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Orechards Armors

Addon For Orechards
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Orechard_Armors-1.4.7.jar

File nameOrechard_Armors-1.4.7.jar
Uploader
TmorrishTmorrish
Uploaded
Oct 19, 2026
Downloads
10
Size
2.5 MB
File ID
9258103
Type
R
Release
Supported game versions
  • Early Access

What's new

## 2026-10-19

- Added the craftable Armorer's & Weapons Journal (4 Plant Fibre + 1 Light Leather), opened by right-click or the public `/oajournal` command. Searchable chapters cover the infusion layout, active armor and weapon recipes, crafting prerequisites, bench upgrades, soul crystals and configured equipment abilities.
- New crafting process for armor and weapons, inspired by Mystical Agriculture's infusion altar, with an Orechards theme: a Grafting Altar (a rooted orchard stump with a glowing grafting rune and ore fruit) surrounded by 8 Infusion Pedestals in a ring, started with a Grafting Wand. Items placed with the Use key float above their block; an infusion draws sparks from each pedestal into the altar for 5-8 seconds and turns the base item (vanilla Iron or Mithril armor piece, or Mithril weapon) into the result. All 60 mod armor and weapon recipes moved from the Armor and Weapon Benches to `infusion-recipes.json` (editable, reloadable); the Cultivating Bench gains an Infusion category for the altar, pedestals and wand. Models from `tools/infusion/infusion_gen.py`.
- Three new alloy sets, stats only for now (each with its ingot, made at the Cultivating Bench from 4 basic Orechard ingots and three mushes, its generator and icons):
- Storm-Iron (`Storm_Iron_*`, thorium + cobalt): jagged storm-grey plate crackling with electric-blue lightning, a thundercloud helm with a lightning-bolt crest, static spikes. Spirit Iron stats; Elemental souls.
- Volt-Glass (`Volt_Glass_*`, thorium + copper + silver): polished green-copper etched with silver circuitry, green-glass visor and power cells, Tesla-coil antennae. Spirit Iron stats; Elemental and Creature souls.
- Brine-Cobalt (`Brine_Cobalt_*`, cobalt + iron + copper): weathered teal diving suit with salt crust, rust streaks, barnacles, brass portholes and kelp. Forge-Weight stats; Aquatic souls.
- New weapons and tools: Ethereal Hatchet (`Tool_Void_Ethereal_Hatchet`, Void-Reverie, Mithril hatchet: chopping a trunk fells the connected trunk above it, up to 96 logs, each dropping its log), Sun-Eater (`Weapon_Doomsday_Sun_Eater`, Doomsday-Core greatsword: hits apply Burn for 3 s) and Astral Lance (`Weapon_Seraph_Astral_Lance`, Seraph's Edge spear: +20% damage; crafted at the Weapon Bench under Longsword, since spears have no bench category).
- Weapon ability numbers are now settings (`weapons.*` in `orechard-armors.properties`) with a new "Weapons" section in `/oa config`; `/oa reloadconfig` applies them. The ability class is now `OrechardWeapons`.
- The weapons generator moved to `tools/weapons/` and builds every set's weapons; the Doomsday-Core and Seraph's Edge palettes moved into `doomsday_style.py` / `seraph_style.py` (armor output unchanged).
- New Doomsday-Core alloy and armor set (the "God-Slayer" alloy, adamantite + iron + thorium):
- Doomsday-Core Ingot (`Orechard_Doomsday-Core`), made at the Cultivating Bench from 4 Forge-Weight, 16 Adamantite, 16 Thorium and 12 Fire mush (makes 2), with a charred-iron, red-hot-crack texture from `ingot_gen.py`.
- Doomsday-Core armor (`Doomsday_Core_Head/Chest/Hands/Legs`, model folder `Orechard_Doomsday`, `tools/doomsday_core/doomsday_gen.py`): charred volcanic plates with glowing magma fissures, a molten chest core, a crown of cooling spikes with a molten T-visor, and shoulder and back vents puffing ash and embers. Mythic-tier stats like Gravity-Gold; crafted from Doomsday-Core ingots, Adamantite bars, Storm leather, Elemental souls and one Boss soul per piece.
- New Meltdown Armor effect (full Doomsday-Core set by default): melee hits set the target ablaze with the vanilla Burn effect (3 s, at most once a second). Configurable in `orechard-armors.properties` (`meltdownArmor.*`) and in a new "Meltdown Armor" section of `/oa config`.
- Moved the model generators from `tools/` into the mod's source repo (`src/tools/`) so they are pushed with it; all paths now come from `tools/common/paths.py`. Regenerating every set from the new location reproduces the committed assets exactly.
- Night Vision Armor now defaults to the Forge-Weight helm on its own (its green light matches the thorium glow). Configs still holding the old default, a lone vanilla Adamantite helmet, are migrated on load.
- New Void-Reverie weapons, built on the vanilla Mithril weapons (same attacks and stats) with their own models, icons, recipes and abilities that work while held:
- Soul-Render (greatsword, `Weapon_Void_Soul_Render`): every 3rd melee hit restores 10% of max health.
- Hollow-Crush (warhammer, `Weapon_Void_Hollow_Crush`): each hit shatters the target, +5% damage taken from everything, stacking 5 times and fading 8 s after the last hit (violet tint while shattered).
- Wraith-String (longbow, `Weapon_Void_Wraith_String`): arrows deal 25% more damage.
- Blight-Cleave (battleaxe, `Weapon_Void_Blight_Cleave`): hits slow the target by 15% for 3 s (`Void_Blight_Slow` effect).
