================================================================================ SOL'S ITEM RARITY MOD v1.4.0 Configuration Guide ================================================================================ This mod assigns rarity tiers to items with TWO systems: 1. RARITY CHANCES (rarity_chances.json) Items roll a random rarity when first obtained. Higher rarities give bigger stat bonuses! 2. FIXED RARITIES (hardcoded + custom_rarities.json) Items have a permanent rarity. No stat bonuses, just visuals. Vanilla items are hardcoded. Use custom_rarities.json to override or add your own. AFTER EDITING ANY FILE: /solsrarity reload or /sr reload ================================================================================ RARITY TIERS ================================================================================ Tier Visual Multiplier ------- ------------------------- ---------- COMMON White text 1.0x UNCOMMON Green & White chroma 1.15x RARE Cyan & White chroma 1.25x EPIC Blue & White chroma 1.5x LEGENDARY Rainbow chroma 2.0x MYTHICAL Black & White chroma 3.0x SUPREME Red & Black chroma 5.0x ================================================================================ FILE 1: rarity_chances.json (Weapons & Armor Pools) ================================================================================ Items in this file roll a random rarity when first picked up. The rolled rarity is saved permanently to the item. FORMAT: "modid:item_name": { "RARITY_NAME": weight, "RARITY_NAME": weight } Higher weight = more likely. Weights are relative (not percentages). EXAMPLE: "minecraft:diamond_sword": { "COMMON": 20, "UNCOMMON": 25, "RARE": 25, "EPIC": 20, "LEGENDARY": 8, "MYTHICAL": 2 } Total = 100, so each weight IS the percentage in this case. Omit a tier to exclude it from the pool. AUTO-DETECTION: Weapons and armor NOT listed here are auto-detected by the mod. Auto-detected items use the default pool weights from the .toml config file (defaultPool section). To give a specific item custom weights, add it to this file — it overrides auto-detect. MODDED ITEMS: "alexsmobs:bone_serpent_tooth_sword": { "COMMON": 30, "RARE": 50, "EPIC": 20 } "twilightforest:diamond_minotaur_axe": { "EPIC": 40, "LEGENDARY": 40, "MYTHICAL": 20 } ================================================================================ FILE 2: custom_rarities.json (Custom Fixed Rarities) ================================================================================ Override or add fixed rarities here. Vanilla item rarities are hardcoded in the mod — this file lets you override those or add modded items. FORMAT: "modid:item_name": "RARITY_NAME" EXAMPLES: { "minecraft:diamond": "LEGENDARY", "minecraft:nether_star": "SUPREME", "alexsmobs:banana": "RARE", "twilightforest:naga_trophy": "MYTHICAL", "create:precision_mechanism": "EPIC" } - The diamond override changes it from the default EPIC to LEGENDARY. - The nether_star override changes it from the default MYTHICAL to SUPREME. - Modded items with no hardcoded rarity get COMMON by default. Adding them here gives them a visible rarity. NOTE: Fixed rarities do NOT get stat bonuses — just visual display. ================================================================================ FILE 3: rarity_attributes.json (Stat Bonuses) ================================================================================ Define bonus stats for weapons and armor. These bonuses are multiplied by the item's rarity multiplier. FORMAT: "modid:item_name": { "attributeName": value } AVAILABLE ATTRIBUTES: attackDamageBonus Extra attack damage attackSpeedBonus Faster attacks armorBonus Extra armor points armorToughnessBonus Extra toughness maxHealthBonus Extra health (2.0 = +1 heart) movementSpeedBonus Faster movement knockbackResistanceBonus Resist knockback (0.0 to 1.0) luckBonus Better loot drops miningSpeedBonus Legacy/custom tool mining speed (0.03 = 3% before rarity scaling) Utility tools ignore combat attributes. Default tools now roll Utility Perks from utility_buffs.json. EXAMPLE: "minecraft:diamond_sword": { "attackDamageBonus": 0.8, "attackSpeedBonus": 0.08 } If this sword rolls EPIC (1.5x multiplier): Attack Damage: +0.8 x 1.5 = +1.2 damage Attack Speed: +0.08 x 1.5 = +0.12 speed ================================================================================ SETID-BASED CONFIGS (For Unique / Custom Item Variants) ================================================================================ SetID configs let you assign rarities to item VARIANTS using a simple NBT tag. Perfect for sets, boss drops, quest rewards. STEP 1 — Give an item a SetID: /give @p minecraft:diamond_sword{SetID:"boss_drop"} 1 /give @p mineminenomi:marine_shirt{SetID:"marine_set"} 1 STEP 2 — Add to config files: Config key format: "modid:item{SetID:value}" FILES: setid_raritychances.json — Random rarity pools for SetID items setid_fixed-rarities.json — Fixed rarities for SetID items setid_attributes.json — Custom attributes for SetID items EXAMPLES: setid_fixed-rarities.json: { "mineminenomi:marine_shirt{SetID:marine_set}": "LEGENDARY", "minecraft:diamond_sword{SetID:boss_drop}": "SUPREME" } setid_raritychances.json: { "minecraft:diamond_sword{SetID:boss_drop}": { "EPIC": 40, "LEGENDARY": 35, "MYTHICAL": 20, "SUPREME": 5 } } setid_attributes.json: { "minecraft:diamond_sword{SetID:boss_drop}": { "attackDamageBonus": 1.5, "attackSpeedBonus": 0.1 } } PRIORITY: SetID configs always override item-based configs. ================================================================================ PRIORITY ORDER (Highest → Lowest) ================================================================================ 1. SetID fixed rarity (setid_fixed-rarities.json) 2. Item fixed rarity (custom_rarities.json > hardcoded defaults) 3. SetID rarity pool (setid_raritychances.json) 4. Item rarity pool (rarity_chances.json) 5. Auto-detected weapon/armor (uses default pool weights from .toml) 6. Default rarity (COMMON, configurable in .toml) If an item matches multiple levels, only the HIGHEST priority applies. ================================================================================ AUTO-DETECTION ================================================================================ The mod automatically detects weapons and armor (vanilla + modded). Auto-detected items get a random rarity using the default pool weights defined in the .toml config file. Detected item types: Swords, Axes, Pickaxes, Shovels, Hoes, Bows, Crossbows, Tridents, Shields, and all Armor pieces. To override auto-detection for a specific item: - Add it to rarity_chances.json for custom roll weights - Add it to custom_rarities.json for a fixed rarity instead ================================================================================ TIPS ================================================================================ - Press F3+H to see item IDs in tooltips - Use /sr reload after editing ANY config file - Modded items use format: "modid:item_name" - Priority: SetID > custom_rarities > hardcoded > rarity_chances > auto-detect - custom_rarities.json overrides are not affected by mod updates ================================================================================ Made by solmochi - Enjoy! ================================================================================