
Item attributes and changer
Turn XP levels into a forge for any items. Set damage/speed/range/armor to exact values, add hold/armor/hit effects, and chase 1 of 7 weapon or 5 armor Flux Cores for unique passives and abilities. Fully configurable via /itemattr and one config file.
ItemAttributeReforged-2.0.jar
Compatibility
Changes
THE BIGGEST UPDATE THIS MOD HAS EVER SHIPPED
This is the largest content update I have made for the mod so far, and everything listed here is new to you.
IMPORTANT CHECK section 18!
Two brand-new bosses. Real summoning rituals. A legendary endgame sword. An entire adaptation system. Nineteen new pieces of Gear. Six Stellar items. Five Compactor tiers. A completely new dimension. A new server Utility-Only master switch. Major balance changes. New status effects. New Item Forge artwork. Bug fixes across multiple existing systems.
None of this has ever been public before.
This catalog covers everything I have added, changed, reworked, or started building since the version you currently have.
FEEDBACK PRIORITY THESE ARE THE THINGS I MOST WANT YOUR INPUT ON
I don't just want bug reports from this build.
I want opinions.
Tell me when something feels:
Too strong
Too weak
Too expensive
Too cheap
Too rare
Too common
Too annoying
Too easy
Too difficult
Too grindy
Too complicated
Or simply not fun
A lot of these numbers are still first-pass values.
If something needs to change, I want to know before I treat it as final.
HIGH-PRIORITY FEEDBACK LYX & MALGORATH
Both are completely new boss fights.
Both have:
Full combat kits
Real summoning rituals
Unique mechanics
5,000 HP
I want to know:
Are they difficult without becoming tedious?
Is 5,000 HP too much?
Is 5,000 HP too little?
Are their attacks readable?
Do the fights feel different from each other?
Are you dying because you made a mistake, or because something feels unfair?
THE ALMIGHTY SWORD
This includes:
Law of Time
Calamity
Death Beam
Almighty Slash
Almighty Pulse
God's Grasp
Godfather inheritance
Sublime Adaptation
Nobody outside my own testing has properly used the complete weapon yet.
I especially want to know whether it feels appropriately absurd for what it is without becoming boring because nothing can challenge it.
SUBLIME ADAPTATION
The Almighty Sword runs adaptation at half the normal timer and adds several entirely new adaptation categories.
I want to know:
Does it adapt too quickly?
Too slowly?
Do permanent adaptations feel earned?
Are there things it should never adapt to?
Does permanent sealing remove too much danger from combat?
ITEM FORGE COSTS
The Item Forge economy has changed significantly.
I want people testing it at different stages of progression.
Especially:
Level 5
Level 20
Level 50+
Do the costs feel fair?
FLUX CORE RARITY
Rare Flux Cores have been made more obtainable.
Jackpot Gear also introduces a pity mechanic.
I want to know if rare cores now feel:
Obtainable
Still exciting
Too common
Still impossibly rare
GODFATHER / PRIMORDIAL RETUNING
Several existing abilities received significant number changes.
The biggest example:
Almighty Push: 500 → 5,000 damage
That is intentionally a huge change.
I want actual player reactions before deciding whether those numbers stay.
INTENTIONAL / DO NOT REPORT
These are currently intentional:
Kutar standing completely still
His combat AI has not been added yet.
The Void Realm being almost completely empty
The dimension is intentionally being shown early.
Both are covered later in the catalog.
01 — LYX, THE WITCH OF ZERO
Status: NEW Category: Boss HP: 5,000 Feedback: HIGH PRIORITY
Lyx is one of two completely new bosses in this update.
She is built around:
Mobility
Positioning
Ice abilities
Crowd pressure
Punishing players who stop paying attention
SUMMONING RITUAL
Burn:
Nether Stars
One fully Compacted item
The ritual must happen:
In fire
Inside a snowy biome
COMBAT STYLE
Lyx is designed to move.
She does not simply stand in place trading attacks with the player.
She:
Kites
Repositions
Teleports
Creates distance
Attempts to control where the player fights
NEBULA
Lyx teleports behind the player.
She then:
Blasts them
Launches them
Applies a debuff when they land
ICE CLONES
At:
70% HP
Lyx unleashes her Ice Clone swarm.
This happens:
Once per fight
FEEDBACK WANTED
I want to know:
Is she mobile enough?
Does she move too much?
Is Nebula readable before it hits?
Are the Ice Clones threatening?
Are the Ice Clones annoying?
Does 5,000 HP feel right?
Does the fight feel difficult because of mechanics instead of a giant health bar?
02 — MALGORATH, THE BEAST OF THE DYING STAR
Status: NEW Category: Boss HP: 5,000 Feedback: HIGH PRIORITY
Malgorath is the second completely new boss.
