Back to mods
Additional Enchantments project artwork

CurseForge · Minecraft mod

Additional Enchantments

Adds new enchantments to the game

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which Additional Enchantments release matches 1.19.2 Forge?

Updated today
Best match for your filters Additional Enchantments 1.19.2 - 1.3.0
Game version 1.19.2
Loader Forge

Additional Enchantments 1.19.2 - 1.3.0 targets 1.19.2 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.

Where it goes

Is Additional Enchantments required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release Forge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does Additional Enchantments 1.19.2 - 1.3.0 need?

Additional Enchantments 1.19.2 - 1.3.0 on 1.19.2 Forge. Every mod below is checked against that same setup.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

Before you install it

Add Additional Enchantments without breaking your instance.

Built for Additional Enchantments 1.19.2 - 1.3.0 on 1.19.2 Forge. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use Additional Enchantments 1.19.2 - 1.3.0. It targets 1.19.2 with Forge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside Additional Enchantments 1.19.2 - 1.3.0. It opens that exact file at the source.

About this project

What does Additional Enchantments add?

FAQ

  • 1.19.2 documentation can be found here
  • 1.20.1 documentation can be found here
  • 1.21.1 / 26.1.2 documentation with better formatting can be found here
  • The description below is for 1.21.1 and 26.1.2

Further enchantments are planned

  • Hunter
  • Confusion (maybe)
  • Voiding (maybe)
  • Straight Shot (maybe)
  • …?

General Technical Definitions

New trigger point for enchantment effects

  • equipment_change_trigger: When changing any equipped item
    • Most enchantments in this mod apply data attachments to the target entity, which handle the logic
    • Meaning it is unlikely that they work well with other trigger points for enchantments

New loot item conditions

  • entity_type
  • match_item_entity

Entity Type

Allows broader checks for entities

EntityType (LootItemCondition)

{
  "type": Type,           // [Mandatory] || 
  "entity": EntityTarget  // [Mandatory] || Which entity of the loot context is checked
}

Type

  • living_entity: Entities that extend the LivingEntity class (i.e., no Minecarts, Items etc.)
  • enemy: Entities that implement the Enemy interface or are of the mob category MONSTER
  • tamed: Entities that extend the TamableAnimal class and are tamed
  • animal: Entities that extend the Animal class
  • item: Entities that extend the ItemEntity class
  • experience_orb: Entities that extend the ExperienceOrb class

EntityTarget

  • this
  • attacker
  • direct_attacker
  • attacking_player

Match Item Entity

Allows using ItemPredicates to check the item of the Item Entity

{
  "predicate": ItemPredicate, // [Optional] || To match the item of the item entity, all are valid if left empty
  "target": EntityTarget      // [Optional] || Which entity of the loot context is checked (Default: 'this')
}

Additional explanations

  • ItemPredicate: Check the predicate definition of match_tool

EntityTarget

  • this
  • attacker
  • direct_attacker
  • attacking_player

Fluid Vision

  • Improves visibility through fluids from above
  • Improves visibility while within the fluids

Water example

Lava example

Default Effects

Level 1:

  • Improves visibility in water

Level 2:

  • Improves visibility in lava
  • Improves visibility in create fluids (#additional_enchantments:create fluid type tag)
  • Improves visibility in the_bumblezone fluids (#additional_enchantments:bumblezone fluid type tag)
  • Better visibility

Level 3:

  • Fluids from Level 1 and Level 2
  • Better visibility

Level 4:

  • Fluids from Level 1 and Level 2
  • Better visibility

Technical Definition

{
  "vision": {                                     // [Mandatory] || 
    "values": [                                   // [Mandatory] || 
      {
        "level_range": {                          // [Mandatory] || Defines at which enchantment levels this effect will apply
          "min": integer,                         // [Optional]  || 
          "max": integer                          // [Optional]  || 
        },
        "value": [                                // [Mandatory] || 
          {
            "id": ResourceLocation,               // [Mandatory] || Unique identifier for the effect
            "fluid_types": HolderSet<FluidType>,  // [Mandatory] || Defines to which fluids this effect will apply to 
            "percentage": LevelBasedValue         // [Mandatory] || Defines how see-through the fluid will be and by how much the viewing distance within the fluid will be improved
          }
        ]
      }
    ]
  }
}

Additional explanations

Homing

  • Causes the projectile to home in on targets
  • Entities closest to the camera focus are prioritized (i.e., the entity you look at)
  • Friendly entities (your tamed animals, allies or their tamed animals, players if pvp is disabled) are ignored
  • The target definition with the highest priority is checked first

Default Effects

All Levels:

  • Living entities (priority 0)
    • Except minecraft:villager, minecraft:iron_golem and minecraft:enderman
  • Animals (priority 1)
  • Enemies (priority 2)
    • Except minecraft:enderman
  • Bosses (priority 3)
    • #c:bosses and minecraft:warden

