YomCraft Power Essence system
Base: v1.3.35 JLME Version Fix
Power cap: 100
XP cost: round(5*exp(ln(300)/99*currentPower))
0->1 = 5 levels; 99->100 = 1500 levels
1 Power Essence consumed per upgrade.
Soul (livespool:challenge_token) crafts 1 Power Essence.

YomCraft Addons v1.3.44: fixed Power Essence tooltip Component interface bytecode for NeoForge 1.21.1.

v1.3.48: Added a vanilla smithing_transform registration recipe using Power Essence as the template ingredient. This registers livespool:power_essence with SmithingMenu's runtime template-slot ingredient set, allowing the item into the left slot without relying solely on a mixin-altered slot predicate. The dummy recipe requires wooden sword + stick and therefore does not collide with the custom Essence + gear + empty-addition upgrade flow.

[v1.3.49] Smithing result fix: Power Essence result handling now runs before other SmithingMenu createResult mixins; template-slot acceptance remains data-driven.

v1.3.53: fixed dungeon Essence ItemStack creation via Item.getDefaultInstance; EXP cost rendered from SmithingScreen.render using centered absolute GUI coordinates.

1.3.54: Fix Smithing EXP overlay Minecraft.player runtime descriptor to LocalPlayer for NeoForge 1.21.1.

1.3.55: Raised Power Essence EXP cost text 12px and restored broad center-slot acceptance for Dungeon Difficulty-scalable modded gear.

1.3.57: Smithing center/base slot accepts every non-empty ItemStack for compatibility; Power Essence result remains conditional on actual Dungeon Difficulty scalability.

1.3.58: Mob Power Essence drops set to L1 0%, L2 0.1%, L3 0.2%, L4 0.5%, L5 2%, L6+ 5%. Rebalanced all bundled Dynamic Difficulty equipment loot tables: extreme netherite/dragonsteel/unique gear weight quartered, high diamond/dragonbone/tide/troll gear halved, common/empty weights doubled to make top-end mob equipment substantially rarer while preserving broad equipment compatibility.

1.3.59: Fixed Spartan Weaponry longbow/heavy-crossbow projectile damage integration with Ranged Weapon API. Spartan projectiles now inherit the shooter's live ranged_weapon:damage value, including Dungeon Difficulty Power Level scaling shown in the item tooltip.