His fight is built around:
Fire
Terrain destruction
Increasing aggression
Punishing fights that drag on too long
SUMMONING RITUAL
Burn:
Blaze Rods
Nether Stars
One Compacted Golden Sword
The ritual can currently be performed in:
The Nether
Soul Sand Valley
Badlands
PHOENIX BELOW
Malgorath unleashes a beam that tears through the terrain it crosses.
FURY
Malgorath permanently gains Fury while the battle continues.
The longer the player allows the fight to continue:
The more dangerous Malgorath becomes.
FEEDBACK WANTED
I want to know:
Does Fury ramp quickly enough?
Does Fury become ridiculous too quickly?
Does Phoenix Below feel fair?
Is the terrain destruction fun?
Does the terrain destruction become irritating?
Should Malgorath be more aggressive?
Does his fight feel different enough from Lyx?
03 — SHARED BOSS MECHANICS
Lyx and Malgorath share several mechanics.
SUNDERING STRIKE
A telegraphed execution-style attack.
The attack is intentionally visible before it lands.
The player is expected to:
See it and dodge it.
If Sundering Strike connects, it deals a combination of:
Normal damage
Unblockable damage
SUNDERED
Reduces healing.
ARMOR BREAK
Temporarily bypasses:
Normal armor
This mod's own damage reduction
It also causes:
One durability hit
Even Unbreakable equipment is not protected from the armor-bypass portion.
BOSS HEALTH REBALANCE
Both bosses originally had:
15,000 HP
They now have:
5,000 HP
I intentionally moved difficulty away from enormous health bars and toward actual mechanics.
I would rather have a boss defeat you because you failed its attacks than because you had to hit it for twenty minutes.
FEEDBACK WANTED
Tell me if that actually worked.
04 — THE ALMIGHTY SWORD
Status: NEW Category: Unique Legendary Weapon Availability: Currently Unobtainable Ownership: Permanent Feedback: EXTREMELY HIGH PRIORITY
The Almighty Sword is a unique weapon intended to exist only once.
It fuses with a:
Godfather-cored item
and becomes permanently bound to its owner.
GODFATHER INHERITANCE
The Almighty Sword automatically inherits the Godfather's entire kit.
That includes:
Halo
Wings
Day Aura
Flight
Truth Orbs
Full buff suite
Guaranteed 3× true-damage melee
The Almighty version of these effects uses a:
Red-and-black visual theme
05 — LAW OF TIME
Weapon: Almighty Sword
Freezes everyone except the wielder.
This includes:
Other players
Duration:
60 seconds
FEEDBACK WANTED
Is 60 seconds:
Appropriate?
Too long?
Too short?
Completely insane in multiplayer?
I especially want PvP feedback here.
06 — CALAMITY
Weapon: Almighty Sword Type: Channeled Ultimate Channel Time: 60 seconds Damage: 50,000 True Damage
Calamity is one of the Almighty Sword's largest abilities.
During its one-minute channel:
Large-scale terrain destruction occurs
A defensive shockwave activates partway through
A massive sky beam concludes the attack
COUNTERPLAY
Calamity can be interrupted.
If the wielder takes enough incoming damage during the channel:
The ultimate fails.
The goal is to give sufficiently powerful opponents an actual way to stop it.
FEEDBACK WANTED
I want to know:
Is 60 seconds too long?
Is interruption too easy?
Is interruption too difficult?
Is 50,000 true damage enough?
Is 50,000 true damage too much?
Does the channel feel worth surviving?
07 — DEATH BEAM
Weapon: Almighty Sword
Death Beam transforms the Truth Orbs into:
One continuous beam
Hold the ability key to charge it.
Every:
5 seconds
the damage:
Doubles
This continues for as long as the player can maintain the charge.
FEEDBACK WANTED
Please try to break this.
I want to know whether:
Scaling becomes absurd too quickly
Charging is too easy
Charging is too difficult
The doubling mechanic needs a cap
08 — ALMIGHTY SLASH & ALMIGHTY PULSE ALMIGHTY SLASH
Automatically activates every:
5th normal attack
ALMIGHTY PULSE
Automatically activates every:
30 seconds
Nearby enemies are briefly:
Frozen
Prevented from regenerating health
09 — GOD'S GRASP
Weapon: Almighty Sword Category: Signature Ability Feedback: HIGH PRIORITY
Hold the ability bind while looking at a target.
The target is seized.
While held:
The target is frozen in time
The target is continuously damaged
Armor cannot block the damage
Adaptation cannot block the damage
Invulnerability effects cannot block the damage
FINAL SLAM
If the target is pulled completely toward the player:
200 unblockable damage
is dealt.
The slam also causes:
A massive explosion
Crippled
CRIPPLED
Normally:
+50% Damage Taken
Duration:
60 seconds
If the target has Regeneration:
5 seconds
FEEDBACK WANTED
God's Grasp is intentionally extreme.
I want to know whether it feels like an Almighty ability or whether it removes too much interaction from combat.
10 — ALMIGHTY SWORD OWNERSHIP
The Almighty Sword is:
Hotbar Locked
Attempting to:
Drop it
Throw it
Put it inside a chest
Otherwise remove it
causes the sword to return directly to its owner.
