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Enchantment costs about grind-enchantments HOT 12 OPEN

mschae23 avatar mschae23 commented on July 28, 2024
Enchantment costs

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iLoveeAnime avatar iLoveeAnime commented on July 28, 2024 1

Nvm i did it
Free transfering now

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mschae23 avatar mschae23 commented on July 28, 2024

Yeah, I do agree that most of these config options are not really easy to understand :)
That said, I believe there are two different issues here.

  1. The enchantment cost displayed by the client side mod and the alternative display for vanilla say different values, mod says 25 and vanilla says 28.

f you're playing on a dedicated server, make sure the config is the same on both the client and the server – the cost values are not synced. The enchantment cost shown directly in the GUI is added by the client mod, while the one in the item tooltip is added by the server mod.

With my changed options in the config i wouldnt expect the cost to be so high but again without any documentation on what the numbers actually do i am really just guessing.

In some version, I changed the default to be more expensive, but it should still be possible to use the same configuration as in older versions, where it was cheaper.

I believe the difference here is caused by grindenchantments:count_min_power, which should be grindenchantments:count_levels to match your old config.

  • count_min_power: Uses the "minimum enchanting table power" of all enchantments on the tool – this technically has a different purpose (as you can tell from its name), but I chose it because it usually correlates with the strength of the enchantment.
  • count_levels: Simply adds all enchantment levels on the tool. So if you have Efficiency IV and Unbeaking III, the resulting value would be 4 + 3 = 7.

The number from that is then changed with the values near "transform". It's first multiplied by the factor, and then offset is added.

I hope this helps!

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KlutzyBubbles avatar KlutzyBubbles commented on July 28, 2024

I believe the difference here is caused by grindenchantments:count_min_power, which should be grindenchantments:count_levels to match your old config.

Thank you this worked, however

f you're playing on a dedicated server, make sure the config is the same on both the client and the server – the cost values are not synced. The enchantment cost shown directly in the GUI is added by the client mod, while the one in the item tooltip is added by the server mod.

While this does make sense, wondering if there can be a case to make this instead use the server calculation either by default or always because there will never be a case for the server config and the client config to be different.

It could be done similar to how this mod does it by sending a packet on join https://github.com/Rakambda/FallingTree/blob/minecraft/1.20.1/forge/src/main/java/fr/rakambda/fallingtree/forge/network/ForgePacketHandler.java

The reason for avoiding editing client side config is purely because i dont want to walk everyone who plays on my server through editing a config file, so i can use the vanilla visual for now.

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mschae23 avatar mschae23 commented on July 28, 2024

The reason for avoiding editing client side config is purely because i dont want to walk everyone who plays on my server through editing a config file, so i can use the vanilla visual for now.

Understandable, although I don't really want to send a packet to every client on join, even if vanilla just ignores it – but maybe I will do that. In the meantime, you don't need to have the mod installed on the client, as it also works purely server-side, and the cost is still displayed in the tooltip.

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iLoveeAnime avatar iLoveeAnime commented on July 28, 2024

so if u were to change the count_min_power to count_levels? it would fix it entirely and make it cost cheaper?

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