Easy to set up Enchantment Exclusivity across different mods using Groups
In big modpacks, a lot of mods come with their own enchantments. While mods declare Enchantments mutually exclusivity between their own Enchantments, most often all Enchantments from different mods can be combined, despite from a logical standpoint should not be used together on the same tool or armor piece.
That brings up a list of issues:
Enchantment Groups tries to resolve that problem immersively and vanilla-like. Using Enchantment Groups:
The config format is as easy as can be. Via json, you are able to create groups of enchantments. All enchantments in that group are considered mutually exclusive to one another.
Each group is identified by a name. This name serves no function in itself, but is there for modpack makers to give a descriptive name to make the 'why' understandable.
Note: Existing enchantment exclusivity, like defined in vanilla or by other mods is not modified, allowing vanilla and mods to do their thing. Don't ask for it.
If you were to define enchantment exclusivity like it exists in vanilla, it would look somewhat like this.
{
"protection": [
"minecraft:protection",
"minecraft:blast_protection",
"minecraft:fire_protection",
"minecraft:projectile_protection"
],
"melee_damage": [
"minecraft:bane_of_arthropods",
"minecraft:smite",
"minecraft:sharpness"
],
"mining": [
"minecraft:fortune",
"minecraft:silk_touch"
],
"bow": [
"minecraft:infinity",
"minecraft:mending"
],
"trident1": [
"minecraft:loyalty",
"minecraft:riptide"
],
"trident2": [
"minecraft:channeling",
"minecraft:riptide"
],
"crossbow": [
"minecraft:multishot",
"minecraft:piercing"
]
}
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