BASE DAMAGE
Current value:
2,500
I intentionally settled on a lower base number than some earlier ideas.
The real power is supposed to come from:
Abilities
Godfather inheritance
True damage
Adaptation
Utility
rather than simply giving the normal attack stat an absurd number.
11 — DIVINE ADAPTATION
Status: NEW SYSTEM Source: Godfather Core Categories: 4 Feedback: HIGH PRIORITY
The basic idea:
Get exposed to the same threat enough times and eventually it stops being a threat.
Divine Adaptation contains four categories.
EFFECT ADAPTATION
Repeated exposure to the same effect can eventually grant permanent immunity.
ENVIRONMENT ADAPTATION
Environmental hazards can eventually stop harming the player.
DAMAGE-SOURCE ADAPTATION
Repeated exposure to the same source of damage eventually allows the player to adapt to it.
CUSTOM-EFFECT ADAPTATION
Modded and custom effects can also be learned by the system.
12 — SUBLIME ADAPTATION
Status: NEW SYSTEM Source: Almighty Sword Additional Categories: 4 Feedback: EXTREMELY HIGH PRIORITY
The Almighty Sword extends Divine Adaptation into a second tier.
DEFENSE ADAPTATION
Tracks individual attackers.
Repeated attacks from the same enemy teach the sword how to defend against that specific attacker.
ATTACK ADAPTATION
Rewards repeated successful attacks.
The more the wielder successfully fights something:
The more the sword learns.
WEAKNESS SCANNING
The sword can learn an enemy's defensive profile.
Once understood:
The weapon can bypass its resistances.
SEAL
The first time one of six vanilla attributes gets reduced:
The lowest value reached becomes permanently remembered.
That value becomes the new minimum.
Nothing can ever reduce the attribute below that value again.
UNIFIED ALMIGHTY ADAPTATION
While the Almighty Sword is active:
Every adaptation category runs under one unified system.
All adaptation timers operate at:
50% of normal duration
FEEDBACK WANTED
This is one of the systems I need the most testing on.
Tell me:
What adapts too quickly?
What adapts too slowly?
Which immunities feel satisfying?
Which immunities destroy too much danger?
Does permanent adaptation feel earned?
Are there specific damage types that should never become completely irrelevant?
13 — NINETEEN NEW PIECES OF GEAR
Status: NEW System: Gear Feedback: WANTED
These are socketable modifiers with:
Drop tables
Crafting recipes
Boss sources
Progression requirements
Some are deliberately unobtainable in the current build because their acquisition content is still being developed.
ATTACK GEAR GOLDEN ATTACK
Socket: Weapon Availability: Craftable / Rare Drop
Effect:
+25% Attack Damage
Feedback Wanted
Does this feel useful enough as the first Attack Gear tier?
DIAMOND ATTACK
Socket: Weapon Availability: Craftable / Rare Drop
Effect:
+50% Attack Damage
CORRUPT ATTACK
Socket: Weapon Availability: Boss Drop Only
Effects:
+100% Attack Damage
25% Lifesteal
Disables blocking when the attack connects
Feedback Wanted
This is intended to be considerably stronger than the earlier tiers.
Does a boss-only reward justify the power jump?
ELEMENTAL ARMOR GEAR
Elemental Gear stacks depending on how many pieces are equipped.
Stack Range: 1–4
GEAR OF FROST
Availability: Rare Snowy-Biome Drop
1 Piece
Chance to dodge Frostbite.
2 Pieces
Frozen duration becomes capped.
3 Pieces
Complete immunity to Frozen.
4 Pieces
Immunity to every related cold effect except:
Absolute Zero itself
Feedback Wanted
Does the four-piece progression actually make Frost Gear worth building around?
GEAR OF INFERNO
Availability: Rare Nether Drop
Progression includes:
Capped Burn duration
Capped Scorch duration
Full Fire Immunity
Night Vision
Extremely fast lava swimming
BLOOD LUST & GOD SLAYER GEAR OF BLOOD LUST
Availability: Earned Drop Source: None
Unlock Requirement
Land:
100 killing blows in a row
while remaining at:
½ Heart or less
Effects
50% Lifesteal
2.5× Critical Damage
25% chance to inflict Ravaged
RAVAGED
A stacking bleed effect.
FEEDBACK WANTED
The requirement is intentionally supposed to be difficult.
Tell me whether it sounds:
Too easy
Reasonable
Extremely difficult
Basically impossible
GOD SLAYER
Availability: Craftable
Recipe
Place:
8 Five-Star Gear Cores
around:
Any Boss Heart
Effect
Deals:
+500% Damage
against targets above:
55 HP
GOD SLAYER + BLOOD LUST COMBINATION
Using both creates a unique interaction.
GOD SLAYER BONUS
Damage increases from:
+500% → +1000%
RAVAGED UPGRADE
Instead of activating 25% of the time:
Ravaged activates every time.
