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Socket acquisition

Nischhelm edited this page Feb 26, 2025 · 11 revisions

Socketed by default allows two ways of items acquiring sockets

1. On item generation

There are three default ways how items can roll sockets on item generation: Villager trades, Mob drops and Chest loot. All three have a config defined amount of max sockets they can roll. Then for each item the item type (sword, bow, armor etc) will define the amount of rolls the item gets via config file. If there isn't a custom override in the config, items will use their enchantability tier (material enchantability divided by 4, truncated) to calculate a chance for each roll to acquire a socket. If the roll succeeds and the max socket count isn't reached yet, a random tier of a socket will be added to the item, using the config defined weights for the different tiers.

2. Via Loot Functions

set_sockets

Here you define a list of socket tiers that should be added to the item using the entry "socketTiers": [3,3,3,3]

socket_randomly

Here you define a rollChance, a rollCount and a max amount of rollable sockets maxSockets. The item will roll sockets as often as you define in rollCount with the given rollChance. If it succeeds the roll, a random socket will be added to the item using the fixed weighted chance for the tiers defined in the socketed.cfg file. It will never roll more sockets than you define in maxSockets.

Example: "socket_randomly":{ "rollChance": 0.5, "rollCount": 3, "maxSockets": 2 }

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