
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.
1.4.1-legacy
Compatibility
Changes
Item Attributes — Legacy Patch Changelog (1.4.0 → 1.4.1-legacy) IMPORTANT!!!: ALL NEW CONFIG FILE that lets you change basically every thing the mod hsa to offer
This patch rebuilds the mod from its compiled 1.4.0 jar into a proper source project, fixes several bugs, and adds a large set of new systems. Everything below was added or changed in this pass.
Bug fixes
- Weapon flux cores now work from the offhand. Previously a ranked weapon (Rank NBT) only applied its passives/abilities/true-damage while in the mainhand slot.
- Armor pieces had no core system at all. They now have their own separate Armor Flux Core pool (see below) that works in any armor slot.
- God Forge milestone rolled the wrong pool. Reaching SSS rank on an armor piece for the first time used to auto-roll a weapon core onto it. It now rolls from the correct pool based on the item's actual slot type.
- Primordial was missing its "godly pressure" aura. It now gets the same pressure aura Celestial/Godfather have.
New: Armor Flux Core system
A second, separate rank pool from the 7 weapon cores, rolled/set on helmets/chestplates/leggings/ boots once an item reaches SSS rank:
| Core | Roll weight | Highlights |
|---|---|---|
| Flux | 55% | More armor + toughness, periodic durability repair, Speed I |
| Nexus | 25% | Purple particles, stat boost, immune to fall/fire/drown damage |
| Astralis | 15% | Red particles, toxic + environmental immune, 5% chance of 1s invincibility on hit |
| Zenith | 4.9% | Black particles, toxic + environmental immune, 25% damage reduction per piece (cap 55%) |
| Omniframe | 0.1% | Golden particles + ground aura, unbreakable, 75% damage reduction per piece (cap 75%), unique Repel ability, bonus XP, "Chosen by Fate" achievement |
Stat bonuses (attack damage/speed/armor/toughness) are applied as real attribute modifiers tied to what's currently equipped — removing a piece drops the bonus the same tick, no lingering effect. Damage reduction, environmental/toxic immunity, and Astralis's i-frame chance are damage-event based since Minecraft has no attribute for "immune to fire."
Weapon cores and armor cores are now mutually exclusive by item type: the menu grays out "Weapon Core" while holding armor and "Armor Core" while holding a weapon/tool, and the same restriction is enforced server-side (packet + admin commands), not just in the UI.
New: Omniframe's Repel ability
- Bound to a dedicated keybind (default R, "Omniframe Repel" in Controls).
- Requires at least one Omniframe piece equipped; scales with how many you're wearing (1–4):
- Radius grows 8 → 32 blocks.
- Knockback strength increases.
- Cooldown shrinks from 45s (1 piece) down to 5s at a full 4-piece set.
- Anything launched by Repel takes true damage in a small explosion when it lands back on the ground (catches anything else standing nearby too).
- The caster gets 5 seconds of invincibility when they trigger it.
- Wearing Omniframe multiplies all XP gains: 1 piece = 2x, scaling linearly to 4 pieces = 5x.
New: Menu keybind
A dedicated keybind (default M, "Open Item Forge Menu") opens the /itemattr menu GUI
instantly. It's not a client-side shortcut for the command text — it sends a request to the server,
which applies the exact same allowSurvivalMenu config gate the command does, so the keybind can
never bypass an op-only lockdown.
New: Global Item Templates
Server-wide default attributes/cores for every instance of an item type (e.g. "all diamond swords
start at 15 damage"), managed with /itemattr global or directly in the config:
- Applies to every instance of that item type without touching any item's NBT — so it never counts as a "modification" toward rank.
- The moment a player explicitly sets their own value for that same attribute/core on their specific item, their value takes over for that item from then on (the global default keeps applying to all other untouched instances).
- Supports Damage/Speed/Range/Armor and a default weapon or armor core. Godfather can't be set globally since only one can ever exist server-wide.
New: Ultimate ability announcements
Almighty Slash and Almighty Push now show a big bold title on every player's screen (not just chat) when triggered, with a subtitle naming who used it.
New: Configuration (config/itemattributes-common.toml)
Everything below is now server-configurable (previously hardcoded):
- Costs — global cost multiplier, modded-effect multiplier, per-tier effect multiplier, cost per point of damage/speed/range/armor, flux core costs, and a max-level-cost cap.
- Survival access — a single switch to lock the menu/upgrade system to ops only.
- Weapon & armor core ban lists and roll weights — separately configurable per pool.
- Ability numbers — every ultimate ability's damage value, Reaper/Godfather damage multipliers, Primordial's rage scaling, Juggernaut's explosion size, Omniframe's landing-impact damage.
- Ability cooldowns — every ultimate ability's cooldown, independently.
- Terrain destruction — a master on/off switch plus a percentage scale for how much terrain
the ultimate abilities are allowed to clear (also adjustable live with
/itemattr destruction). - Material requirements — require specific items (vanilla or modded) as an extra cost for any modification action, on top of XP levels.
- Global item templates — see above.
GUI refinements
- Condensed the
/itemattr menu"Cores" panel (tighter spacing, clipped to the panel bounds — no more text overflow). - Weapon Core / Armor Core buttons show "(n/a)" and gray out when held item is the wrong type.
- Added a separate Armor Core picker screen (mirrors the Weapon Core picker: common tiers directly pickable, rarest tiers gacha-only).
Under the hood
- Rebuilt from the compiled jar into a proper Forge 1.20.1 MDK project so it can actually be patched, built, and tested going forward.
- Verified via clean
compileJava, clean fullbuild(including reobfuscation), and repeated headless dev-server boots with zero runtime exceptions.
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:w0hfPTFf"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:9Srx4J8w:w0hfPTFf"
}
