As things are, the smithing table has, (count ‘em), nine measly recipes, leading one to wonder why, exactly, it even ought to be its own crafting station. To better recognize this beautiful little block’s full potential, I’ve taken it upon myself to let you use (almost) any vanilla material to modify (nearly) every piece of equipment in the game.
Now, using the Smithing Table, you can combine the likes of Leather, Copper, Iron, Gold, Diamonds, and Netherite Scrap with any tool, weapon, or piece of armor. (With the notable exception of ranged weapons, which I may or may not get to later.) Different modifications have different ambient benefits, and all are completely compatible with enchanting.
Modifications for your tools are compatible with enchantments- and on the subject of enchantments, you can now make use of four new enchantments I also took it upon myself to add. (Curse of Severing, Lunar Effigy, Curse of Memory, and Life Sink)
In the latest version of the mod, Mob Loot has been overhauled as well. Depending on the difficulty, mobs will spawn with various armor and equipment with different enchantments and/or modifications based on the enemy. (Humanoids such as zombies, skeletons, piglins, etc.) In general, enemies are also far more likely to drop items they're wielding or wearing. (Albe them heavily damaged.)
…Also, as I was designing and testing the over 900 unique items you can make with this, (most of them dyed variants of leather-bound items), I happened to notice that the crafting table, (Unlike, say, every other crafting station in the game), has no sound effects. So I added those too.
CHANGELOG
The Smithing Table can now be used to ‘modify’ armor, weapons, and tools, to give ambient benefits and visual tweaks based on the material used.
- All modified equipment can be enchanted; and conversely, you can modify equipment that has already been enchanted. (Keep in mind though that the Grindstone removes both.)
- All Modifications can be removed using a grindstone. This leaves the base equipment, but not the actual item used to modify it. (Also, the Grindstone GUI has been overhauled to accommodate this. Which is to say I’ve added a button.)
- Specifically, Swords, Axes, Pickaxes, Shovels, Hoes, Helmets, Turtle Shells, Boots, Chestplates, and Leggings can currently be modified using a Smithing Table. (Possibly with more in the future if I can figure out how to do bows and tridents)
- Modified items can be repaired on an anvil using either of their component ingredients. (If you modify a Diamond item with copper, you can repair it with Copper in addition to Diamonds.)
- You can only have one modification per item, so choose wisely!
Different Materials have different ambient benefits- there isn’t one in particular that’s better than the rest.
- Use Leather to create Bound equipment. This has some small improvements towards speed and toughness- but more importantly, allows you to dye normally non-dyeable equipment any of the game’s 16 colors. (At least partly.) In addition, Leather armor is by far the easiest to repair, and offers protection from freezing.
- Use Copper to create Reinforced equipment. This solely improves durability.
- Use Iron to create Riveted equipment. This improves efficiency, damage, and durability; at the expense of speed and enchantability. Better for armor than for tools.
- Use Gold to create Gilded equipment. Gilded armor doesn’t aggravate piglins, and gilding dramatically increases the enchantability and efficiency of the item, at the expense of durability.
- Use Diamonds to create Jeweled equipment. This enhances damage, protection, toughness, and speed, and essentially improves everything but durability.
- Finally, use Netherite Scrap to create Forged equipment. This grants fire immunity to the item, and dramatically increases durability and toughness, as well as damage.
- ...And, with the addition of 1.19, use Echo Shards to create Echoing equipment, which can be retained upon death!
The Grindstone has been tweaked to be a bit more useful, and handy for modification.
- The Grindstone can repair any two items of the same type- however, it does so far more efficiently than other crafting stations; regardless of the damage of input items, the resulting item is randomly assigned about 80 to 90% durability, (consuming both of the input items.)
- If one of the items is enchanted, the enchantments have a 50% chance of carrying over. If both are enchanted, one of the item’s enchantments are chosen at random. (This is currently the only way to remove curses.)
- The Grindstone removes any non-curse enchantments. When an enchantment or modification is removed from an item, it usually regains a fair amount of durability.
- If an item is unenchanted, the Grindstone removes any modifications instead, returning the base item- which retains its current level of damage. This damages the item with however much damage it has currently sustained, plus an additional 5-20% of the item’s max durability.
