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Additional Attributes

Mod

by Cadentem

Adds additional attributes to the game

Type

Mod

CurseForge Downloads

2,417,841

CurseForge ID

986624

Modrinth Downloads

229,673

Modrinth ID

z7dzpcw6

Last Updated

Jun 12, 2026

Description

# 1.21 Documentation is currently located [here](https://github.com/SiverDX/additional_attributes/tree/1.21) * `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//` and `school//` --- # 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//` - Attribute for each spell type (`additional_attributes:spell_type_<...>`) - Example: `additional_attributes:spell_type_shockwave` - Third-party spells have the syntax `additional_attributes:spell//` - 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//`) - Example: `additional_attributes:innate_school/irons_spellbooks/fire` - Attribute for each spell type (`additional_attributes:innate_spell//`) - 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: - School Types https://github.com/iron431/Irons-Spells-n-Spellbooks/blob/1.19.2/src/main/java/io/redspace/ironsspellbooks/api/registry/SchoolRegistry.java - Spell Types https://github.com/iron431/Irons-Spells-n-Spellbooks/blob/1.19.2/src/main/java/io/redspace/ironsspellbooks/api/registry/SpellRegistry.java

Compatibility

Mod Loaders

Forge Neoforge

Game Versions

1.19.2 1.20 1.20.1 1.21 1.21.1

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