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Durability Preservation Attributes

Adds player attributes which give a percentage chance to prevent durability loss on equipment.

Durability Preservation Attributes

A mod that adds player attributes which give a percentage chance to prevent durability loss on equipment.

The mod currently adds these attributes:

  • durability_preservation_attributes:durability_save_chance
  • durability_preservation_attributes:armor_durability_save_chance
  • durability_preservation_attributes:shield_durability_save_chance
  • durability_preservation_attributes:weapon_durability_save_chance
  • durability_preservation_attributes:projectile_durability_save_chance
  • durability_preservation_attributes:break_durability_save_chance
  • durability_preservation_attributes:use_durability_save_chance

What The Mod Does

Each attribute represents a chance from 0.0 to 1.0 to retain durability upon the usage of equipment:

  • 0.0 = 0% chance to save durability
  • 0.25 = 25% chance to save durability
  • 1.0 = 100% chance to save durability

What each attribute affects:

  • durability_save_chance: a global durability save chance added to every category below
  • armor_durability_save_chance: armor durability loss when the player takes damage
  • shield_durability_save_chance: shield durability loss when the player blocks damage
  • weapon_durability_save_chance: durability loss when the player attacks a living entity with a damageable melee weapon
  • projectile_durability_save_chance: durability loss when the player uses projectile weapons such as bows and crossbows
  • break_durability_save_chance: durability loss from breaking blocks with damageable tools
  • use_durability_save_chance: durability loss from using damageable items, such as flint and steel and other right-click style item uses

The global attribute is additive with the category-specific attributes.

Examples:

  • durability_save_chance = 0.10 and armor_durability_save_chance = 0.10 gives armor a total save chance of 0.20 (20% chance)
  • durability_save_chance = 0.25 and break_durability_save_chance = 0.40 gives block breaking a total save chance of 0.65 (65% chance)

The total cannot go over 1.0 (100% chance)

Applying The Attributes With Commands

Minecraft's /attribute command can be used to set these values directly on a player.

General format:

/attribute <target> <attribute_id> base set <value>

Examples:

/attribute @s durability_preservation_attributes:durability_save_chance base set 0.10
/attribute @s durability_preservation_attributes:armor_durability_save_chance base set 0.20
/attribute @s durability_preservation_attributes:shield_durability_save_chance base set 0.35
/attribute @s durability_preservation_attributes:weapon_durability_save_chance base set 0.15
/attribute @s durability_preservation_attributes:projectile_durability_save_chance base set 0.50
/attribute @s durability_preservation_attributes:break_durability_save_chance base set 0.25
/attribute @s durability_preservation_attributes:use_durability_save_chance base set 0.40

You can also read the current value:

/attribute @s durability_preservation_attributes:break_durability_save_chance get

And reset a value back to zero:

/attribute @s durability_preservation_attributes:use_durability_save_chance base set 0.0

How It Works Behind The Scenes

This mod is server-authoritative and event-driven.

  • Armor and shield durability are handled through NeoForge durability-related events.
  • Melee, projectile, block-breaking, and item-use durability are handled by taking a short-lived snapshot of the relevant ItemStack, letting vanilla or modded logic run, and then restoring the original damage value if the durability-save roll succeeds.
  • The preservation roll is based on the player's global durability_save_chance plus the relevant category-specific attribute, and the combined result is clamped to the 0.0 to 1.0 range.
  • Attribute values are synced, so modifiers from commands, gear, datapacks, or other mods can affect them.
  • The mod does not scan inventories every tick. It only tracks a small pending restore state for players who have just performed a relevant action.

Server Behavior And Synchronization

The mod is designed to work correctly on servers.

  • Durability decisions are made on the server.
  • Restore logic runs on the server after the relevant action completes.
  • This avoids client-authoritative durability changes and reduces the risk of client/server desync.

Mod Compatibility

The mod is written to work with vanilla items and with modded items that use the normal NeoForge or vanilla durability paths.

This includes most modded:

  • armor
  • shields
  • melee weapons
  • bows
  • crossbows
  • tools
  • damageable right-click items

Important compatibility note:

If another mod bypasses normal durability hooks and directly mutates item damage entirely in custom code, no event-based compatibility layer can guarantee interception. In practice, items that follow standard Minecraft or NeoForge behavior should work correctly.

Performance

The mod is lightweight by design.

  • No continuous inventory scanning
  • No per-player background processing beyond a tiny pending restore pass after relevant actions
  • Only reacts when the player performs durability-affecting actions

For normal gameplay, performance impact should be minimal.

The Durability Preservation Attributes Team

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