English (User wiki) - AgnyaAlm/CopperOverhaulWiki GitHub Wiki
Welcome to the Copper Overhaul User-side Wiki! In this wiki you will find everything you need to know to use this mod.
Note that this wiki is still being worked on.
Blocks
Coppered Lodestone
The Coppered Lodestone is a lodestone upgrade that allows to magnetize entities that are wearing metallic armor, or have the "Magnetic Body" potion. Magnetized entities can travel through vertical 1x1 copper conduits, performing as an elevator.
Copper Walls
A copper wall variation.
Vertical Cut Copper Walls
A vertical cut copper wall variation.
Copper Button
Just a button, but made of copper.
Copper Pressure Plate
Heavy-weighted pressure plate
Copper Door
The copper door acts just like an iron door, but with a better design.
Copper Chain
A copper version of the chain. It oxidizes with time and also if there is a lantern hanging from it, the texture will change to match with the chain.
Locksmithing Table
The Locksmithing Table is used to copy keys, so you can share them with people you trust.
To use it you need to put the original key at the top slot, and a generic key (See recipe below). Then after copying the key the original will stay but the generic one will turn into a copy.
Copper Wire
The Copper Wire is a block that allows you to transfer redstone energy upwards without loss, allowing for cheaper circuits.
- You have to place it on top of redstone dust.
Items/Tools
Copper Nugget
Nugget for copper ingots.
Copper Wrench
This tool allows you to rotate blocks by right-clicking them with the wrench.
Copper Clock
This item allows you to oxidize your non-waxed copper blocks. This item is found rarely in shipwrecks and has 64 uses until it breaks.
Copper Lock
This item allows you to lock any container (Chests, shulker boxes) with an unique key.
To lock a chest/shulker/container, you must Shift Right-Click with the copper lock at the desired block. After that a menu will pop up asking you for an unique "keycode". This keycode is like a password, but it will never be prompted, it is an unique identifier for the key that needs to match with the lock located at the chest.
Copper Key
This item is generated after locking a container.
You can Lock/Unlock a container that has a copper lock on it by Shift + Right-Clicking on it.
To copy a copper key, you first need to craft a generic key (recipe below), and then shift-right click with the original key in a smithing table. The locksmithing menu will show up, then on the upper slot you need to put the original key, and the generic version below.
Master Key
The Master Key is an item added in v22.06.12, which is able to open any locked container while the player has the permission (By default OP is needed)
This item is an admin focused item used for moderation, so it isn't even available in the creative tab. The only way to get it is through using "/give @s copperoverhaul:master_key"
You will also need permission to use it, which is defined by the "masterKeyPermissionLevel" gamerule, more info below.
Magnetism Mechanics
How magnetization works
As of the latest version, magnetization works only to travel upwards vertically, performing as an elevator.
You will need to build a 3x3 copper conduit, with any copper block, as they're all conductive by default.
To travel through the conduit you (or your armor) need to be magnetized, more info below.
Using the Coppered Lodestone
To use the Coppered Lodestone, you only have to give it a redstone signal, it will magnetize all nearby entities that have armor on them (or have a magnetic body) in a 2 chunk radius.
Magnetized (Status)
This stauts effect appears when an entity is magnetized. This may be through armor or body. In case the entity does not have a magnetic body, then if they take out their armor, the effect will dissapear, therefore if traveling in a conduit, they'll fall.
Magnetic Body (Status)
This status effect is part of the "Magnetism" potion. You can throw this potion to any entity to make their body magnetic, therefore enabling the usage of the coppered lodestone without the entity needing to have a metallic armor equipped.
This potion is made using a raw iron block in a brewing stand.
Electric Armor
Electric Armor (or Lightning/Energy Armor) is a new upgrade to conventional metallic armors, allowing to store energy from lightning bolts, to reuse them later using the new enchantments (Stormbreaker and Sparkling).
Energy/Electricity is measured in kW. A lightning bolt has 250kW of power.
Netherite-Copper Chestplate
Allows up to 500kW of energy storage by default. Has almost identical durability as normal netherite, less protection and lower enchantability. This is great for end-game if you want to use the new enchantments.
Gold-Copper Chestplate
Allows up to 600kW of energy storage by default, due to gold being highly conductive. Has more durability than normal gold, same protection and high enchantability. It is a good option if you want to use high power abilities with lucky enchants, plus benefiting from the extra durability compared to normal gold.