Its upgraded version deals:
25% of the target's maximum HP
over:
2 minutes
WOUNDED
Also applies:
-15% Armor
Slowness
Weakness
Duration:
15 minutes
The combination also grants:
Its own advancement
FEEDBACK WANTED
The combination is deliberately ridiculous because obtaining both is supposed to be difficult.
Does the reward justify the requirement?
BOW GEAR
Socket: Bow Only Availability: Craftable
HOMING
Arrows automatically track the nearest target.
INFINITY ARROWS
Offhand ammunition never runs out.
EXPLOSIVE ARROW
Arrows explode on impact.
BARRAGE
Hold the attack input to rapidly fire arrows.
No redraw is required between shots.
FEEDBACK WANTED
Bow Gear is supposed to fundamentally change how a bow plays rather than simply adding more damage.
Which of these actually feels worth using?
RARE GEAR PUNCTURE
Availability: Weaponsmith Loot Only
Every hit has a:
10% chance
to completely bypass:
Armor
Resistances
AEGIS
Availability: Ender Dragon Drop Only
Projectile Defense
Projectiles cannot reach the player.
Melee Defense
Provides:
5 Perfect-Block Charges
Charges regenerate over time.
Feedback Wanted
I especially want Aegis tested against:
Modded bosses
Large enemy groups
Rapid attacks
Projectile-heavy encounters
ARMOR DEFENSE GEAR
Defense Gear stacks across:
1–4 Armor Pieces
IRON DEFENSE
Availability: Craftable / Common Drop
Per-piece:
+5 Armor
Maximum damage reduction:
20%
DIAMOND DEFENSE
Availability: NOT CURRENTLY OBTAINABLE
Per-piece:
+10 Armor
Maximum damage reduction:
30%
A proper acquisition path is coming later.
CORRUPTED DEFENSE
Availability: Boss Drop Only
Per-piece:
+30 Armor
Maximum damage reduction:
50%
FEEDBACK WANTED
Defense is extremely easy to overtune.
Tell me if high-tier Defense Gear makes you powerful without making enemies irrelevant.
UTILITY SOCKET GEAR
Utility Gear is equipped directly to the:
Player
rather than a weapon or armor piece.
JACKPOT GEAR
Availability: Boss / Grass / Lucky Roll
Effects include:
Large Luck increase
Chance for 64× kill drops
Chests always generate full and boosted
Increased Flux Core rarity
Interaction with Flux Core pity rolls
FEEDBACK WANTED
I especially want loot feedback.
Does Jackpot feel exciting?
Does it make rare items too common?
Does 64× happen often enough to notice?
Does it happen so often that progression falls apart?
GEAR OF INFINITY
Availability: NOT CURRENTLY OBTAINABLE
Hold the ability to endlessly duplicate whatever you're looking at.
A real acquisition path is planned.
GEAR OF WAY FINDING
Availability: NOT CURRENTLY OBTAINABLE
Unlocks survival access to:
/itemattr locate
and:
/itemattr tp
No administrator permissions are required.
A real acquisition path is planned.
14 — SIX STELLAR ITEMS
Status: PARTIALLY COMPLETE Feedback: IDEAS VERY WELCOME
Stellar items do nothing simply by being held.
They must be attached to a weapon using:
Stellar Link
inside the:
Item Forge
Once linked:
The Stellar item fuses into the weapon.
Three currently have working kits.
Three currently exist primarily as cosmetic concepts while I determine their final abilities.
I especially want ideas for those unfinished three.
STELLAR — ABSOLUTE ZERO
Source: Lyx Status: FUNCTIONAL
Unlocks:
Summit
Absolute Zero Ultimate
Both receive their own keybinds.
WEAPON EFFECTS
Every successful attack progresses:
Frostbite → Frozen → Shatter
Additional effects:
Passive freezing aura
Frost Beam every swing
FEEDBACK WANTED
Does freezing happen too quickly?
Does freezing happen too slowly?
Should Shatter require more setup?
Does the weapon make normal enemies completely irrelevant?
STELLAR — HELLSCAPE
Previously called:
Sacred Flame
Source: Malgorath Status: FUNCTIONAL
Unlocks:
Hellfire
Solar Ray
Aether Beam
WEAPON EFFECTS
Every attack inflicts Scorched
Permanent Fire Resistance
Flame Beam every swing
FEEDBACK WANTED
Does HellScape feel different enough from Absolute Zero instead of simply feeling like:
Absolute Zero but fire?
STELLAR — NATURE'S CREST
Source: None Yet Status: FULL KIT BUILT / BOSS MISSING
Nature's Crest already has its abilities.
Its boss and acquisition path simply do not exist yet.
