
Tyz's Skills
Increase your level passively to unlock a variety of skills and customize your gameplay in Minecraft. Enhance your abilities, become more powerful, and get extra features. All this with a deep, flexible and fully customizable skill system
Tags
Creators
Details
6.1.0
Compatibility
Changes
Major changes:
- Increased Level Cap: The maximum skill level has been raised from 10 to 99
- Deep Limit System: Added a customizable limit system via config, You can now restrict:
- Skill Point (SP) gains
- Maximum SP capacity
- XP gained within a specific time frame
- Maximum player level
- Command Change: The /skills reset command now requires an additional parameter to target specific reset types (Usage: /skills reset <type> <player>)
- UI Readability: Improved number formatting for better clarity. Thousands are now separated by a space (e.g., 10000.5 -> 10 000.5)
- Minor performance optimizations
[Bug fixes]
- Fixed a major exploit that allowed infinite SP generation by spamming the "buy" and "refund" buttons on Traits
- Fixed an issue causing inconsistent/arbitrary Power management
- Fixed a bug where a Trait's effect would still trigger even if the Trait system was disabled in the config or the level requirement was not met
- Fixed an issue where player stats would not properly reset when using command
- Removed a leftover debug message ("test") that appeared in chat when using Deep Lode trait
[Modpack makers/Modders]
- Data Migration: Moved to a 100% NeoForge Attachments system (Old Persistent Data is automatically migrated)
- API: Added TyzsSkillsAPI.class to make addon creation incredibly easy, check out Github
- Custom Events: Added new mod-specific Forge events (XP changes, Level Ups, etc.) to hook into
- KubeJS Integration: Added full KubeJS compatibility, including custom events, bindings, and class access
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:4rKNK5O2:QVe1QMoA"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:4rKNK5O2:QVe1QMoA"
}
