Tinkerer's Smithing
A sentimental and convenient rebalance of gear crafting, repair, enchanting, and upgrading.
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Tinkerer's Smithing

A sentimental and convenient gear crafting rebalance.
Server-side, but with some extra polish (and better EMI support) on the client.
Requires Connector and FFAPI on forge.
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Tinkerer's Smithing is a data-driven equipment crafting rebalance that:
- Allows repairing every vanilla item that has durability for no level cost (even fishing rods) - Allows upgrading all tools and armor between material tiers (even chainmail) - Encourages gradually improving your first set of tools and armor with materials and enchantments - Makes all the enchanted treasure you find lying around actually useful - Forgoes nerfing or removing mending or table-grindstone enchanting by instead buffing everything else - Balances all of its recipe types on the vanilla cost of equipment
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Anvil Recipes
| | | |-----------------------------------------------------------------------------------------------------------------|-----------------------------------------------------------------------------------------------------------------------------------------------------| | Anvil De-Working | Anvil De-Working (Tweaked)
No level cost, no work penalty applied to the result.
Netherite is rebalanced to use diamonds for repair.
| | %%MD1%% | Anvil De-Working (Tweaked)
No level cost for repairing.
The order of inputs doesn't matter.
| | %%MD2%% | Anvil De-Working
Reduces the cost multiplier for future anvil crafts.
(Usually called "Prior Work Penalty" or "RepairCost".)
| | | |
Shapeless Recipes
| | | |:----------------------------------------------------------------------------------------------------------------:|----------------------------------------------------------------------------------------------| | Shapeless Upgrade | Shapeless Upgrade
Costs the same as crafting.
Only works when unenchanted.
| | %%MD1%% | Shapeless Upgrade
Costs the same as crafting.
Keeps existing damage.
| | | |
Smithing Recipes
| | | |:------------------------------------------------------------------------------------------------------------------:|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------| | Sacrificial Upgrade | Sacrificial Upgrade
Costs the same as crafting.
Use up to 4 less material for a damaged result.
| | %%MD1%% | Sacrificial Upgrade
Any type of netherite equipment can be used.
Result damage is based on the sacrifice.
For "gilded" tiers (like netherite) only | | | |
Mechanic Changes
| | | |:---------------------------------------------------------------------------------------------------------------:|-----------------------------------------------------------------------------------------------------------------------------------------| | Keepers (Broken Equipment) | Keepers (Broken Equipment)
Named or enchanted equipment won't break.
Broken equipment is ineffective until repaired.
| | | |
Emergent Mechanics
| | |-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | Miscellaneous Repair | | Miscellaneous Repair
All vanilla materials are linked to eachother via the upgrade tree.
It doesn't matter if a pair of Protection IV leggings are made of gold, chain, or leather - just upgrade them to the right material, then use them at an anvil.
| | %%MD1%% | | Miscellaneous Repair
All previously unrepairable items now have repair recipes - including utility tools. | | |
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Modpack Configuration
Recipes are driven by defining Unit Cost Overrides, Unit Cost Overrides, Unit Cost Overrides, and Unit Cost Overrides.
- Unit Cost inherit from vanilla tool/armor materials. They define upgrade paths like Iron->Diamond. - By default, all vanilla materials are defined. - Unit Cost define "alike" items. Items with matching types can upgrade . - By default, the 5 tools (e.g. `c:swords`) and 4 armor slots are defined. - Unit Cost is what an item costs to upgrade to or repair. It's usually guessed from the material and a recipe. - By default, vanilla non-tool/armor items are made repairable by overriding this. - Netherite is also overridden to have appropriate diamond unit costs.
For data structure examples, check out the built-in datapack or the mod compatibility packs in Tinkerer's Quilt.
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Older Versions
For minecraft 1.15-1.17, 1.0 is available as a datapack for NBT Crafting - see the old readme for features.
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Afterword
All mods are built on the work of many others.
This mod is included in Tinkerer's Quilt - our modpack about rediscovering vanilla.
We're open to suggestions for how to implement stuff better - if you see something wonky and have an idea - let us know.
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