Level 2

  • Improved search range, velocity and turn angle per tick

Level 3:

  • Improved search range, velocity and turn angle per tick

Technical Definition

{
  "homing": {                                       // [Mandatory] || 
    "values": [                                     // [Mandatory] || 
      {
        "level_range": {                            // [Mandatory] || Defines at which enchantment levels this effect will apply
          "min": integer,                           // [Optional]  || 
          "max": integer                            // [Optional]  || 
        },
        "value": [                                  // [Mandatory] || 
          {
            "id": ResourceLocation,                 // [Mandatory] || Unique identifier for the effect
            "projectiles": HolderSet<EntityType>,   // [Optional]  || Projectiles this effect applies to (none specified = all) 
            "target_condition": LootItemCondition,  // [Mandatory] || Determines which entities are targeted
            "search_range": {                       // [Mandatory] || Specifies the search range used to pick targets
                "front": LevelBasedValue,           // [Optional]  || (Default: 0)
                "back": LevelBasedValue,            // [Optional]  || (Default: 0)
                "left": LevelBasedValue,            // [Optional]  || (Default: 0)
                "right": LevelBasedValue,           // [Optional]  || (Default: 0)
                "up": LevelBasedValue,              // [Optional]  || (Default: 0)
                "down": LevelBasedValue             // [Optional]  || (Default: 0)
              },
            "velocity_multiplier": LevelBasedValue, // [Mandatory] || A multiplier that is applied per tick to the projectiles velocity
            "max_turn_per_tick": LevelBasedValue,   // [Optional]  || The maximum amount of degrees the projectile can turn per tick (Default: 180, meaning it will snap directly to the target)
            "priority": integer                     // [Optional]  || The priority of this effect (Default: 0)
          }
        ]
      }
    ]
  }
}

Additional explanations

Perception

  • Displays entities as glowing using custom colors, see below to which entities are affected by default

Perception example

Default Effects

Level 1:

  • Highlights valuable items (#additional_enchantments:valuables item tag)
  • Highlights enchanted items
  • Highlights enemies
  • Highlights animals

Level 2:

  • Highlights valuable items (#additional_enchantments:valuables item tag)
  • Highlights enchanted items
  • Highlights enemies
  • Highlights animals
  • Highlights bosses

Level 3:

  • Highlights valuable items in a limited form (#additional_enchantments:limited_valuables item tag)
  • Highlights enchanted books containing useful enchantments (e.g., Unbreaking II or Mending)
  • Highlights enemies
  • Highlights animals
  • Highlights bosses

Technical Definition

{
  "perception": {                           // [Mandatory] ||  
    "values": [                             // [Mandatory] || 
      {
        "level_range": {                    // [Mandatory] || Defines at which enchantment levels this effect will apply
          "min": integer,                   // [Optional]  || 
          "max": integer                    // [Optional]  || 
        },
        "value": [                          // [Mandatory] || 
          {
            "key": ResourceLocation,        // [Mandatory] || Unique identifier for the effect
            "condition": LootItemCondition, // [Mandatory] || Checks which entities this effect will apply to
            "range": LevelBasedValue,       // [Mandatory] || Defines up to which distance the entities will be affected at
            "color": ShiftingColor          // [Mandatory] || The colors of the effect
          }
        ]
      }
    ]
  }
}

ShiftingColor

{
  "colors": [                 // [Mandatory] || The colors defined in here will be smoothly cycled through based on the specified shift rate 
    {
      "color": TextColor,     // [Mandatory] || 
      "alpha": float          // [Optional]  || The alpha value of the color (0..1) (Default: 1)
    }
  ],
  "color_shift_rate": double, // [Optional]  || At which speed the colors will be cycled through (Default: 1.0)
  "priority": integer         // [Optional]  || Which color to be picked - the entry with the highest priority will be picked (Default: 0)
}

Additional explanations

  • TextColor: Either a named minecraft color or Hex codes
  • ResourceLocation
  • LootItemCondition
    • this entity context relates to the targeted entity that would receive the glow effect
    • origin relates to the position of the targeted entity
  • LevelBasedValue

Treasure Finder

  • Will highlight blocks using different ways, see below for more information

Treasure Finder example

(Compression combined with a still image makes this look worse than it actually is)

Default Effects

All levels:

  • treasures, using the particles display type

Level 1:

  • (Uses simple_shader for all ores)
  • Copper ore
  • Iron ore
  • Zinc ore
  • Silver ore

Level 2:

  • (Uses simple_shader for all ores)
  • Iron ore
  • Zinc ore
  • Silver ore
  • Lapis ore
  • Gold ore

Level 3:

  • (Uses simple_shader for all ores)
  • Lapis ore
  • Gold ore
  • Emerald ore
  • Diamond ore