EFFECTS
Bonus Health
Complete Knockback Resistance
Permanent Regeneration
Permanent Saturation
50% Lifesteal
100% Thorns
TREE OF LIFE
Provides:
Death-saving charges
MEDITATION
Provides:
Total damage immunity
PLANNED BOSS
Edward the Everlasting
FEEDBACK WANTED
I want ideas for:
Edward's ritual
Edward's attacks
Edward's arena
Edward's phases
Edward's mechanics
How Nature's Crest should actually drop
STELLAR — OMEN'S SEAL
Status: COSMETIC / CONCEPT PHASE
Currently provides:
Particle aura
There is no complete combat kit yet.
CURRENT CONCEPT
I am currently considering making Omen's Seal offensive.
The idea:
The longer you fight one specific target:
The more Omen's Seal learns about them.
Eventually it could permanently seal a vulnerability onto that target.
I WANT IDEAS
Would you rather see:
Permanent vulnerability stacking?
Ability sealing?
Resistance suppression?
Buff removal?
Something completely different?
This ability is not locked in.
STELLAR — ABSOLUTE JUDGMENT
Status: COSMETIC / CONCEPT PHASE
No finished kit exists yet.
CURRENT CONCEPT
An execution ability against low-health targets feels appropriate for something named:
Absolute Judgment
But that is only the current direction.
I WANT IDEAS
If you have something better than a normal execution mechanic:
Tell me.
I would rather build something unique now than finish an ability and replace it later.
STELLAR — THE ANOMALY
Status: COSMETIC / CONCEPT PHASE
Currently uncoded.
CURRENT DIRECTION
I want The Anomaly to feel like actual:
Reality manipulation
The main concept right now is:
Gravity manipulation / forced attraction
rather than another:
Freeze
Burn
Beam
because the other Stellar items and Almighty Sword already cover those spaces.
I WANT IDEAS
The Anomaly is probably the Stellar item I am most open to completely changing.
If you have a weird mechanic that makes it feel like reality itself is malfunctioning:
I want to hear it.
15 — NEW STATUS EFFECTS
Four effects now have proper status icons.
SUNDERED
Reduces healing.
HEART ATTACK
Completely prevents healing.
ARMOR BREAK
Temporarily bypasses:
Armor
This mod's damage reduction
Works through Unbreakable equipment.
Also causes:
One durability hit
CRIPPLED
Increases incoming damage.
Despite the name:
Crippled does NOT root the target in place.
INTERNAL / NON-ICON EFFECTS
Several additional systems behave like status effects without displaying normal potion-style icons.
These include:
Frostbite
Frozen
Shatter
Permafrost
Scorched
Ravaged
Wounded
16 — COMPACTOR EXPANSION FIVE TOTAL TIERS
The Compactor system now extends beyond:
Basic
Advanced
Three new tiers have been added:
Master
Elite
Sublime
The goal is simple:
Late-game compacting should become faster and cheaper as progression increases.
I do not want better Compactors somehow becoming more annoying than the machines they replace.
MASTER COMPACTOR
Input Slots: 4 Cycle Time: 7.5 Seconds
ELITE COMPACTOR
Input Slots: 3 Cycle Time: 3 Seconds
SUBLIME COMPACTOR
Input Slots: 2 Cycle Time: Near-Instant
Additional presentation:
Unique beacon sound
Animated rainbow name
BONUS REPLICA CHANCE
Previously:
25%
Now:
50% per compact
RECIPE REBALANCE
Elite and Sublime originally had recipes so expensive that they were nearly impossible to reach legitimately.
I reworked both.
The intended experience is now:
Hard grind, but realistically obtainable.
Not:
Technically possible, but nobody is ever doing this.
FEEDBACK WANTED
Please tell me how progression actually feels in Survival.
Recipe balance can look completely different after several hours of actual gameplay.
RAINBOW ITEM NAMES
Every:
Stellar Item
Boss Heart
now displays an:
Animated rainbow name
17 — ITEM FORGE ECONOMY & BALANCE
Status: FIRST-PASS NUMBERS Feedback: HIGH PRIORITY
The Item Forge economy has been redesigned.
STAT COSTS
Stat upgrades now behave more like enchanting.
Every value has:
A level requirement
A fixed XP charge at that threshold
You can also no longer:
Downgrade a stat that has already been increased.
FEEDBACK WANTED
Please test this at different progression points.
Especially:
Level 5
Level 20
Level 50+
Tell me whether the cost progression feels natural.
FLUX CORE RARITY
The previous Flux Core distribution had a problem.
Rare tiers combined represented only around:
~0.2% of rolls
That created more of a rarity cliff than a progression curve.
I increased their overall presence.
Rare cores should now be:
Noticeably obtainable
Still clearly the rarest results
FEEDBACK WANTED
This is absolutely not a number I consider untouchable.
If rare Flux Cores suddenly feel common:
Tell me.
If you roll for an hour and see nothing interesting:
Tell me that too.
JACKPOT PITY SYSTEM
While Jackpot Gear is equipped:
Every:
5th Weapon-Core Roll
guarantees access to a better result pool instead of using the normal odds.
FEEDBACK WANTED
Does the fifth-roll guarantee feel rewarding without removing the excitement of naturally rolling something rare?
