldnt mind some contributions to the project

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Honestly, id be more inclined to take on new Enchantments, since making them is fairly structured and clear.

mortal terrace
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Okay, I'm writing up a draft of the changes I proposed, the only thing left is to change the behaviour of charge application.

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I think.

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After this I'll throw it all into a new branch, then you can check all the changes I introduced.

mortal terrace
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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.

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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?

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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.

mortal terrace
dawn kernel
mortal terrace
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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.

dawn kernel
# mortal terrace I will maybe figure out later how to work and compile mods, but I'd want to setu...

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

mortal terrace
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It'd be a good practice for me too, I've not done any "for fun" coding in a while.

dawn kernel
mortal terrace
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Especially the part where it's being passed through the charging block, and only specific values are wrapped up as a "native" field.

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This bit. This api check may have very easily been the config's job.

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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.

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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.

dawn kernel
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Yeah, I see what you mean. Just like how the config is handled in the ChargingInventory/BE

mortal terrace
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The hefty series of 25 if checks inside the EnchantingConfigLoader could also be simplified greatly.

dawn kernel
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I still have to null check in the calling function if I retrieve null values, anyway though?

mortal terrace
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Especially this bit, which populates the same bloc with an if for every line of it.

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Even though you've already typed out a "default" value in the first part of the broader condition.

dawn kernel
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That's specifically for upgrading older config files

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without losing data

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So it only runs once per config file version change

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tbf, it could be commented better. That was one of my early monstrosities

mortal terrace
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No, I mean it like this:
If you just setup a default:

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You can just do this to add everything that is in the defaults:

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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.

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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.

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Same here.

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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.

dawn kernel
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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.

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Of course, I'm all for optimizing how this stuff works, so if you wanna send those PR's to the Beta branch

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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

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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

mortal terrace
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Yup, seems so.

dawn kernel
mortal terrace
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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.

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Also couldn't see the real mistakes and issues from the million missing references.

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I got the config to work and write all the values, but the slot for charge items is giving me crashes.

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Ok nvm got it to work.

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By the way, this gear is not centered)

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Btw, is the fact that charing up a gem that already has charge on it overrides the charge intentional?

dawn kernel
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It's centered enough, and yes. it doesn't check for previous charge attributes before trying to charge an item

mortal terrace
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But is that how it should be, or just "it's fine as is"? I can make it add up charge to a gem.

dawn kernel
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Having it be additive would be a nice addition

mortal terrace
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I will code it up later, then.

mint vector
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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?

dawn kernel
mint vector
dawn kernel
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So just luck is all

mint vector
dawn kernel
mint vector
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I see

dawn kernel
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Also doesn't align with the "config your own reagent" idea

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No promises, but ill likely add something like a minimum possible enchant level at some point though

jovial ferry
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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?

dawn kernel
jovial ferry
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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

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went to back to multiplayer still same mods same everything but treasure hunters just dont have it

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for reference spawned about 30 of them

mint vector
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hey, whats the max charge for a gem?

dawn kernel
dawn kernel
mint vector
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do the diffrent gems do diffrent enchants, or is it any gems any enchant

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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?

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srry in advance for all the questions, i have an enchant business in this sever im in, so im curious

dawn kernel
# mint vector also, the ingame week enchanting options reset, is that a set day every 7 days, ...

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

GitHub

Adds enchantments to Vintage Story! Contribute to splitlungs/krpgenchantment development by creating an account on GitHub.

GitHub

Adds enchantments to Vintage Story! Contribute to splitlungs/krpgenchantment development by creating an account on GitHub.