Level 4:

  • (Uses outline for all ores)
  • Emerald ore
  • Diamond ore
  • Netherite ore

Technical Definition

{
  "vision": {                             // [Mandatory] || 
    "values": [                           // [Mandatory] || 
      {
        "level_range": {                  // [Mandatory] || Defines at which enchantment levels this effect will apply
          "min": integer,                 // [Optional]  || 
          "max": integer                  // [Optional]  || 
        },
        "value": [                        // [Mandatory] || 
          {
            "id": ResourceLocation,       // [Mandatory] || Unique identifier for the effect
            "blocks": BlockDefinition,    // [Mandatory] || Defines to which blocks this effect will apply to
            "range": LevelBasedValue,     // [Mandatory] || Defines up to which distance the blocks will be affected at
            "display_type": DisplayType,  // [Mandatory] || Defines how the effect will be displayed
            "particle_rate": integer,     // [Optional]  || The rate at which particles will be spawned (only applicable to 'particles' display type) (Default: 0)
            "color": ShiftingColor        // [Mandatory] || The colors of the effect
          }
        ]
      }
    ]
  }
}

ShiftingColor

{
  "colors": [                 // [Mandatory] || The colors defined in here will be smoothly cycled through based on the specified shift rate 
    {
      "color": TextColor,     // [Mandatory] || 
      "alpha": float          // [Optional]  || The alpha value of the color (0..1) (Default: 1)
    }
  ],
  "color_shift_rate": double, // [Optional]  || At which speed the colors will be cycled through (Default: 1.0)
  "priority": integer         // [Optional]  || Which color to be picked - the entry with the highest priority will be picked (Default: 0)
}

Additional explanations

  • BlockDefinition allows either one of these two
    • treasures: Unopened loot containers (included in additional_enchantment:treasures block tag)
    • HolderSet of type Block
  • DisplayType
    • outline: Outline around the block, visible through walls
    • particles: Spawns particles at the block position
    • simple_shader: A glow effect around the block
  • TextColor: Either a named minecraft color or Hex codes
  • ResourceLocation
  • HolderSet
  • LevelBasedValue

Climbing

  • Allows climbing on most blocks, no ladder required
  • At further levels also disables the automatic sliding down and even allows climbing on ceilings

Default Effects

Level 1:

  • Allows climbing if the block matches:
    • Is not air
    • Is solid
    • Is not a fluid
    • Is not #additional_enchantments:slippery (ice / glass)

Level 2:

  • Enables sticking to walls

Level 3:

  • Enables ceiling climbing

Technical Definition

{
  "climbable": {                            // [Mandatory] || 
    "values": [                             // [Mandatory] || 
      {
        "level_range": {                    // [Mandatory] || Defines at which enchantment levels this effect will apply
          "min": integer,                   // [Optional]  || 
          "max": integer                    // [Optional]  || 
        },
        "value": [                          // [Mandatory] || 
          {
            "key": ResourceLocation,        // [Mandatory] || Unique identifier for the effect
            "blocks": BlockPredicate,       // [Mandatory] || Defines which blocks are climbable
            "can_stick_to_walls": boolean,  // [Optional]  || If enabled the entity will not automatically slide down the wall (press SHIFT to be able to climb downwards)
            "can_climb_ceilings": boolean   // [Optional]  || If enabled the entity will be able to climb along the ceiling 
          }
        ]
      }
    ]
  }
}

Additional explanations

Green Foot

  • Applies a bonemeal effect on the blocks you walk on and around you
  • For saplings and crops the effect will also damage the enchanted item per application

Default Effects

Level 1:

  • Any block: Constant 1% chance
  • #minecraft:saplings: 10% chance, + 7.5% chance per level
  • #minecraft:crops: 30% chance, + 10% chance per level

Level 2:

  • Increased range
  • Increased probability

Level 3:

  • Increased range
  • Increased probability

Technical Definition

{
  "growth_entries": [                 // [Mandatory] ||  
    {
      "predicate": BlockPredicate,    // [Mandatory] || Checks which block to apply this effect to 
      "probability": LevelBasedValue, // [Mandatory] || The chance for this effect to be applied, checked separately before each attempt for every position
      "priority": integer,            // [Optional]  || Which effect to pick if multiple predicates match - the highest priority is selected (Default: 0)
      "damage": integer               // [Mandatory] || The amount the enchanted item will be damaged from each successful effect attempt 
    }
  ],
  "extra_range": LevelBasedValue      // [Mandatory] || The extra range (radius) around the player this effect will apply to, in addition to the origin position 
}

Additional explanations

Project description from CurseForge.

Pick your setup

Additional Enchantments by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

8 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

Additional Enchantments versions and loaders

20 of 49 releases match
Clear filters

Looking for an older file? The official CurseForge project page is in Resources.