EXISTING ABILITY RETUNING
Status: EXISTING CONTENT / NEW NUMBERS Feedback: WANTED
These abilities are not new.
They already exist in the version you currently have.
Only their values changed.
I checked all three against the actual old values before changing them.
GODFATHER — ALMIGHTY SLASH
Old: 150 New: 650
GODFATHER — ALMIGHTY PUSH
Old: 500 New: 5,000
DRACONIC SHOCKWAVE HP COST
Old: 95% New: 50%
FEEDBACK WANTED
Almighty Push is obviously the biggest change.
I want actual gameplay reactions before deciding whether:
5,000 stays.
ITEM FORGE ACTION-SCREEN ART
Status: COSMETIC Gameplay Changes: NONE
Eight Item Forge action screens now use proper artwork instead of flat panels.
Affected screens include:
Value Input
Effect Picker
Effect Remover
Weapon Core Picker
Armor Core Picker
Compact
Infuse
Stellar Link
Buttons and slots have not moved.
The redesign is purely visual.
KNOWN ISSUE
The individual action screens are not scaled perfectly yet.
You do not need to report this.
It is already on my list.
The main Item Forge hub should display normally.
18 — SERVER UTILITY-ONLY MASTER SWITCH
Status: NEW Config Section: [itemattributes] Option: serverUtilityOnly Default: false Purpose: Disable the self-service RPG layer for normal players Admins: UNAFFECTED Feedback: WANTED
As the mod has grown, it has expanded far beyond where it originally started.
Bosses, Stellar Orbs, Gear, Infusion, Compacting, summoning rituals, dimensions and survival progression have all turned the mod into something much larger than a simple item-stat editor.
I like that direction.
But I also don't want the mod's original purpose to disappear.
Because of that, I added a new:
MASTER UTILITY-ONLY SWITCH
The config option is:
serverUtilityOnly = false
When this is changed to:
serverUtilityOnly = true
the server runs the mod as a much more traditional:
Pure item-stat-editing utility
for normal players.
WHAT THIS ACTUALLY DOES
This setting does not remove systems from the mod.
It does not disable the administrative tools.
It does not stop admins from creating or testing RPG content.
Instead, it shuts off the:
Self-service RPG layer for normal players.
DISABLED FOR NORMAL PLAYERS
When:
serverUtilityOnly = true
the following are disabled for players.
SURVIVAL MENU
The normal survival-facing menu is disabled.
Players no longer have self-service access to the mod's RPG progression through that menu.
STELLAR ORBS
Stellar Orbs are disabled for normal players.
That includes:
Stellar Linking
Stellar abilities
Stellar functionality
Player-facing Stellar progression
COMPACTING
The Compacting system is disabled for normal players.
That removes normal survival access to the Compactor progression layer.
GEAR / INFUSE SYSTEM
The Gear and Infuse systems are disabled for normal players.
That includes the normal RPG progression associated with:
Gear
Infusion
Socketing progression
GEAR LOOT DROPS
Gear loot drops are disabled.
If the server is intentionally running Utility-Only Mode, RPG Gear should not continue appearing naturally through gameplay.
NATURAL BOSS SUMMONING
Boss summoning rituals no longer trigger from natural gameplay.
Players cannot accidentally progress into the boss side of the mod while the server is intentionally configured as a utility-only setup.
ADMINS ARE COMPLETELY UNAFFECTED
This is the most important distinction.
Turning on:
serverUtilityOnly = true
does not disable:
/itemattr
for admins.
The administrative command system keeps working exactly as before.
Admins can still use actions for things such as:
Setting damage
Setting attack speed
Setting range
Setting armor
Adding effects
Removing effects
Linking Stellar Orbs
Setting Compact stars
Applying special item systems
Using Gear systems
Using Infuse systems
Spawning bosses
Testing boss content
Creating custom equipment
Managing special items
The actual RPG systems still exist.
They simply stop being available as a normal self-service progression layer for players.
WHY I ADDED THIS
The mod originally started much closer to:
ITEM ATTRIBUTES AND CHANGER
A tool for modifying items.
Things such as:
Weapon Damage
Attack Speed
Range
Armor
Effects
Item customization
Custom equipment
Server-created rewards
As the mod grew, I started building:
Bosses
Gear
Stellar Orbs
Compacting
Infusion
Rituals
Adaptation
Dimensions
Endgame progression
I don't want all of that new content to force server owners into using my RPG systems if they only wanted the original item-editing utility.
FULL RPG MODE
Leave:
serverUtilityOnly = false
for the complete survival experience.
Normal players retain access to systems including:
Survival menu
Stellar Orbs
Stellar Linking
Stellar abilities
Compacting
Gear
Infusion
Gear loot
Boss rituals
Survival progression
This is the intended option for people who want the full RPG experience I am building.
UTILITY-ONLY MODE
Set:
serverUtilityOnly = true
if you want the mod to behave much closer to its original roots.
