Zet’s Grace: Recraft Equipment Plus
# Zet’s Grace: Recraft Equipment Plus
_Versions 1.x.x ~ Data Pack 1.15–1.20.4 development on hold, might not be resumed._
## Notice
Part of [Zet’s Grace Collection](https://modrinth.com/collection/4Hmh13Uh).
## Description
Recipes for repairing and enchanting equipment, added item data is lost.
_(Added item data means components such as Enchantments, Dyed Color, and Item Name.)_
### Details
– Equipment is replaced with new one.
– Enchanting without repairing is not supported.
– Enchantments are not random.
– The better the equipment, the worse the enchantments.
## Features
Adds recraft and enchant recipe for each equipment.
## Usage
any **Equipment** (with durability **+** its main **Ingredient**)
**+** its main **Ingredient** or **Lapis Lazuli**
**=** recrafted and enchanted **Equipment**
## Enchantments
Tools
### Primary Tools
– **Wooden/Golden Axe/Pickaxe/Shovel/Hoe:** Efficiency V, Fortune III, Unbreaking IV
– **Stone/Copper Axe/Pickaxe/Shovel/Hoe:** Efficiency IV, Fortune II, Unbreaking III
– **Iron Axe/Pickaxe/Shovel/Hoe:** Efficiency III, Fortune I, Unbreaking II
– **Diamond Axe/Pickaxe/Shovel/Hoe:** Efficiency II, Silk Touch, Unbreaking I
– **Netherite Axe/Pickaxe/Shovel/Hoe:** Efficiency I, Mending
– **Shield:** Unbreaking II
– **Elytra:** Protection III, Unbreaking II
### Secondary Tools
– **Flint and Steel:** Unbreaking II
– **Fishing Rod:** Lure I, Luck of the Sea I, Unbreaking II
– **Carrot on a Stick:** Unbreaking II
– **Warped Fungus on a Stick:** Unbreaking II
– **Shears:** Efficiency III, Unbreaking II
– **Brush:** Unbreaking II
Weapons
### Primary Weapons
– **Wooden/Golden Sword:** Sharpness V, Looting III, Sweeping Edge III, Unbreaking IV
– **Stone/Copper Sword:** Sharpness IV, Looting II, Sweeping Edge II, Unbreaking III
– **Iron Sword:** Sharpness III, Looting I, Sweeping Edge I, Unbreaking II
– **Diamond Sword:** Sharpness II, Unbreaking I
– **Netherite Sword:** Sharpness I, Mending
– **Bow:** Power III, Unbreaking II
### Secondary Weapons
– **Crossbow:** Piercing II, Quick Charge I, Unbreaking II
– **Trident:** Impaling III, Looting I, Loyalty I, Unbreaking II
– **Mace:** Density II, Looting I, Wind Burst I, Unbreaking II
Armor
### Primary Armor
– **Leather/Golden Helmet:** Protection V, Respiration III, Aqua Afinity, Unbreaking IV
– **Leather/Golden Chestplate/Leggings:** Protection V, Unbreaking IV
– **Leather/Golden Boots:** Protection V, Feather Falling V, Depth Strider III, Unbreaking IV
– **Copper/Chainmail Helmet:** Protection IV, Respiration II, Aqua Afinity, Unbreaking III
– **Copper/Chainmail Chestplate/Leggings:** Protection IV, Unbreaking III
– **Copper/Chainmail Boots:** Protection IV, Feather Falling IV, Depth Strider II, Unbreaking III
– **Iron Helmet:** Protection III, Respiration I, Aqua Afinity, Unbreaking II
– **Iron Chestplate/Leggings:** Protection III, Unbreaking II
– **Iron Boots:** Protection III, Feather Falling III, Depth Strider I, Unbreaking II
– **Diamond Helmet:** Protection II, Aqua Afinity, Unbreaking I
– **Diamond Chestplate/Leggings:** Protection II, Unbreaking I
– **Diamond Boots:** Protection II, Feather Falling II, Unbreaking I
– **Netherite Helmet:** Protection I, Aqua Afinity, Mending
– **Netherite Chestplate/Leggings:** Protection I, Mending
– **Netherite Boots:** Protection I, Feather Falling I, Mending
### Secondary Armor
– **Leather Horse Armor:** Protection V, Feather Falling V
– **Copper Horse Armor:** Protection IV, Feather Falling IV
– **Iron Horse Armor:** Protection III, Feather Falling III
– **Golden Horse Armor:** Protection II, Feather Falling II
– **Diamond Horse Armor:** Protection I, Feather Falling I
– **Turtle Shell:** Protection III, Respiration I, Aqua Afinity, Unbreaking II
– **Wolf Armor:** Protection III, Unbreaking II
Zet’s Grace: Recraft Equipment
# Zet’s Grace: Recraft Equipment
## Notice
Part of [Zet’s Grace Collection](https://modrinth.com/collection/4Hmh13Uh).
