Additional Attributes
Modby Cadentem
Adds additional attributes to the game
Type
Mod
CurseForge Downloads
0
CurseForge ID
986624
Modrinth Downloads
191,870
Modrinth ID
z7dzpcw6
Last Updated
Apr 26, 2026
Description
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:
- 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
Game Versions
Similar Mods
KubeJS Curios
Curios integration for Kubejs
[ESF] Entity Sound Features
Allows for entity sound variation using OptiFine format property rules
Create Blue Skies Compat
Adds compatibility recipes & items between Create and Blue Skies
Dice
Adds Colored Dice
Auto-Run (Fabric)
Hands-free walking and sprinting
Cultural Delights [Fabric]
A Farmer's Delight addon that adds food systems from around the world.