Normal players lose the self-service RPG systems.
Admins keep the tools.
That means a server owner can still create extremely customized equipment using the mod and then distribute those items however they want.
For example, an admin could create a weapon with:
Custom Damage
Custom Attack Speed
Custom Range
Special effects
Stellar Link
Compact stars
Gear
Infusion
and then distribute that item through:
Quests
Shops
Bosses from another mod
Server events
Custom progression
Commands
Loot systems
without giving normal players direct access to the systems used to create it.
MODPACK & SERVER USE
This is especially useful for:
Modpack creators
Server owners
Adventure packs
RPG servers
Kitchen-sink packs
Custom progression packs
A modpack creator might already have:
Their own bosses
Their own dimensions
Their own loot progression
Their own RPG mechanics
Their own endgame
but still want Item Attributes and Changer for:
Custom weapons
Custom armor
Special rewards
Server-controlled equipment
Instead of having two RPG progression systems competing with each other:
Turn Utility-Only Mode on.
The pack creator keeps the administrative power of the mod while players follow whatever progression system the pack itself uses.
CURRENT CONFIG [itemattributes] #Master switch. When true, this server runs the mod as a pure item-stat-editing utility: #the survival menu, Stellar Orbs (linking and every ability), Compacting, and the Gear/Infuse #system (including loot drops) are all disabled for players, and boss summoning rituals no #longer trigger from natural play. Admins are UNAFFECTED - the /itemattr command and all its #actions (setting stats, linking orbs, setting compact stars, spawning bosses, etc.) keep #working exactly as before; this only turns off the self-service RPG layer for players. serverUtilityOnly = false
FEEDBACK WANTED
I especially want feedback from:
Server owners
Modpack creators
People who used older versions
Players who mainly use /itemattr
People who don't want the RPG progression
Tell me:
Does Utility-Only Mode disable everything you expect?
Is something still accessible that shouldn't be?
Is something disabled that should remain available?
Should I eventually add separate switches for individual RPG systems?
Would individual toggles for Stellar Orbs, Gear, Compacting or bosses be useful?
The purpose of this switch is simple:
The RPG expansion should add to the mod without replacing what the mod originally was.
19 — FIRST LOOK: THE VOID REALM
Status: VERY EARLY Purpose: PREVIEW
This is an intentionally early look at the dimension connected to Kutar the Almighty.
The Void Realm is currently:
Dark
Silent
Almost completely empty
Mostly just a floor
That is intentional.
The environment is being included early so players can test:
Dimension entry
Ritual behavior
Discovery triggers
Stability
before I fill it with its final content.
20 — VOID REALM ENTRY RITUAL
The Void Realm is accessed through actual gameplay.
No command is required.
ENTRY STEPS
Enter the End.
Fall into the void.
Fall far enough to begin taking void damage.
Throw an Ender Pearl.
If performed correctly:
The player is transported into the Void Realm.
DISCOVERY ACHIEVEMENT
Entering the Void Realm for the first time grants:
A one-time discovery achievement
21 — KUTAR THE ALMIGHTY
Status: PREVIEW ONLY AI: NOT IMPLEMENTED Combat: NOT IMPLEMENTED
Kutar is already physically present inside the Void Realm.
He currently:
Does not move
Does not attack
Does not have combat AI
This is:
Intentional
Do not report Kutar standing still as a bug.
He currently exists so players can see:
The boss
The dimension
The ritual
The direction of the upcoming encounter
before his full fight is completed.
PLANNED KUTAR FIGHT
The completed Kutar encounter is planned around:
75,000 Total HP
spread across:
3 escalating lives
His actual abilities and combat behavior are coming later.
FUTURE BOSSES
Three additional bosses are also planned beyond the content currently shown.
22 — BUG FIX CATALOG
This update includes several fixes in addition to all the new content.
ALMIGHTY SLASH CLICK COUNTER
Almighty Slash could silently fail to activate on a fresh character.
Cause:
Integer overflow inside its click counter
Fixed.
The ability should now work correctly even on characters who have never activated it before.
STALE CONFIG VALUES
Several balance changes were correctly changed during development but never actually appeared live because an old config file was still being loaded.
Affected systems included:
Boss HP
Ability damage
Flux Core weights
The values on disk should now match the intended code values.
UTILITY SOCKET DEATH BUG
Dying previously caused Utility Socket Gear to silently unequip.
This included:
Jackpot Gear
Fixed.
Utility Socket state now survives death.
COSMETIC TOGGLE DEATH BUG
Cosmetic toggles previously reset after death.
Fixed.
COMPACTOR EXTRACTION SHIFT-CLICK
Shift-clicking extraction mode previously activated twice from one click.
That caused the selected extraction mode to skip.
Fixed.
MALGORATH DROP DESTRUCTION
Malgorath's own fire aura could destroy his boss drops before the player collected them.
Fixed.
VOID REALM FALL DAMAGE
A fall-damage interaction could have caused players entering the Void Realm to die immediately.