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Hopefully you make a few gears off the enchanting biz!

mint vector
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also, I apretiate your help with the config, but im intrested in the default vaules cause im on a public server

mint vector
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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?

dawn kernel
# jovial ferry

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

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You can safely delete the VintagestoryData\ModConfig\KRPGEnchantment\ directory, and the mod will generate new ones at next startup

jovial ferry
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okay thank you very much

dawn kernel
dawn kernel
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"LatentEnchantResetDays": 7.0, // The amount of in-game days before the item rolls new possible enchantments

jovial ferry
dawn kernel
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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

jovial ferry
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Now it really does work, it spawns in their stock. Again thank you very much for your time and help. ❀️‍πŸ”₯

jovial ferry
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Hey yet another question xD. How do i learn enchants do i need to buy diffrent book everytime to learn about them?

mint vector
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how many enchants can each tier typ hold? say a forlorn hope estoc, so metioric iron

dawn kernel
dawn kernel
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You will never get a duplicate manual by default

dawn kernel
mortal terrace
mortal terrace
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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:

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Ok, it kinda got cut off cause it's too big.

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Here's my config.

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I don't know how to scrub out "legacy" config values, though.

mortal terrace
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8 cause it took me 8 tries to make it work when built.

dawn kernel
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Thanks for the contributions. I'll get it all reviewed and wrapped up and release soonβ„’

mint vector
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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?

dawn kernel
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It is my intention to use a more complex tier-based scaling with it in the future, but that's how it works now

mint vector
dawn kernel
mint vector
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oh hey, just so u know, the poison enchant can kill admins in god mode, and persists after death

mint vector
dawn kernel
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@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

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I still technically need testing for the Poison part, but it should work

mint vector
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nice

rigid yoke
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But wow, just read back the interraction between Blood and Lisi, absolutely magnifying work! πŸ‘ 888888

worn kindle
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Does this work with Firearms mod?

dawn kernel
worn kindle
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Nice.

dawn kernel
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You shouldn't need to change anything in there, but it is possible

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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

mint vector
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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

dawn kernel
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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

inland flicker
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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

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Unsure what's causing it

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Can the info from the books only be gained from the bought versions?

dawn kernel
inland flicker
mint vector
inland flicker
mint vector
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fair

dawn kernel
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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

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The only downside is you have to re-do those steps every time you upgrade the mod

inland flicker
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I have a new question, what does Reversion do?

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it's for a bow

dawn kernel
inland flicker
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Ohhh

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that's cool!

dawn kernel
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You can also tune it in the configs if you want it stronger or weaker

inland flicker
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Awesome! I'll keep that in mind!

pastel mist
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what's up with the enchantment manuals how is it supposed to work

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i open and read them but it tells me nothing but the enchantment name

mortal terrace
crystal spire
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is there anyway to read the rune?

dawn kernel
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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

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If you want to know, as a dev or modder, you can expose the data from attribute debugging tools

sour bolt
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Is this an intended feature: When you use a temporal gear as a reagent it won't lose its charge

dawn kernel
sour bolt
# dawn kernel 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.

dawn kernel
obtuse parcel
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@stuck oar set nick

little basalt
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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.

dawn kernel
little basalt
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Any time. Thanks yourself, appreciate the work.

lapis bolt
#

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?

dawn kernel
#

Otherwise, yeah. If you prefer to do a mod patch so you don't have to redo that for every release

lapis bolt
#

Alright just double checking, sometimes there's just a magic button that does exactly what you wanted

dawn kernel
#

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

dawn kernel
dawn kernel
little basalt
#

Fantastic. Thanks very much.

digital lotus
#

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

daring bone
#

Iirc slings do that

dawn kernel
#

Also, it should only work (for now) if it hits an entity, not just lands in the ground.

daring bone
#

Enchant a rock with call lightning for the memes

digital lotus
digital lotus
#

im using the Ornate Silver spear

dawn kernel
# digital lotus here the log

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

dawn kernel
# digital lotus here the log

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

digital lotus
#

Ah okay!
Thank you!

dawn kernel
naive jetty
#

Hey all!

#

Am I correct in this: enchantment damage goes through a blocked attack?