Four new Enchantments have been added.
- Curse of Severing simply increases the item’s chances of breaking when held. It can exclusively be found on loot.
- Lunar Effigy Is a unique treasure enchantment; it comes in 3 levels, and can be applied to any weapons. Weapons enchanted with Lunar Effigy do additional magical damage when the moon is full or waxing; and deal magic damage to the wielder when the moon is waning or new. In both instances, they do more damage at night than during the day.
- Life Sink can be applied to any piece of armor. It consumes EXP in order to quickly heal the wielder- healing up to one heart per orb of EXP. Incompatible with Mending.
- Curse of Memory is my personal take on the ever popular ‘Soul Binding’ enchantment idea. Essentially, this is the opposite of Curse of Vanishing- it prevents you from getting rid of the item. The item cannot be thrown away, cannot be stored, and is stuck in your inventory even through death. The only way to permanently get rid of it is to break it, melt it, or, (for some reason), throw it at a cactus. As of version 1.19, this can only be obtained in Creative Mode.
- Bane of Arthropods has been tweaked slightly, not to make it any more useful, but to make it act like a curse in that you can no longer remove it using a grindstone. (You’re welcome.)
A couple Loot Tables have been modified to include modded armor and enchantments.
- Specifically, Desert Pyramids, Stronghold Libraries, End Cities, certain Villager Trades, and Blacksmith/Toolsmith loot.
And lastly, Sound Effects have been added to the crafting table, which play when items are crafted.
- The material of the item determines which sound effect plays, with distinct sounds for wooden, stone, metallic, glass, and magical items.
- Any items with a non-specified sound play the default item-pickup sound when crafted.
ACHIVEMENTS
- Modify & Sever ~ Use a Smithing Table to modify something.
- Questionable Fashion Choices ~ Create and equip a full set of Forged Leather Armor.
- You Can't Take it With You ~ Retain an echoing item upon dying.
TECHNICAL
Leather Binding ~ Effects are almost purely visual; items retain their basic properties.
- Weapons/Tools gain +30% Attack Speed.
- Armor gains +0.5 Toughness
- Bound armor provides protection from freezing.
- Bound items can be dyed any color. (Color cannot be changed once selected.)
Copper Reinforcements ~ Purely increases durability
- Increases durability by 40% for tools and weapons, and by 30% for armor. Doubles Durability for golden items.
Iron Rivets ~ A well rounded array of benefits, with some minor setbacks.
- Increases durability by 30%
- Halves Enchantability
- Increases armor protection values by +1, and knockback resistance by +0.1.
- Increases weapon damage by +1, but decreases attack speed by -20%.
- Increases tool efficiency by +1.
Gold Gilding ~ Better efficiency and enchantability at the expense of durability.
- Decreases maximum durability by 30% for armor and 60% for tools.
- Increases Enchantability by +10.
- Increases attack speed by 20%
- Increases tool efficiency by +3.
- Gilded Armor pacifies piglins, and all Gilded Items count as distracting to piglins.
Diamond Jeweling ~ Well rounded benefits w/out much in the way of setbacks.
- Increases weapon/tool damage by +1.
- Increases attack speed by 30%
- Increases tool efficiency by +2.
- Increases enchantability by +5.
- Increases armor toughness by +0.5, and Armor Protection by +1
Netherite Forging ~ Tougher, if not necessarily better items.
- Increases maximum durability by +50%
- Increases Tool/Weapon damage by +2
- Increases Armor Toughness by +1, and Knockback Resistance by +0.2
- Forged Items are fire resistant in the same manner as Netherite.
Sculk Echoing ~ Weird growth and death-defying properties.
- Items modified with an Echo Shard can be retained upon death. Equipped armor is guaranteed to be retained; and held items are retained with decreasing chances the more you're carrying. (This property can be altered via. a Gamerule.)
- Decreases attack speed by -0.2
- Decreases Maximum durability by 30%
- Echoing Tools and Weapons cause enemies to drop slightly more EXP on death. Wearing echoing armor further increases this property.
- Echoing items can (slowly) repair themselves when damaged.
- The Echoing Turtle Shell has a unique texture. (But no additional unique properties.)