## About
My Blade and Shield lets you attach a shield to a weapon or tool at the smithing table, turning the two into a single "weapon + shield" item. Once attached, hold right-click to block exactly the way the shield you attached does. Blocking wears down the **weapon's** durability, not the shield's. The weapon keeps all of its original attack power and functions, and it still looks like the weapon in your hand — no shield model appears in place of it.
The mod adds no new items, no custom GUI and no new sounds or particles. Blocking is forwarded straight to the actual shield item you attached, so you get the vanilla shield behaviour instead of a reimplementation.
## Features
- **Smithing table attachment** — attach a shield to a weapon or tool. No smithing template required.
- **Right-click blocking** — hold right-click with an attached weapon to block using the attached shield's own logic, replacing the item's normal right-click action.
- **Vanilla behaviour** — blocking checks, damage reduction, knockback, shield disabling, sounds and particles all come from the vanilla shield.
- **The weapon stays visible** — you keep the original weapon model and textures in hand; only the blocking pose is borrowed.
- **Durability stays on the weapon** — blocking damage is deducted from the weapon or tool itself.
- **Mod shield support** — shields are recognised through the NeoForge common tag `c:tools/shield`, so any mod shield added to that tag can be attached and keeps its own abilities.
- **Optional animation compatibility** — with Mo' Bends 5.6 installed, attached weapons play the shield action; nothing breaks when it is absent.
## How to use
1. Get a **smithing table**, an attachable weapon or tool, and a shield.
2. Open the smithing table.
3. **Leave the template slot empty**, put the weapon or tool in the base slot and the shield in the addition slot.
4. Take the result — it is the same weapon, now with an "attached shield" tooltip line.
5. **Hold right-click** to block; release to stop.
> Tip: a shield is attachable when its tooltip shows the "can be attached at the smithing table" line. A mod shield that has not been added to the `c:tools/shield` tag will not be recognised.
## Supported items
By default the tag `bas:attachable` contains:
- Swords, axes, pickaxes, shovels, hoes
- Tridents, maces
- Bows, crossbows
- Shears, flint and steel
- Fishing rods, carrot on a stick, warped fungus on a stick
Any non-stackable item with durability and the tool component can also be attached. You can edit the `bas:attachable` tag with a datapack to add or remove items.
## How blocking works
- Once attached, holding right-click **replaces** the item's normal right-click action (a bow no longer shoots, a hoe no longer tills), and behaves exactly like the attached shield. It ends when you release right-click or the item leaves your main/off hand.
- Whether a block succeeds, whether the shield is disabled, and how much durability is consumed are all decided by the game's vanilla shield rules. The mod only points the "currently used item" at the attached shield.
- Movement speed while blocking is handled by vanilla shield logic too — no extra speed-up.
- Blocking consumes the **weapon's or tool's own durability**, so keep an eye on it.
- The shield is stored as a complete item (enchantments, banner patterns and all), and the attached copy is what gets used.
## Compatibility
- **Mod shields**: any shield added to the `c:tools/shield` tag can be used in the recipe and keeps its own blocking behaviour.
- **Mo' Bends 5.6**: optional. When installed, attached weapons use the shield action category for animations, while attack categories and held items still use the real weapon. The compatibility layer is skipped automatically when Mo' Bends is not installed.
- **Other animation / rendering mods**: the mod only redirects the "using item" lookup during pose calculation and never replaces your inventory or equipment. A mod that caches item identity outside the render phase may still see the weapon.
## Notes
- Requires **Minecraft 1.21.1 + NeoForge**. Not compatible with Forge or Fabric.
- No custom GUI, sounds, particles or damage numbers — vanilla shield behaviour is the standard.
- An attached weapon cannot receive a second shield, and there is currently no removal recipe; keep a spare weapon if you want to swap shields.
- Back up your world before first use.
## FAQ
**Why can't I find the recipe in the recipe book?**
It is implemented as a special recipe, so it is not listed there. Place the items manually as described above.
**Why doesn't a shield model appear in my hand while blocking?**
That is intentional — the weapon is always shown, and only the shield's pose and blocking logic are borrowed.
**Whose durability does blocking consume?**
The weapon's or tool's own durability.
**Does it work with shields from other mods?**
Yes, as long as the shield is added to the `c:tools/shield` tag.
**Do I need Mo' Bends?**
No. It is an optional animation compatibility; the mod works fine without it.