#

@dawn kernel ^

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

naive jetty
#

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...

dawn kernel
#

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

naive jetty
#

Yea, exactly.

dawn kernel
#

IIRC they don't block all physical damage by default?

naive jetty
#

it blocks all physical damage, yea

dawn kernel
#

You using CO or vanilla?

naive jetty
#

CO

dawn kernel
#

know what version?

naive jetty
#

one sec

dawn kernel
#

"latest" is also good if you're just updating like a crazy person

#

j/w if it's like an older version

naive jetty
#

0.10.19

dawn kernel
#

oh wow, you're very behind

#

which Enchantments are you using?

naive jetty
#

oh really? hmm. that's the one the server has

#

I wonder if it's because we're running 1.21.5

dawn kernel
#

CO has changed a lot since 0.10.x (latest: 0.15.x)

naive jetty
#

yea no idea why we're so behind.

dawn kernel
#

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

dawn kernel
naive jetty
#

Got it. Thank you a ton, sir!

naive jetty
lapis bolt
#

Is there any way to get this to be compatible with toolsmith?
Reversion only heals the head, not the handle or binding...

dawn kernel
gusty grove
#

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.

lapis bolt
dawn kernel
lapis bolt
#

πŸ€”

#

Smithing plus retains enchants when items break?

dawn kernel
#

Yes

#

Similar case. The mod author had to carry over those Attributes for it to work

lapis bolt
#

That doesn't seem like too hard of a fix, I'll check it out

dawn kernel
#

Yeah, it's pretty straightforward. I think there are options for it in GridRecipe?

lapis bolt
#

Toolsmith has a unique assembly method that doesn't use grid

dawn kernel
#

Gotcha, then they'll need to just clone the ItemStack.Attributes.
Specifically the "enchantments" TreeAttribute

upbeat sedge
#

If you use lapis to enchant, it just permanently stays charged, is this intentional?

dawn kernel
#

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

upbeat sedge
dawn kernel
high anvil
#

Hello! is it possible to config the mod so that damage dealing enchantments don't ignore armor ?

dawn kernel
#

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

high anvil
#

i see thanks

high anvil
#

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

dawn kernel
#

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

high anvil
#

hey other question, does removing the mod bug enchanted items ?

dawn kernel
high anvil
#

aight ty

high anvil
#

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

dawn kernel
high anvil
#

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

dawn kernel
high anvil
#

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

dawn kernel
#

You're using Combat Overhaul, yes?

high anvil
#

we're also gonna make in sort you cant have both poison and ignition on the same weapon

dawn kernel
#

When they added the multiple armor slots, that kind of changed a lot of the balance as well

high anvil
#

Yeah, since it all adds up together

#

That's why we tuned down protection so much

dawn kernel
#

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)

high anvil
#

Good idea

#

Also i'm seeing a bunch of mods in the config files that aren't listed in the wiki, are those wips?

dawn kernel
high anvil
dawn kernel
high anvil
#

And we use CO armory for weapons

high anvil
#

We never saw any of them in the table yet they appear in the config files

dawn kernel
#

oh, kek

#

Yeah, that's the WIP stuff

high anvil
#

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

dawn kernel
#

That's not something I can fix, it's on the mod author of Toolsmith to pass the "enchantments" attribute over during tool conversion

high anvil
#

I see

dawn kernel
#

So if you can have your people pester them about it, then it should just automagically work

high anvil
#

I'll let them know then

dawn kernel
#

How much max HP do your older players have? Are you using XSkills or LevelUp?

#

Alchemy?

#

CAN Jewels?

high anvil
#

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

dawn kernel
#

Understood, thanks

high anvil
#

sorry to bother again, but i can't find the way to prevent enchant stacking (eq having both poison and ignition)

dawn kernel
#

You can limit the DamageTick category of enchants on a single weapon, though

high anvil
dawn kernel
#

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

high anvil
#

i suppose DamageTick would affect poison and ignition ?