## Description
Recipes for repairing equipment, added item data is lost.
_(Added item data means components such as Enchantments, Dyed Color, and Item Name.)_
### Details
– Equipment is replaced with new one.
## Features
Adds recraft recipe for each equimpment with durability.
## Usage
any **Equipment** with durability
**+** its main **Ingredient**
**=** recrafted **Equipmemt**
Zet’s Grace: Craft Equipment
# Zet’s Grace: Craft Equipment
## Notice
Part of [Zet’s Grace Collection](https://modrinth.com/collection/4Hmh13Uh).
## Description
Recipes for uncraftable items, mostly equipment.
## Features
Adds recipes for:
– **Name Tag**
– **Enchanted Golden Apple**
– **Totem of Undying**
– **Elytra**
– **Trident**
– **Heavy Core** _(Since 24w18a ~ 1.21)_
– **Chainmail Armor**
– **Saddle** _(Before 25w20a ~ 1.21.6)_
– **Horse Armor** _(Except Leather one.)_
Zet’s Grace: Beneficial Effects
# Zet’s Grace: Beneficial Effects
_Data Pack 1.13–1.14.4 unavailable due to lack of predicates._
## Notice
Part of [Zet’s Grace Collection](https://modrinth.com/collection/4Hmh13Uh).
## Description
Commands for endless status effects.
### Details
– Each command triggers within 1-15 ticks ~ 0.375s.
– Given effects have reasonable duration time.
– Lost effects are restored within 1-15 ticks ~ 0.375s.
– Effects immunity clears effect the same tick it was gained.
– Effects concealment hides effect the same tick it was exposed.
– Stronger/other effects are untouched.
## Features
Adds 3 trigger commands with 4 inputs.
## Commands
“`
trigger activity set 10
trigger activity set 11
trigger activity set 12
trigger activity set 0
“`
“`
trigger mobility set 10
trigger mobility set 11
trigger mobility set 12
trigger mobility set 0
“`
“`
trigger security set 10
trigger security set 11
trigger security set 12
trigger security set 0
“`
## Effects
activity
### activity 10-12
– **Mining Fatigue** _(Immunity)_
– **Weakness** _(Immunity)_
– **Darkness** _(Immunity)_
– **Night Vision** _(8m)_
– **Water Breathing** _(8m)_
### activity 11
– **Haste I** _(8m)_
– **Strenght I** _(8m)_
### activity 12
– **Haste II** _(4m)_
– **Strenght II** _(4m)_
mobility
### mobility 10-12
– **Slowness** _(Immunity)_
– **Levitation** _(Immunity)_
– **Slow Falling** _(Immunity)_
### mobility 11
– **Speed I** _(8m)_
– **Jump Boost I** _(8m)_
### mobility 12
– **Speed II** _(4m)_
– **Jump Boost II** _(4m)_
security
### security 10-12
– **Hunger** _(Immunity)_
– **Poison** _(Immunity)_
– **Wither** _(Immunity)_
– **Saturation** _(8m)_
– **Fire Resistance** _(8m)_
### security 11
– **Resistance I** _(2m)_
– **Regeneration I** _(2m)_
### security 12
– **Resistance II** _(1m)_
– **Regeneration II** _(1m)_
Fast Noise
[Keep Android Open | Contact Regulators to stop Google’s lockdown of Android](https://keepandroidopen.org/)
Fast Noise is a modern optimization mod to improve world generation times. I regularly update the mod to latest minecraft versions, bring improvements to the mod, and provide stable releases.
**Does the mod change world generation?** The mod maintains **vanilla parity**, including with any datapacks. Do keep in mind, [Vanilla non-determinism](https://bugs.mojang.com/browse/MC-55596).
