FAQ
Answers to the questions players and pack makers ask most.
Yes. Reskillable Reimagined has a Fabric 1.21.1 version.
The Fabric build requires Fabric Loader and Fabric API.
No. The Fabric 1.21.1 build uses EMI for recipe-viewer integration.
No. Jade support is optional.
When installed, Jade can display Reskillable requirement information directly in world tooltips.
Yes.
Change the public id and/or displayName in built_in_skills.json.
Keep the skill field tied to its original built-in behavior.
Yes.
Set:
"enabled": falseThe skill is removed from normal progression without changing another built-in skill's save-data slot.
Yes.
Custom skills also support:
"enabled": falseThis hides/disables the skill while preserving its configured definition and stored player level.
Yes.
Use the perkAttributes array:
"perkAttributes": [
{
"attribute": "minecraft:generic.attack_damage",
"operation": "ADDITION",
"amountPerStep": 0.5,
"perkStep": 5
},
{
"attribute": "minecraft:generic.max_health",
"operation": "ADDITION",
"amountPerStep": 1.0,
"perkStep": 10
}
]Built-in and custom skills both support multiple entries.
For a built-in skill:
perkAttributes: nullkeeps the original Reskillable perk.perkAttributes: []disables the perk.perkAttributes: [ ... ]replaces the original perk with the listed attributes.
For a custom skill, an empty array means the skill has no attribute perk.
No.
When a built-in skill has a configured attribute override, that override replaces its original perk. This includes special built-in effects such as Mining speed, Gathering bonus XP orbs, and Farming crop-growth chance.
The old singular perkAttribute format is still supported and is also treated as a replacement.
Configured attribute perks use the attribute's translated name on the perk page.
If the attribute belongs to another mod, its display name normally comes from that mod's language file. Reskillable's legacy perk keys, such as tooltip.rereskillable.bonus_xp_orbs, only rename the corresponding original Reskillable perk.
Yes.
enableSkillLeveling = falseSkill levels can then be managed through commands or other progression systems.
Yes.
Use the item's registry ID:
modid:itemidYou can also use supported prefix wildcards for groups of items.
Yes.
Custom skill IDs can be used alongside built-in skills in requirements and progression gates.
Yes.
Use:
maxTotalSpentLevels = 80Set it to -1 for unlimited progression.
The original built-in IDs remain recognized as compatibility aliases.
For example, if Attack is renamed to Combat, existing requirements using attack can still resolve to the original Attack skill.
Creative-mode players and administrative commands can bypass or directly modify normal progression restrictions.
Automation fake-player handling is also designed so machine interactions are not blocked like normal player progression.