#

in the base mod

dawn kernel
#

Correct, you'll find each enchant's Category value in their individual configs

high anvil
#

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

dawn kernel
#

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

high anvil
dawn kernel
#

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

high anvil
#

for server rewards i can still manually enchant with the commands

#

or does having them set to false disable their function entirely ?

dawn kernel
#

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

high anvil
#

so i've been writing enchantment in full for nothing this whole time

dawn kernel
#

would bypass a "DamageTarget": 0

high anvil
#

i see

dawn kernel
#

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

high anvil
#

we had call lightning disabled since it's very strong and it never showed up for anyone

dawn kernel
#

You're on Enchants 1.2.24 right?

high anvil
dawn kernel
#

Yeah, it's pretty strong. Just doesn't work indoors

#

So you can't use it for dungeons

high anvil
#

dragons mostly tend to be used outside lol

dawn kernel
#

oof

high anvil
#

from the draconis mod

dawn kernel
#

Yeah yeah, I like being a thunder god on my dragon from time to time

high anvil
#

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

dawn kernel
high anvil
#

nice!

#

any planned release date already ?

dawn kernel
#

I'm pretty darn close to it...Just gonna finish working out some of the tricksy bits of Combat Overhaul stat modifiers

high anvil
#

i see

#

with maltiez also adding back the vanilla damage boosts to the mod it might be even trickier

dawn kernel
#

Yeah, Maltiez has been pretty nice and given me some new tools to work with as well

high anvil
#

yuh

dawn kernel
#

So some enchants behave a little differently between Vanilla and CO

high anvil
#

maltiezz singel handedly holding the VS modding community together with combat overhaul

dawn kernel
#

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

high anvil
#

very nice

dawn kernel
#

Still needs some tuning

dawn kernel
#

But once you get the rhythm down

high anvil
#

i suppose this would also be a crossbow enchant ?

dawn kernel
#

Xbows, Slings, Firearms

high anvil
#

i see

dawn kernel
#

Javs?

high anvil
#

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

dawn kernel
#

anything is possible

#

but yeah, Bane weapons is definitely a thing

high anvil
#

niiice

dawn kernel
#

I'd have to think of something more worth it than just +damage to make Bane worth having

high anvil
#

maybe slowness or something ? like you cut off one of their limb

dawn kernel
#

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...

high anvil
#

yeah i see

#

it just looks for the races available and picks one dynamically

dawn kernel
high anvil
#

very nice

#

i suppose a feather falling like enchant is also an idea you already had

dawn kernel
#

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

dawn kernel
#

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

high anvil
#

other question, would you be interested for a french localization of the mod ?

dawn kernel
#

ouais

high anvil
#

wait fr ?

dawn kernel
#

moi?

high anvil
#

ui

dawn kernel
#

non, j'habite a la louisianne

high anvil
#

aaaah je vois

dawn kernel
#

cajun

high anvil
#

yeah i read about that a bit

dawn kernel
#

lol I haven't used the mother tongue in a while

high anvil
#

all good lol

#

but yeah if you wanna i can translate the en.json to fr

dawn kernel
#

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

high anvil
#

xD

dawn kernel
#

it's just faster that way for me

high anvil
#

understandable

#

i use antigravity (that relies on gemini) for a bunch of my coding since i'm not a good modder yet

dawn kernel
#

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

high anvil
#

i have never used github ;-;

dawn kernel
#

It's easy once you get into it. Especially with GitHub having a webUI to use

high anvil
#

i'll look into it

dawn kernel
#

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

high anvil
#

ty will def have a look

dawn kernel
#

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

high anvil
#

ty for all that info i gtg stream is starting

#

(is this considered self promo? Β°wΒ°)

dawn kernel
#

Your stream? I suppose it would, but best of luck with your stream!

high anvil
#

Ty!

crisp kelp
# dawn kernel

Are those animation issues, or you just dont hold mouse button for long enough?

dawn kernel
#

I had the flow of it last night, but didn't hit it today

crisp kelp
dawn kernel
crisp kelp
#

I will look into it

dawn kernel
#

I see, okay. Yeah, it will essentially pause there until you release. Cool, ty

high anvil
#

any plans for a vampirism/lifesteal enchant ?

dawn kernel
high anvil
#

currently when you make a custom description with Itemizer the enchants don't show up anymore

#

they dont get deleted though

dawn kernel
# high anvil hey! do you know if there's a way to prevent description updates (using https://...