**Can I use custom worldgen mods with this?** Yes, I try my best to maintain mod compatibility, and only modify safe code. Specific optimizations that may affect mod compatibility are disabled by default.
**Forge / Neoforge?** Versions for minecraft 1.19.x – 1.21.8 are compatible with sinytra connector.
[](https://codeberg.org/ZenXArch/FastNoise) [](https://www.curseforge.com/minecraft/mc-mods/zfastnoise) [](https://modrinth.com/mod/zfastnoise) [](https://ko-fi.com/I2I31KW58I)
## How does this mod work?
Fast noise optimizes storing block and biome data into chunks for the duration of worldgen.
Technical Details
Fast noise replaces populateNoise,populateBiomes in NoiseChunkGenerator and surfaceBuilder in SurfaceBuilder.
Fast noise optimizes world generation by making several strong assumptions about how world generation works. By replacing vanilla’s generic and debug code for world storage with faster, more packed calculations, fast noise achieves faster throughput.
Some key methods used to achieve that are, **reducing allocations**, **avoiding palette resizing**, **delaying/packing block counting**, **precalculating data**,
**caching block state information** and more.
## How fast is it?
About 10-18% improvement to overall worldgen in overworld in 1.21.11 on latest versions.
Much higher improvement in nether, end
Here is a [Jmh Benchmark Software](https://codeberg.org/ZenXArch/FastNoise/src/branch/performance/perf/src/main/java/org/codeberg/zenxarch/fastnoise/PerfTest.java).
Chunky benchmark
12 threads w/ mod
“`
[12:39:32] [Server thread/INFO]: [Chunky] Task finished for minecraft:overworld. Processed: 16641 chunks (100.00%), Total time: 0:01:37
“`
W/o mod
“`
[12:43:08] [Server thread/INFO]: [Chunky] Task finished for minecraft:overworld. Processed: 16641 chunks (100.00%), Total time: 0:01:47
“`
4 threads w/ mod
“`
[12:56:23] [Server thread/INFO]: [Chunky] Task finished for minecraft:overworld. Processed: 9409 chunks (100.00%), Total time: 0:01:10
“`
W/o mod
“`
[13:01:11] [Server thread/INFO]: [Chunky] Task finished for minecraft:overworld. Processed: 9409 chunks (100.00%), Total time: 0:01:23
“`
With higher distance
W/o mod
“`
[13:11:01] [Server thread/INFO]: [Chunky] Task finished for minecraft:overworld. Processed: 19881 chunks (100.00%), Total time: 0:02:43
“`
W/ mod
“`
[13:16:03] [Server thread/INFO]: [Chunky] Task finished for minecraft:overworld. Processed: 19881 chunks (100.00%), Total time: 0:02:21
“`
Jmh Benchmark
“`
Mods used: Fast Noise 1.0.15+26.1 on 26.1 snapshot-6
ChunkPos: -16,-16 -> 16,16
End ChunkPos: 112,112 -> 144,144
Chunks: 1089
Mods used: (c2me)
With mod:
Benchmark (worldName) Mode Cnt Score Error Units
BiomesBenchmark.biomegen end avgt 5 11.786 ± 0.168 ms/op
BiomesBenchmark.biomegen nether avgt 5 174.833 ± 1.166 ms/op
BiomesBenchmark.biomegen overworld avgt 5 2401.797 ± 31.629 ms/op
NoiseBenchmark.noisegen end avgt 5 3052.242 ± 12.358 ms/op
NoiseBenchmark.noisegen nether avgt 5 1039.086 ± 6.467 ms/op
NoiseBenchmark.noisegen overworld avgt 5 8441.811 ± 41.396 ms/op
With only c2me:
Benchmark (worldName) Mode Cnt Score Error Units
BiomesBenchmark.biomegen end avgt 5 26.058 ± 0.245 ms/op
BiomesBenchmark.biomegen nether avgt 5 185.957 ± 2.203 ms/op
BiomesBenchmark.biomegen overworld avgt 5 2464.937 ± 29.007 ms/op
NoiseBenchmark.noisegen end avgt 5 3925.059 ± 14.292 ms/op
NoiseBenchmark.noisegen nether avgt 5 1920.705 ± 9.864 ms/op
NoiseBenchmark.noisegen overworld avgt 5 11552.674 ± 54.112 ms/op
Vanilla:
Benchmark (worldName) Mode Cnt Score Error Units
BiomesBenchmark.biomegen end avgt 5 27.051 ± 0.118 ms/op
