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Ressources / Packs de textures / Enchanted Books: Re-covered

Enchanted Books: Re-covered

The new look of enchanted books' covers

Packs de texturesGratuit1.18 – 26.x
par carl_classic · repris depuis Modrinth
Télécharger ›

Téléchargement direct depuis Modrinth · 2,673,658 téléchargements

Enchanted Books: Re-covered, capture 1Enchanted Books: Re-covered, capture 2Enchanted Books: Re-covered, capture 3

Ce qu'il fait

Enchanted Books: Re-covered (pack de textures) est une création de carl_classic. The new look of enchanted books' covers.

Versions prises en charge : Minecraft 1.18 – 26.x. On compte 2,673,658 téléchargements sur Modrinth. La dernière mise à jour date du 30/08/2026.

Versions prises en charge

26.x1.211.201.191.18

Historique des versions

Enchanted Books: Re-covered a publié 17 versions sur Modrinth depuis le 23/03/2025. 10 sont sorties au cours de l'année passée. La plus récente est 4.0, sortie le 30/08/2026. Elle est faite pour Minecraft 1.21.5 – 1.21.11. Elle fonctionne sur Minecraft. Le téléchargement fait 171 KB.

VersionPubliéMinecraftType
4.030/08/20261.21.5 – 1.21.11Stable
4.0-Variants-CIT30/08/20261.21.2, 1.21.3, 1.21.4Stable
4.0-CIT-Resewn30/08/20261.18 – 1.21.1Stable
3.0.111/03/20261.21.5 – 1.21.11Stable
3.024/02/20261.21.5 – 1.21.11Stable

Dernière version sur GitHub

Enchanted Books: Re-covered est open source. Sa dernière version sur GitHub est Re-covered 4.0, publiée le 30/08/2026.

Update 4.0

  • made Efficiency's pickaxe glyph more golden
  • added detail to Bane of Arthropods
  • made animations of Respiration and Curse of Vanishing less frequent
  • added shadow to Curse of Vanishing's ribbon and removed the fade from it
  • made Enchanted Book look more vanilla
  • color correction of paper in Respiration, Aqua Affinity, Bane of Arthropods, Efficiency, Mending, Silk Touch, Swift Sneak and Fire Protection
  • added one-pixel shadow to Unbreaking and Curse of Binding
  • color correction of shadow in Lure and Looting
  • increased max supported pack format to 120
  • updated pack.png

Respackopts

  • fixed Animated and Static button labels appearing as True and False
  • renamed Pack Icon options from Default and Pixelated to High Resolution and Pixel Art
  • fixed and simplified config and conditions; cleaned up formatting in en_us.json

Update 4.0 (Variants-CIT exclusive) (1.21.2 - 1.21.4)

  • fixed Efficiency's incorrect file name causing it to not display its texture

Update 4.0 (CIT Resewn exclusive) (1.18 - 1.21.1)

  • updated description in pack.mcmeta

Respackopts

  • moved "Static Variants" to the main settings screen to make it compatible with older versions

Avant : Re-covered 3.0.1 (01/04/2026), Re-covered 3.0 (27/08/2026).

Description de l'auteur sur Modrinth

About

Re-covered gives new textures to enchanted books, each with unique and intuitive look.\
Drawn in vanilla art style, using symbols that represent enchantments' effects.\
The era of organized chests has arrived, and the days of endless item searching are over!\
Now you can simply judge the book... by its cover.

Supported Minecraft versions

Version · Support
26.1 + · ✓
1.21.5 + · ✓
1.21.4 - 1.21.2 · ⓘ Variants-CIT required
1.21.1 - 1.18 · ⓘ CIT Resewn or OptiFine required

Settings

Re-covered can be configured in game using the mod Respackopts.


Alternatively, you can use your file explorer to change which files
this resource pack should use.

ⓘ When using older Minecraft versions, find the folder where textures are stored, and act analogically.
  • Disable animated textures\

Go to "/assets/carl/textures/item/" and replace the animated textures with the ones located in the "not_animated/" folder.

  • Old animated textures\

Old versions of the animated textures for Respiration and Depth Strider can be found in the\
"/assets/carl/textures/item/alternative/" folder. Make sure to also replace the *.png.mcmeta files.

  • Make the background of the recipe book button transparent\

Go to "/assets/minecraft/textures/gui/sprites/recipe_book/" and replace the textures with the ones located in the "transparent/" folder.

  • Use an alternative texture for Quick Charge\

Go to "/assets/carl/textures/item/" and replace 'quick_charge.png' with one of the textures located in the "alternative/" folder.

  • Pixel art pack icon\

In the root directory, replace the 'pack.png' file with 'pack_32x32.png'.