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

GitHub

Adds enchantments to Vintage Story! Contribute to splitlungs/krpgenchantment development by creating an account on GitHub.

#

Notably, I'm using the StringBuilder.AppendLine() function

#

You may have to ask the Itemizer folk about how to not erase certain things

high anvil
#

i see

#

i'll have a look at how the mod does it

high anvil
#

also added if (sapi.EnchantAccessor().RegisterEnchantmentClass("honing", "Weapon/honing.json", typeof(HoningEnchantment)) == true) count++; in EnchantmentsLoader.cs

high anvil
dawn kernel
high anvil
naive jetty
#

heya @dawn kernel ! Wondering if you looked into the enchant dmg making it through armor?

dawn kernel
naive jetty
#

@dawn kernel I see. Does the re-work include having the enchant damage not make it thru armor?

dawn kernel
#

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

naive jetty
#

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 πŸ˜€)

dawn kernel
#

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

naive jetty
#

Understood. Thank you!

dawn kernel
#

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

lilac timber
#

Hey the mod makes it so if you try to knap anything other than flint the item just stays stuck on the ground and doesn’t drop

dawn kernel
lilac timber
dawn kernel
#

Do not use test version

#

Its for testing only

lilac timber
#

Alright

#

Sorry

dawn kernel
#

Should be good once I have stable release, but test version will have bugs

uneven forge
#

hello, where is the config file for fortune?

dawn kernel
uneven forge
dawn kernel
#

What version you running?

#

Fortunate is not officially released yet, it's only available in test builds, which is testing only

uneven forge
#

1.2.24

#

right, that might be me downloading the wrong version

dawn kernel
#

Wait for 1.3.0 stable release, unless you wanna try out the changes and offer bug reports or balance opinions

uneven forge
#

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

dawn kernel
grizzled depot
#

I will not lie, Reversion seems very inconsistent πŸ˜“

dawn kernel
grizzled depot
#

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.

dawn kernel
#

What version of the mod and VS you running?

grizzled depot
#

1.21.6 vs,
1.2.24 mod version

dawn kernel
#

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?

grizzled depot
#

because iwas

dawn kernel
#

Yeah, if it's on your hotbar, but not currently in your hand, it will not count

grizzled depot
#

hm

dawn kernel
#

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

grizzled depot
#

could other mods that mess with how temporal stability work affeect it?

#

oh alr

dawn kernel
#

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

jagged crescent
#

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)

  1. place down the ground rock as expected,
  2. right click on it with another rock, gui appears as expected,
  3. instead of proceeding like normal the knapping surface is invisible,
  4. trying to knap it anyways turns it visible again,
  5. 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.

#

if you need anything more please tell me!

dawn kernel
jagged crescent
tall shore
#

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)

dawn kernel
tall shore
mint vector
#

hey where in the config do i change the price of the enchanters manuals? like from say 56 gears to 15 gears?

dawn kernel
#

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

compact shale
dawn kernel
compact shale
#

thanks!

#

I require my call lighting hammer to oblirate bears

dawn kernel
#

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

compact shale
#

nice!

keen ginkgo
#

Hey I was wondering whether or not the enchantments work with modded metal tools and weps and Toolsmith?

dawn kernel
last sleet
#

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.

dawn kernel
loud orchid
#

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.

dawn kernel
#

Also, ty for the logs

loud orchid
dawn kernel
#

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

loud orchid
#

ok thank you very much

dawn kernel
#

Will be fixed in Enchantment release 1.4.6 in just a few minutes

loud orchid
#

goddamn u are amazing

dawn kernel
#

Thanks for the report! and for making it easy on me with logs and all cryvibe

loud orchid
#

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

loud orchid
#

I did also delete the efficient config from the enchantments file.

dawn kernel
#

I was testing against whole trees. This might just be a limitation on single block speed

loud orchid
#

oh huh

#

also enchantement table didn't fix it, I was just worried the command wouldn't set a flag properly or smth

dawn kernel
#

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

loud orchid
loud orchid
#

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.