BiomesBenchmark.biomegen nether avgt 5 239.634 ± 1.702 ms/op
BiomesBenchmark.biomegen overworld avgt 5 4589.322 ± 80.331 ms/op
NoiseBenchmark.noisegen end avgt 5 4477.113 ± 36.133 ms/op
NoiseBenchmark.noisegen nether avgt 5 1951.438 ± 5.748 ms/op
NoiseBenchmark.noisegen overworld avgt 5 14249.612 ± 57.388 ms/op
Vanilla:
Benchmark (worldName) Mode Cnt Score Error Units
SurfaceBenchmark.surface overworld avgt 5 5982.828 ± 17.992 ms/op
SurfaceBenchmark.surface nether avgt 5 2677.115 ± 9.293 ms/op
SurfaceBenchmark.surface end avgt 5 924.604 ± 5.376 ms/op
With Mod:
Benchmark (worldName) Mode Cnt Score Error Units
SurfaceBenchmark.surface overworld avgt 5 4820.672 ± 24.669 ms/op
SurfaceBenchmark.surface nether avgt 5 1914.289 ± 644.099 ms/op
SurfaceBenchmark.surface end avgt 5 0.014 ± 0.003 ms/op
Speedup
Overworld: Biome: 1.026x Noise: 1.368x Surface: 1.241x
Nether: Biome: 1.063x Noise: 1.847x Surface: 1.398x
End: Biome: 2.21x Noise: 1.285x Surface: 66357x
“`
The benchmarks may have some inaccuracies.
## Socials
[](https://discord.gg/RFSmd7debX) [](https://mastodon.social/@ZenXArch) [](https://matrix.to/#/#zenxarchs-modding-server:gitter.im)
## FAQ and Help
Q- What Minecraft versions will the mod be supporting?
A- I’ll try to support the latest minecraft version.
Q- Are backports planned?
A- No backports are planned, current backports were a one time thing.
Q- What other mods/dependencies do I need?
A- No dependencies are required.
Q- Will there be a neoforge version?
A- Yes, a NeoForge variant is planned post 26.1.
Versions for 1.19.x,1.20.x,1.21 – 1.21.8 works with sinytra connector

Q- XYZ mod crashes, or generates incorrectly with Fast Noise?
A- Report the issue on codeberg or my socials.
## Incompatible mods
Moonrise is incompatible, as It changes minecraft internals drastically
Noisium is incompatible, as Fast Noise is intended as a replacement for noisium.
Anti-Xray is incompatible for now, as it needs to put extra data in minecraft block storage, which breaks fastnoise
## Credits
– Stevenplays, for developing noisium mod, I started developing fast noise while trying to port noisium to latest minecraft.
– Ishland, for helping with mod, and modern-yarn and neo-loom
Zexade
Modpack cool
Zero Times Infinity
Bows (and crossbows) enchanted with infinity no longer require an arrow in the inventory.
This mod does not provide a way to enchant crossbows with infinity, you will need another mod for that.
This mod should work with modded ranged weapons as long as they can use vanilla arrows as projectiles.
Zero-Tick Crops
A mod that reverts the fix for [MC-113809](https://bugs.mojang.com/browse/MC-113809) in 20w12a+ which brings back the infamous 0-tick farms of pre-1.16. Also reverts [MC-165034](https://bugs.mojang.com/browse/MC-165034) via the [implementation](https://github.com/KingContaria/1.14.4-Emulator/blob/master/src/main/java/me/contaria/emulator114/mixin/entity/FallingBlockEntityMixin.java) from [KingContaria](https://github.com/KingContaria)’s excellent [1.14.4 Emulator](https://github.com/KingContaria/1.14.4-Emulator) so the sand-on-boats farm works.
I think it works up to the latest minecraft version (1.20.2 at the time of writing) but the sand-falling-on-boats only works to 1.17.1.
Zephyr
Summary
Created for the Zephyr Minecraft server, This modpack is themed around exploration and immersion, with special world generation and new structures keeping things interesting. This modpack also includes difficult magic for the player to master, custom tool assembly, enhanced cooking, wine-making, sailing, origins, and more.