Contact • Feedback • Permissions

  • You can contact me directly at: carl.classic.dev@icloud.com
  • For feedback, bugs, questions, criticism, or suggestions, visit the GitHub repository
  • You may use the included .json code for personal and commercial use. The license applies to the rest of the project

Bonus Info • Lore • Development Process

Where It All Started

The story began with me playing Minecraft and my growing annoyance with the never ending game of hide and seek with the item tooltips of the specific enchanted books I was looking for. Every time, opening a chest meant being forced to play the game of memorising cards, seeing if you still remember the positions of all the books in the chest, and failing meant yet another search for the silly tooltip. The solution was either to install mods or learn speed reading.

What Sparked My Initiative

I installed the first resource pack, and the required mods. Now, all books looked different from one another. But ironically, a new problem emerged. You could barely tell what the new textures were even supposed to mean in the first place. Colors for the sake of colors, metal platings, arbitrary symbols, particle effects all around, different glows, engravings, not anti-aliased pixel art, and well, in cases where pixel art was understandable, it just looked bad. Often there was so much going on with the "art" that you almost couldn't tell there was still a book underneath. And so, it was the memorisation game all over again, but this time, it was the meaning of the arbitrary textures you had to memorise. So I downloaded an another pack, and then another, and another... and all of them were mediocre to say the least. I was fed up with all of them, and with the fact that a couple of them had had hundreds of thousands of downloads. I was mad that something this simple, with designs seemingly so obvious to come up with & use for this kind of resource pack hadn't been done by anyone yet. So basically, I just gave up on other people to deliver, and decided to create my own designs. The proper way.

General Design Philosophy

Before I list out all of the specifics, I will establish the general concept. Every single texture I was conceptualising was questioned whether it would make sense if it existed in real life, and by that, I don't mean in our reality, but in something like the Minecraft Movie kind of reality. Where, (unlike in the game) illogical textures aren't simply blindly accepted, because "we're in a video game", and at the same time, they are allowed to use some fantasy logic; Where it simply doesn't make sense for the glyphs to stick out of the book cover, like some kind of a UI element, but it is fine for the book to be more than just a stack of paper with a leather cover, and to possess some magical properties (like the Soul Speed book, having souls emerge from it).

In my methodology, I stuck to my self-established rules, which dictated what was and wasn't graphically acceptable, which helped the project retain its high standard (I think). I also came up with criteria that took into consideration differently experienced users, which helped me judge if the texture was conveying the right message effectively or not.

Design Rules & Visual Guidelines

  • Elements that wouldn't make sense if they had to become physical are not allowed.
  • elements like floating numbers, roman numerals or health bars
  • designs that would make the book unreadable, impossible to open, or its contents to be destroyed (books on fire, books turning into dust, pierced through books)
  • All symbolism has to come from Minecraft.\

No symbols like hand-cuffs, guns, dynamite sticks, bombs, alphabet, numbers, christian crosses, punching gloves, magnifying glass, irl animals, etc. No references to human culture, even if the symbolism is widely recognizable. All of the meaning conveyed through the art must stem from Minecraft mechanics and knowledge about it, and if you don't draw the connections and fail to understand it, that's on you and your lack of knowledge about the game, not your unfamiliarity with the pop culture or unrelated symbolism.

  • A villager must be considered the original designer.\

We can say that villagers are capable of creating basically every enchanted book in the game. This means they firstly possess knowledge about a specific magical spell. Then, they write down this knowledge, and become literal authors of these books — book covers included. This rule is sort of analogical to the previous one and derives from it, but it makes these book designs so much more embedded in Minecraft's world.

  • The design has to be within the book cover.\

Nothing can stick out. No overly long arrows or swords, no making anything too big just because it's impossible for you to draw it in a small enough scale. Deal with it, or come up with some other concept. This has some exceptions, for example with books being overgrown with something, because it still makes sense fantasy-wise, and it also doesn't stop the book from being opened (vines can be shred).

  • Symbols must be aligned with the books' angled 30° rotation.\

The best example is the creeper face on the Blast Protection book. I could've made it aligned with the pixel grid, but after a couple of attempts, I managed to make it look good enough in the rotated version.

  • Book color that's not brown must be justified.\

I aimed for the books to not be brown only if it improved their recognizability and/ or made them easier to understand. I wanted to avoid color coding the enchantments, because it would once again introduce the user to the game of memorisation — as in which color corresponds to what. The proper use of this solution is seen in the trident-exclusive enchantments. For example, for the Frost Walker, I could've technically made a brown book with a snowflake, but turning it into ice does make things more clear. Bane of Arthropods matches the spider's color scheme. Breach, in addition to needing to be differentiated from Protection, remains consistent with Wind Burst, further hinting that it's used with the Mace.