dawn kernel
loud orchid
dawn kernel
#

but it definitely worked in 1.21. AFAIK, it should be working if it's reporting the Mining Speed properly

loud orchid
#

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?

dawn kernel
loud orchid
#

or the worldconfig?

dawn kernel
#

Like in the ModConfig for the Enchantment. I'm rolling it out to my server to confirm the change isn't just too subtle

loud orchid
#

oh SzethFacepalm I thought you meant like with a command to emulate the speed

dawn kernel
#

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

loud orchid
#

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

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oh maybe not mb,

dawn kernel
#

the latest dotnet versions let you do some shenanigans to reduce excess syntax

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That's not even the begining of the shenanigans with nullable checks and inline default var on null checks

loud orchid
#

oh damn alright. Seems quite helpful if you know what you're doing, but um, I don't lmao.

dawn kernel
#

Okay, got it. Looks like it may have changed again at some point? They had another override that seems to work

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or maybe I had picked the wrong override from the get-go with VS 1.22

loud orchid
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so it was how the mod interacted with the API? Hope that's an easy fix, and sorry for the time this took.

dawn kernel
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One appears to change the Item description, the other the actual game effect

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weird

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API Change seems to be: OnGetMiningSpeed did both in VS 1.21, then GetMiningSpeedModifier for text & GetMiningSpeed for effect in VS 1.22

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I don't know if this is actually supposed to work like that, because that's not what the API officially says it does?

loud orchid
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oh damn

dawn kernel
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Either way, I got it now. Thanks again for your help in the debug neuroHypers

loud orchid
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Ay no problem heart_health I barely did anything, just let you know something was up!

dawn kernel
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Patch 1.4.7 is out now, and should be working, final draft 2 - finalfinal.docx

loud orchid
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lmao yep, downloaded

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IT WORKS

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you are stellar, absolutely stellar. sylpride Amazing work!

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The quartz will finally be mined in a reasonable ammount of time. Thank you very much

dawn kernel
#

Good luck! Glad to hear it's working for you!

burnt rune
#

Is the Quickdraw enchant just gone ?

dawn kernel
burnt rune
dawn kernel
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I'll drop the patch in a minute, ty

burnt rune
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No problem chief

compact shale
#

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

dawn kernel
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I'll get that patched soon

compact shale
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np (why the heck is it stone type)

dawn kernel
#

I'm sure it made sense to someone at the time

dawn kernel
willow palm
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Is there a way to simply learn which symbols mean which enchantments, or is it randomized?

dawn kernel
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So no, its designed to be unlearnable without the manuals to give you the hidden real enchants, nit the public encrypted ones

willow palm
#

Damn, I was ready to sit down and learn this like ancient minecraft enchanting table

dawn kernel
#

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

willow palm
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I see, gotcha! Thanks for answering my question, very cool mod btw

dawn kernel
willow palm
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🫑

unborn tulip
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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?

dawn kernel
unborn tulip
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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

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sorry if its irrelavent to this thread

dawn kernel
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So, if you look in your VS installation directory, you'll see files like this

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Sorry if you're Windows, it shouldn't matter which one aside from how my stuff looks

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Inside of each of those files is a "code" and sometimes a "variant" type

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Rose Quartz for example

unborn tulip
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mhm yes saw those, sould would i just add to the list like "game:clearquartz": 1.0 ?

dawn kernel
#

so it would be

"game:rosequartz": 1
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they have to be integer, no floating points

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since you can't make a half rosequartz item

unborn tulip
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oh huh aight ty that makes sense

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oh wait are u the mod creator?

dawn kernel
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np, there's more details on the FAQ if you want something written down.

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Ye

unborn tulip
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cool mod its rly nice, also yeah ive tried reading some of it before asking here

dawn kernel
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Glad you're enjoying it! Hope this all makes sense

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I need to smarten up the reagent checks, but it's technically more performant for exact matches

faint vector
#

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

dawn kernel
# faint vector Hey quick question, is harming supposed to increase the damage tier of a weapon ...

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

GitHub

Adds enchantments to Vintage Story! Contribute to splitlungs/krpgenchantment development by creating an account on GitHub.