Iron-Copper Chestplate
Allows up to 350kW of energy storage by default. Has almost identical durability as normal iron, same protection and same enchantability. This is good for early/mid game if you don't really care about using high-power enchants.
Chainmail-Copper Chestplate
Allows up to 400kW of energy storage by default. Has identical durability as normal iron, same protection and better enchantability.
Enchantments
Copper Overhaul includes two enchantments at the moment. These are meant to be used alongside with Lightning Armor, and both are for weapons.
Stormbreaker
Stormbreaker is an axe enchantment that can only be enchanted in Iron, Gold or Netherite. With Stormbreaker, you can summon a storm using 150kW of energy, by looking up to the sky and pressing the ability key (Default: V). If there's already a storm, you can summon a lightning bolt using 300kW of energy, using the same key. With this you can also share energy with friends, as a lightning bolt = 250kW of energy by default.
- Stormbreaker can be found in two different levels. At level 1, summoning the storm will cost 150kW, but at level 2 it only costs 75kW. Though these values are customizable using gamerules.
Sparkling
Sparkling is an enchantment that can be enchanted into any weapon. Depending on the level, it will have a chance to electorcute your target on hit, applying a small damage that scales with level and consuming 20kW of energy at level 1.
If the target has diamond or leather armor equipped, the sparkles will not deal any damage, because those armors aren't conductive.
Damage/Consumption:
-
Level 1: 4 / 25kW
-
Level 2: 8 / 45kW
-
Level 3: 10 / 60kW
Gamerules
Magnetism
magneticVelocity
- Number. Defines the multiplier for the velocity of magnetic traveling, default 1.0.
0.X will reduce the speed. So, for example, if the value is 0.5, the speed will be reduced by 1/2.
Electric Armor
electricArmorEnabled
- Boolean. Default true. If false, electric armor won't work. The pieces will still be able to be crafted, though they'll be useless.
defaultNetheriteMaxEnergy
- Number. Defines the maximum energy that a Netherite-Copper armor piece can hold in kW, default 500.0
This is applied the first time the armor is equipped, if you change the gamerule the maximum will stay the same for old pieces, but will change for the new ones.
defaultIronMaxEnergy
- Number. Defines the maximum energy that a Iron-Copper armor piece can hold in kW, default 350.0
This is applied the first time the armor is equipped, if you change the gamerule the maximum will stay the same for old pieces, but will change for the new ones.
defaultGoldMaxEnergy
- Number. Defines the maximum energy that a Gold-Copper armor piece can hold in kW, default 600.0
This is applied the first time the armor is equipped, if you change the gamerule the maximum will stay the same for old pieces, but will change for the new ones.
Enchantments
lightningChargeValue
- Number. Defines the energy that a lightning bolt has in kW. Default 250.0
stormbreakerEnergyCost
- Number. Defines the energy cost (kW) of the Stormbreaker enchantment's ability: Summon Lightning. Default 300.0
stormbreakerStormCostOne
- Number. Defines the energy cost (kW) of the Stormbreaker enchantment's ability: Summon Storm at level 1. Default 150.0
stormbreakerStormCostTwo
- Number. Defines the energy cost (kW) of the Stormbreaker enchantment's ability: Summon Storm at level 2. Default 75.0
sparklingCost1
- Number. Defines the energy cost (kW) of each Sparkling enchantment's proc at level 1. Default 25.0
sparklingCost2
- Number. Defines the energy cost (kW) of each Sparkling enchantment's proc at level 2. Default 45.0
sparklingCost3
- Number. Defines the energy cost (kW) of each Sparkling enchantment's proc at level 3. Default 60.0
sparklingDamage1
- Number. Defines the damage dealt by each Sparkling proc at level 1. Default 4
sparklingDamage2
- Number. Defines the damage dealt by each Sparkling proc at level 2. Default 8
sparklingDamage3
- Number. Defines the damage dealt by each Sparkling proc at level 3. Default 10
Locking System
allowLockingOnlyIfOwner
- Boolean. Default true. Defines if players should only be able to lock containers that were played by themselves.
allowOPLockBypass
- Boolean. Default false. Defines if server operators may be able to destroy locked blocks that aren't from their ownership.
masterKeyPermissionLevel
- Number. Default 4. Defines the minimum permission level required to lock/unlock a container with a master key.
Learn more about permission levels here, via Minecraft Fandom Wiki.