Exploration
Zephyr features winding underground rivers and sweeping landscapes from Tectonic, as well as a world divided into multiple different continents with the Continents mod. Travel between distant locations is made easy with sailboats and skyships, and there are lots of new structures to discover.
Magic
Zephyr has two magic mods, Mage Hand and Hex Casting. In hex casting, you discover amethyst geodes underground and use them to fuel your own custom designed spells, and the mage hand mod lets you craft magic floating hands to automate things like farming.
Travel
Zephyr features three travel mods, Small Ships, which adds 3 types of sailboats, Immersive Aircraft, which adds 4 rustic aircraft to the game and upgrades for them, and Automobility, which adds customizable automobiles.
Food
Zephyr includes Farmer’s Delight, Culinary Construct, and Vinery to ensure the player never runs out of interesting food items.
ZenXArch’s Zombie Apocalypse
## Data Driven zombies?
This mod adds data driven zombies since version 0.0.15.
What this means is that the variants of a zombie can be added using datapacks.
“Download the mod on modrinth”
Github link
https://github.com/offbeat-stuff/zombies
How the data driven system works
The mod adds a dynamic registry like for enchantments
Currently the mod adds the following configuration to variants
– lootTableInfo contains a field for spawn armor and loot drop
– events -> 7 event handlers (spawn,tick,death,kill etc.)
– Runs like an enchantment effect when event fires
– BiomePredicate -> what biomes the variant spawns in
– Requirements -> a loot condition for mob to spawn
– attribute (base and modifiers) to add on spawn
– weight (contains weight and quality) -> similiar to loot table entries (uses difficulty)
My plans for additional fields
– texture (would require client side changes) which isn’t plan so I will make a seperate to allow for that to be done in more portable way.
– spawn weight (How much the mob counts towards internal zombie cap) (unlikely)
– attachments to mob ai
What event handlers are there?
– apply status effect to target
– swap positions
– single target
– freeze
– ignite
– spawn effect cloud
– spawn particle effect
– apply status effect
Installation
Just install the main jar alongside smartbrainlib 1.16.7+ and fabric api 0.118+
## What about the apocalypse?
This mod continually spawns zombies around the players in overworld.
Also currently gives small leaping ability to zombies.
There is a seperate difficulty system that takes into account player weapons,armor,food.
And time spent in the world. But has a inverse effect based on time spent in a chunk.
Meaning that if you spent too much time in a chunk (8 hours on easy 35 hours on hard)
that place will no longer be apocalyptic. (I will be adding a gamerule to control this.
Certain things I want to implement over long period:
– Give various abilities to zombies: Like [Eldritch Mobs](https://modrinth.com/mod/eldritch-mobs) (not exactly the same but like)
– Give various intelligence to zombies: jump over gaps (Probably not, its hard to implement), and mob behaviour (grouping around the player) (also hard to implement but could be)
Certain things I want to implement right now:
– Different zombies for different places (drowned for water, zombie piglins for lava, husk for the sun)
– Make use of various creative mode tools (like /ride /tp) to give zombies a edge
– Add mechanics for zombies to escape mob farms
– Make zombies not group together in small spaces
## Didn’t you make a similiar mod ?
Yeah I did [Zombie Apocalypse](https://codeberg.org/ZenXArch/zombie-apocalypse), It was a good experience. This mod is still available as source, so you can use it if you compile the code. (Feel free to use the source code in your own mods.)
## So what went wrong with the old mod ?
Well It was a hassle to maintain. My mistake,I know. The worst thing was config. I had to spend way too much time to write the config code. Also the mod kinda felt not like what it name was.
It didn’t feel like the zombies were very good. So this time I wanna make the zombie low in density and high in damage and abilities. And also not limit myself to some config options.
One of the thing that was kinda wrong the last time. Everything was a config and that made it hard for me to try doing funky that were hard to write config for.
## So No config this time?
Yep, At least for a long time.
But I will be making simple stuff controllable via datapacks.
## So this is a all zombies mod.
Maybe, maybe not. I am open to ideas.
## Will you add client side content?
~~No. (Maybe textures using a seperate client side mod… maybe)~~
Zombie variants will use `{namespace}/textures/entity/zombie/{id}.png` as texture.I won’t be adding any other client side features.