GitHub

Adds enchantments to Vintage Story! Contribute to splitlungs/krpgenchantment development by creating an account on GitHub.

silent glen
#

Blood are you able to make looted gear enchanted on a chance?

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It would go great with better ruins, mineshaft, treasure chests.

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ChanceEnchantedLoot 0.01,
Type stuff hehe

dawn kernel
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I'll add it to the feature request list

silent glen
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Is there a way to op/merge it on regular items and shops?

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Sorry I'm not at home and just enjoying a smoke at work

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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.

dawn kernel
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If you're okay with modding, you can do a lot of this through JSON.

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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;"
        }
      }
    ]
  }
]
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Example there

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Vintage Story Wiki

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...

silent glen
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ok cool ill do this on my day of!

dawn kernel
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Feel free to reach out if you get stuck

buoyant lily
#

Is there any difference flaming, harming, freez and shocking enchants?
Because it looks like all of them does the same thing

dawn kernel
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They are the same Category "DamageTarget"

buoyant lily
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and damage dealt is also the same (as in github?)

dawn kernel
# buoyant lily and damage dealt is also the same (as in github?)
GitHub

Adds enchantments to Vintage Story! Contribute to splitlungs/krpgenchantment development by creating an account on GitHub.

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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

buoyant lily
dawn kernel
buoyant lily
#

so with CO enchant's damage should be stopped by armor?

dawn kernel
#

The elemental damage should be stopped by associated Resist enchanted armor

buoyant lily
#

ok

dawn kernel
#

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

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Enchantment only knows how much damage it passes to the entity's HP system, then who knows after that when modding is involved

sharp heron
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Here on request to get help debugging why my game won't allow me to enchant my firearms properly.

silent glen
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Just here to say thanks again still using krog

dawn kernel
dawn kernel
dawn kernel
# sharp heron here you go!

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?

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I see Reversion is having problems ticking, possibly due to some kind of misaligned inventory slot ID

sharp heron
dawn kernel
sharp heron
sharp heron
silent glen
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Is there a way to reset the enchant options on an item

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Like I have 6 different reagents and they all give the same option

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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

dawn kernel
silent glen
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im not gonna lie im like 99% sure your latentwait doesn't work

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i will change its config down but i've had the same enchant for 3 years on my sword.

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i will also test that vs a SP world soon. the chat command is enough ❀️

dawn kernel
silent glen
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i havent set it yet it should be default

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i could totally be super unlucky as well

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it's just been healing in the first slot for 2 years

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FIN πŸ˜„

dawn kernel
dawn kernel
# sharp heron NP! Just lemme know if you need anything else.

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?

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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

sharp heron
sharp heron
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...Why is it considered a pickaxe?

dawn kernel
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"tool" type categories get priority for Enchantment detection

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Good question. I guess the modder probably forgot to remove it from a copy/paste

sharp heron
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would I have to go in there and adjust it myself to something else?

dawn kernel
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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

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Still doesn't explain what's up with your Reversion problem, though...

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Absolute worst case, it's a JSON problem, which means you can edit the mod for your server and repack it without any issues

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...probably

sharp heron
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I appreciate you looking into it! o7

dawn kernel
silent glen
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when you change the latent enchantment #'s on the config it bricks the entire enchanting altar.

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πŸ™‚

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i set from 3 to 6.
lost all the neat runes, can't scroll down, and the enchantments known become :enchantmentna

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definitely neat

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hold on FIN

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i think it was the amount of enchants per item

dawn kernel
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Got it figured out?

silent glen
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i just set it back no biggie ill show you what i was seeing because even with base configs πŸ˜›

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hmmm might have just been a lag/rendering issue will try again soon

sharp heron
dawn kernel
sharp heron
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Yeah

dawn kernel
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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

dawn kernel
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@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

sharp heron
silent glen
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Sorry I keep breaking stuff

dawn kernel
plucky lotus
#

does this mod work with combat overhaul fork for 1.22?

dawn kernel
plucky lotus
dawn kernel