- World-Piercer (pickaxe, `Tool_Void_World_Piercer`): ores that have a bar (`Ore_X` -> `Ingredient_Bar_X`) drop the bar instead; the block's other drops (the cobble) go straight to the player.
Recipes use Void-Reverie ingots plus vanilla bars and the alloy catalysts from the design notes (Voidheart Crystal, Gravity-Gold, Spirit Iron, Void Essence, Forge-Weight). Models, textures and icons come from `tools/void_weapons/weapons_gen.py`; the Void-Reverie palette and painters moved to `tools/void_reverie/void_style.py` (armor output unchanged).
- Spirit Iron is now the default Speed Armor set (matching its description). Configs still holding the old default, lone vanilla Adamantite legs, are migrated on load; custom speed mappings are left alone.
- Removed the unused hand-made `Orechard_Heavy`, `Orechard_Steel` and `Orechard_SeraphEdge` asset folders (replaced by the generated GodForged, Pyre-Steel, Forge-Weight and Seraph's Edge sets), and the unreferenced `Orechard_Cloth`, `Orechard_Leather` and `Orechard_Medium` folders. `Orechard_Forged` stays: the Gravity-Gold generator reads its shoulders from it.
- New Gravity-Gold model and textures (`Orechard_Gravity`, `tools/gravity_gold/gravity_gen.py`): light-swallowing black plate with glowing sun-gold cracks and a sun core. The original chest's hovering shoulder plates are kept as they were, recoloured black and gold, and echoed as hovering plate stacks on the helm, forearms, knees and back, with shards orbiting a small sun above the helm. It no longer borrows the vanilla Mithril head, hands and legs. The Gravity-Gold ingot is now black with glowing gold fissures to match.
- Gravity-Gold and Void-Reverie armor now use their own names and descriptions instead of vanilla Mithril's.
- Item names tidied (Forge-Weight, Pyre-Steel, Gravity-Gold, "... Ingot" on the alloy ingots, Void Heart Crystal description typos) and armor descriptions now say what each set's full-set effect does by default. Item IDs are unchanged.
- Gravity-Gold is now the default Jump Armor set (higher jumps, half fall damage). Configs still holding the old default, a lone vanilla Adamantite chest, are migrated on load; custom jump mappings are left alone.
- New models and textures for five more sets, themed from the alloy design notes, each with its own generator and regenerated icons:
- Void-Reverie (`Orechard_VoidReverie`, `tools/void_reverie/void_gen.py`): matte-black plates split by pulsing violet veins, void cores, horned helm with angled violet eye slits, ghost-smoke rising off the helm and pauldrons, and a tattered veil with a glowing hem. It no longer borrows the vanilla Mithril model and icons.
- Seraph's Edge (`Orechard_Seraph`, `tools/seraph_edge/seraph_gen.py`): seamless liquid white-gold with flowing ripples and pale-blue lightning glints, a floating gold halo, feathered wing fins on the helm, pauldrons, bracers and ankles, a sunburst breastplate and a white-gold tabard.
- Pyre-Steel (`Orechard_PyreSteel`, `tools/pyre_steel/pyre_gen.py`): dark rose-gold with black adamantite ripples and glowing heat seams; a dragon-skull helm with snout, swept horns and spined crest, rose-gold scales, a heat-core breastplate and clawed gauntlets.
- Forge-Weight (`Orechard_ForgeWeight`, `tools/forge_weight/forge_gen.py`): "Dull-Glow" hazmat smithing plate in brownish-green with copper rivets and thorium-green seams; a welding helm with dark glass visor and respirators, hazard bands, a scorched leather apron, back thorium tanks and steel-toed boots. Forge-Weight and Pyre-Steel no longer share one model.
- GodForged (`Orechard_GodForged`, `tools/godforged/godforged_gen.py`): gunmetal with a teal sheen, brass filigree and ember gems, a plume-crested great helm with an ember T-visor, triple-layer pauldrons and plum tabards. The flight wings are now grafted onto this chest (`wings_gen.py` reads `Orechard_GodForged`).
- Void-Reverie, Seraph's Edge, Pyre-Steel and Forge-Weight ingots retextured to match their armor: matte black with violet veins, white-gold with pale-blue lightning, dark rose-gold with black ripples and heat glints, and hammered dull green-brown with a thorium-green edge.
- GodForged wings rethemed to match the set: gunmetal frame with brass trim and red ember elbow gems, steel blade feathers with a teal sheen, plum coverts and teal-green tip plumes.
- New ingot look for the eight Orechard ingots: a bevelled two-tier bar model (`Resources/Materials/Orechard_Ingots/`) with clean shaded textures, one motif per metal, and regenerated icons (`tools/ingots/ingot_gen.py`). The mod's copy of the vanilla ingot model is unchanged.
- Voidheart Crystal: glass on all six cage faces, a glowing void eye, the heart spins slowly in hand and when placed, raised-hand holding pose, and it can now be placed (soft-breakable, drops itself, purple glow, crystal sounds). Its own assets live in `Resources/Materials/Voidheart/` (`tools/voidheart/voidheart_gen.py`), so the Mob Soul Orb and Crystal keep their look.
- Fixed armor effects clobbering other mods' effects: Night Vision Armor no longer removes a player's dynamic light it didn't add (it was deleting the Orechards fruit glow), Flight Armor restores only the fly settings it changed instead of resetting all movement to defaults (keeps Speed/Traveler boosts, creative flight and other mods' flight), and Jump Armor restores the previous jump force instead of a fixed 11.8.