  • Animations are reserved only to necessary elements.\

If an element is supposed to represent movement, it should move. (In many packs I had seen people draw some kind of swirl of wind effects around the books, but these weren't even moving.) At the same time, I only reserved animations for necessary things, or if the effect was truly worth it and pleasant to look at, because, although fun, the constant animations might be distracting. Not every mineral has to shine, not every eye has to blink, not every oceanic thing needs water dripping down from it.

Criteria for Texture Subjects & Testing Efficacy of the Design

In my designs, I tried creating textures which required zero, or as little thinking as possible in order to be understood. I tried to convey as little ambiguity as possible, so that the player's first connection in mind — between the book texture and the inferred magical result — would be the correct one, confirming the item's actual function.

Before committing to an idea, I would check if it was meeting certain conditions, and I would verify whether a potential user could answer specific questions about it.

It takes 2 target audiences into account:

  • "pro" – players who have extensive knowledge about all Minecraft's mechanics
  • "noob" – people who are just beginning discovering Minecraft's systems and logic

There are 2 stages of interaction with the items in game:

  • seeing the texture, but not yet seeing & knowing its name
  • knowing the texture and its name after hovering the cursor over it

Remembering that, I check if the player can answer these questions:

  1. What is the symbol supposed to be?
  2. What might be the enchantment's name, judging by the texture? (Considering I know all of the names)
  3. If it's my first time seeing the texture and its name, not knowing what the enchantment does, can I deduce what it might do?
  4. To which tool or part of armor might it be applied to?

These 3 pieces of information:

  • enchantment's name
  • resulting in-game effect behavior
  • and appearance/ texture

are the main pillars, which tell you if your design is effective. If the player only possesses 2 pieces of information, or just one, you need to make sure they can deduce and find a connection to the 2nd and 3rd one by themselves. The 4th, ghost-pillar of "what's the target tool for this enchantment?" derives from the texture and name parts.\
That's the purpose of the design rules and strict guidelines for the aesthetic side of the project — to ensure they are legible and require no effort to identify.
The thing is, you only control 1 of these 3 aspects: what the item looks like. Not the enchantment's weird name, nor how the in-game mechanics are actually affected.
Your texture needs to complement the scraps of information that you as an artist have been given, with the goal of bringing these 3 ambiguous concepts into a single idea with one intended meaning. Only in unison can they work as an effective design.

Examples:

  • The player knows there is an enchantment that makes swords light things on fire, but he doesn't know what it's called or what its texture might look like. He finds two names: Fire Aspect and Flame. He doesn't know which is the correct one, but he looks at the texture and sees a flaming sword, and a bow with a flaming arrow. He figures out its the sword one. Now he knows a) what the enchantment does, b) what it's called, and c) what it looks like.
  • The player discovers a new book with soul sand on the cover. He doesn't know what it might do, or what it's called, but he's been to the Nether, so he knows what soul sand is. He reads the name 'Soul Speed' and connects it with the fact that soul sand slows you down, which causes him to presume this enchantment makes you walk faster on soul sand. He deduced the function and made sense of the name solely thanks to the texture.
  • The player is looking

Écrite par carl_classic. À lire avec les images sur Modrinth.

Comment installer Enchanted Books: Re-covered

  1. Télécharge le fichier .zip depuis Modrinth. Ne le décompresse pas.

  2. Dans Minecraft, ouvre Options, puis Packs de ressources, puis Ouvrir le dossier des packs.

  3. Dépose le fichier .zip dans ce dossier et retourne au jeu.

  4. Déplace Enchanted Books: Re-covered dans la liste de droite et clique sur Terminé.

  5. Il est fait pour Minecraft 1.18 – 26.x. Sur d'autres versions, Minecraft l'indique comme incompatible, mais il fonctionne souvent quand même.

Compatibilité

Versions de Minecraft
26.x, 1.21, 1.20, 1.19, 1.18
Édition
Java
Nécessite
Respackopts
Licence
CC BY
Prix
Gratuit
Suivi
Mis à jour activement (14/11/2026)

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Questions

Est-ce que Enchanted Books: Re-covered fonctionne sur Minecraft 26.x ?

Oui. Enchanted Books: Re-covered prend en charge Minecraft 26.x. Toutes les versions prises en charge : 26.x, 1.21, 1.20, 1.19, 1.18.

Est-ce que Enchanted Books: Re-covered est gratuit ?

Oui. Enchanted Books: Re-covered se télécharge gratuitement sur Modrinth.

Enchanted Books: Re-covered a-t-il besoin d'autre chose ?

Oui : Respackopts. Installe-le avant Enchanted Books: Re-covered.

Enchanted Books: Re-covered est-il encore mis à jour ?

Oui. La dernière mise à jour date des dernières 24 heures.

Quelles sont les meilleures alternatives à Enchanted Books: Re-covered ?

Les plus proches sont Enchant Icons, Mars's Enchanted Book Textures et Unique Enchanted Books. Comparer toutes les alternatives

Alternatives à Enchanted Books: Re-covered

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