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CurseForge · Minecraft mod

Additional Attributes

Adds additional attributes to the game

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Quick answer

Which Additional Attributes release should I use?

Updated 1 year ago
Latest stable file Additional Attributes 1.20.1 - 1.3.6
Game version 1.20.1, 1.20
Loader NeoForge, Forge

Additional Attributes 1.20.1 - 1.3.6 targets 1.20.1, 1.20 with NeoForge, 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 Attributes 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 NeoForge, 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 Attributes 1.20.1 - 1.3.6 need?

Additional Attributes 1.20.1 - 1.3.6. Change the file and its required mods may change too.

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.

Iron's Spells 'n Spellbooks Optional for Additional Attributes 1.20.1 - 1.3.6
optional
Matching file found Matched file: 1.20.1-3.16.2

We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add Additional Attributes without breaking your instance.

Built for Additional Attributes 1.20.1 - 1.3.6. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use Additional Attributes 1.20.1 - 1.3.6. It targets 1.20.1, 1.20 with NeoForge, 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 Attributes 1.20.1 - 1.3.6. It opens that exact file at the source.

About this project

What does Additional Attributes add?

1.21

Documentation is currently located here

  • Respiration attribute has been removed (due to vanilla oxygen attribute)
  • The spell level syntax has been unified (spell_school and spell_type have been changed to spell/<namespace>/<path> and school/<namespace>/<path>

Enchantment Attributes

  • Looting (additional_attributes:looting)
  • Respiration (additional_attributes:respiration)
  • Fishing Lure (additional_attributes:fishing_lure)
  • Fishing Luck (additional_attributes:fishing_lure)

The base value for these is the enchantment value which gets checked

  • Meaning there won't be any benefits using multiply_base / multiply_total if you don't have the enchantment
  • addition will be affected by multiply_total

Harvest Attribute

Can be used to increase the amount of harvested items

  • ID is additional_attributes:harvest
  • addition of 1 means one additional crop (not seed)
  • The base value is the initial harvested amount

Apotheosis

Apothic Crafting

An attribute that adds a chance to affix crafted items

Logic works as follows (using the baseline Apotheosis rarities):

  • 0 to 1: Chance between nothing happening and common rarity
  • 1 to 2: Chance between common and uncommon rarity
  • 2 to 3: Chance between uncommon and rare rarity
  • 3 to 4: Chance between rare and epic rarity
  • 4 to 5: Chance between epic and mythic rarity
  • 5 to 6: Chance between mythic and ancient rarity
  • 6 to ? : Can only roll ancient rarity
  • (This is just an example - the attribute value corresponds to the ordinal of the rarity)

If the attribute value is exactly 0 nothing will happen

A value of 1.3 has a 30% chance to consider uncommon rarity - The luck attribute will still affect the actually picked rarity

Configurations:

  • There is a server config that can limit the max. crafted rarity
  • There is a blacklist item tag (additional_attributes:apothic_crafting_blacklist)
  • You can define min / max rarity clamps per items using a datapack (applies after the server config), see example of wooden tools:
    • Directory: additional_attributes/rarity_definitions
    • Clamp entry:
    • items: A tag, single entry or a list of entries
    • min_rarity: Min. rarity (if said rarity is above the max. rarity of the current attribute value, it will not be considered) (Optional)
    • max_rarity: Max. rarity (if said rarity is above the max. rarity of the current attribute value, it will not be considered) (Optional)

Iron's Spells 'n Spellbooks

Increase or decrease spell levels

  • General attribute (meaning all spells) (additional_attributes:spell_general)
  • Attribute for each school type (additional_attributes:spell_school_<...>)
    • Example: additional_attributes:spell_school_fire
    • Third-party schools have the syntax additional_attributes:school/<namespace>/<path>
  • Attribute for each spell type (additional_attributes:spell_type_<...>)
    • Example: additional_attributes:spell_type_shockwave
    • Third-party spells have the syntax additional_attributes:spell/<namespace>/<path>
    • Example: additional_attributes:spell/traveloptics/orbital_void

How it works:

  • The base value of these attributes is the level of the spell being used - meaning modifying the base has no effect
  • Spells with a maximum level of 1 won't have their spell level increased, since there usually is no reason to do so (configurable)
  • The three attribute types function as one - their modifiers are gathered together before calculation
  • There is no rounding - meaning a spell level of 1.75 will result in 1
  • If the spell level reaches 0 (due to negative modifiers) the spell cannot be cast
  • These attributes are present for all entities not just the player

Add spells to the spell selection

These spells will be available independent of the current spellbook, weapon, etc.

  • Attribute for each school type (additional_attributes:innate_school/<namespace>/<path>)
    • Example: additional_attributes:innate_school/irons_spellbooks/fire
  • Attribute for each spell type (additional_attributes:innate_spell/<namespace>/<path>)
    • Example: additional_attributes:innate_spell/irons_spellbooks/cloud_of_regeneration

Other

Added an attribute to potentially not use up a scroll

  • ID is additional_attributes:keep_scroll
  • Value between 0 (0% chance) and 1 (100% chance)
  • Using multiply_base will have no effect since the base value is 0
  • Using multiply_total without prior addition will also have no effect

References:

Project description from CurseForge.

Pick your setup

Additional Attributes by Minecraft version and loader

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

7 available setups

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Recent files

Additional Attributes versions and loaders

22 of 22 releases match

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