## 2026-10-18

- New Spirit Iron model and textures (`Orechard_SpiritIron`): a haunted knight with a glowing T-visor, spectral flame crest, soul-gem breastplate and tattered spectral cape. Icons regenerated.
- New Mage model and textures (`Orechard_BattleMage`): a crimson battle-mage robe with an asymmetric oxblood pauldron, fringed sash, buckled belts and amber-gem bracers. Icons regenerated.
- Mage stats rebalanced to be caster-leaning: +60 max mana across the set, 15% physical resistance spread over all pieces, 27 health. Existing regen and damage perks are kept.
- Added the Battle Mage set effect (Spellblade, Arcane Surge, Mana Flow) with a "Battle Mage Armor" section in `/oa config`.
- Vampire Armor is now its own set (`Vampire_Head/Chest/Hands/Legs`, model folder `Orechard_Vampire`): a bronze horned mask over a black hood, chevron-scale cuirass on a burgundy tunic, tattered coat tails and strapped boots. Configs still using the old `Mage_*` default are migrated automatically, so the Mage set no longer grants lifesteal.
- Fixed Jump Armor fall-damage reduction never applying: it ran in the inspect damage group, which runs after damage is applied. It now runs in the filter group.
- Added `tools/` model generators and a preview/icon renderer (`tools/common`, `tools/spirit_iron`, `tools/battle_mage`, `tools/vampire`).
- Flight Armor (GodForged by default) now shows gold-framed crimson and teal wings while flying. While the full set is worn and the player flies, `FlightArmor` swaps the chest for `GodForged_Chest_Winged` (same stats, no recipe, hidden from creative) and swaps it back on landing, keeping durability and metadata. Set matching treats both IDs as the same piece. `/oa wings on|off|auto` forces the wings for testing. The wings come from `tools/godforged_wings/wings_gen.py`. Their pivots are named after the fly animations' side-cloth nodes (`R_/L_Side_Cloth_1`, `_2`), so they flap with the flying animation; `blockylib` gained a `Group` pivot node for this.

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