Fixed.
MALGORATH HITBOX
Malgorath's collision size was accidentally:
4× vanilla Warden size
instead of the intended:
2×
Fixed.
His collision should now better match his actual model.
23 — COMING SOON
Several additional systems are already planned.
ADAPTATION CONTROL
Players will eventually be able to prevent Divine or Sublime Adaptation from adapting to specific threats.
Example:
A modded status effect you intentionally want to continue affecting you could be excluded.
FEEDBACK WANTED
If there are specific Adaptation Control options you think should exist:
Tell me while I am still designing it.
DIAMOND DEFENSE ACQUISITION
A proper survival acquisition path is coming.
GEAR OF INFINITY ACQUISITION
A proper survival acquisition path is coming.
GEAR OF WAY FINDING ACQUISITION
A proper survival acquisition path is coming.
EDWARD THE EVERLASTING
A completely new boss is planned as the acquisition path for:
Stellar Orb — Nature's Crest
I am very open to ideas for:
Summoning ritual
Arena
Attacks
Phases
Environmental mechanics
Drops
Personality
Visual effects
KUTAR'S FULL KIT
Kutar's real combat system is still being developed.
The current build is only intended to preview:
Void Realm
Entry ritual
Boss model
Discovery system
Future progression
THREE ADDITIONAL BOSSES
Three more boss encounters are also planned beyond the content currently shown.
24 — RELEASE CHANNEL BETA
This is:
Not the mod's first release.
A stable public version already exists.
This build is a massive feature update being developed on top of that stable version.
That is exactly why I am distributing it through:
The Beta Channel
Players who remain on the normal Release channel will not automatically receive this build.
Players who specifically want to:
Test systems
Try unfinished balance
Find bugs
Test bosses
Try new equipment
Give ideas
Help shape mechanics
can opt into Beta.
CURRENT TESTING STATE
Everything listed here has been:
Built
Compiled
Smoke-tested
Most of it has also been personally tested by me.
What it has not received is large-scale player testing.
That is why I want outside feedback.
EXCEPTION — KUTAR / VOID REALM
Kutar and the Void Realm genuinely are early development content.
That is why they are clearly labeled:
FIRST LOOK
rather than being presented as finished content.
25 — BEFORE YOU TEST BACK UP YOUR WORLD
Please back up important worlds before opening them in the Beta.
This update interacts with:
Player data
Permanent attribute modifiers
Utility Socket data
Adaptation data
New equipment systems
New boss systems
A completely new dimension
Nothing here is intentionally destructive.
But:
This is a Beta.
These systems have not been tested across enough worlds for me to guarantee there are zero edge cases.
26 — WHEN REPORTING A BUG
Please tell me what you were actually doing when the issue happened.
Useful information includes:
Singleplayer or Multiplayer?
Which boss?
Which weapon?
Which Gear?
Which Stellar item?
Which ability?
Which dimension?
What happened directly before the bug?
Can you reproduce it?
Does relogging fix it?
Does restarting the game fix it?
If you can provide a log:
Even better.
The more context I have, the easier it is for me to figure out what actually happened.
27 — BALANCE & DESIGN FEEDBACK PLEASE DO NOT HOLD BACK
I genuinely want feedback.
Especially on anything marked:
FEEDBACK WANTED
or:
HIGH PRIORITY
These numbers are not sacred.
Most are first-pass values.
IF SOMETHING IS RIDICULOUSLY OVERPOWERED
Tell me.
IF SOMETHING SOUNDS OVERPOWERED BUT ACTUALLY FEELS TERRIBLE
Tell me.
IF A BOSS IS TOO EASY
Tell me.
IF A BOSS IS DIFFICULT FOR THE WRONG REASONS
Tell me.
IF A DROP RATE DESTROYS PROGRESSION
Tell me.
IF A DROP RATE IS SO LOW YOU WOULD NEVER REALISTICALLY FARM IT
Tell me.
IF AN UNFINISHED STELLAR ABILITY SOUNDS BORING
Give me a better idea.
IF YOU THINK AN ENTIRE SYSTEM SHOULD WORK DIFFERENTLY
Explain why.
That kind of feedback is useful.
THIS BETA ISN'T JUST FOR FINDING CRASHES
I want players helping determine where these systems go next.
That includes:
Balance
Boss mechanics
Gear progression
Recipes
Drop rates
Ability design
Stellar concepts
Adaptation
RPG configuration
Utility-Only Mode
Modpack compatibility
Endgame progression
If something is unfinished:
Give me ideas.
If something feels wrong:
Tell me why.
If something is fun:
Tell me what made it fun.
If something feels perfect:
Tell me that too so I don't accidentally change it.
The goal of this Beta is not just to make sure everything technically works.
I WANT TO KNOW WHETHER IT'S ACTUALLY FUN TO PLAY.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:9Srx4J8w:VEAagR9P"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:9Srx4J8w:VEAagR9P"
}
