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New Armor System

A Revolution Of The Vanilla Armor System. Master Your Armor!
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new_armor_system-1.3.0-1.21.1.jar

File namenew_armor_system-1.3.0-1.21.1.jar
Uploader
THE_RED_KTHE_RED_K
Uploaded
Oct 3, 2026
Downloads
10
Size
124.7 KB
Mod Loaders
NeoForge
File ID
9046291
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:new-armor-system-1654720:9046291"

Learn more about Curse Maven

What's new

New Armor System 1.3.0

In one line: Adds NeoForge 1.21.1 support; the compatibility patch is now built in (8 new mod integrations); the mass system gains an "overload" mechanic and becomes highly configurable; fall damage is now half-unit precise; and a new feature-toggle layer lets you turn nearly everything back to vanilla individually. The default config changes. If you are using the old config, PLEASE DELETE IT.

  1. Platform & installation New NeoForge 1.21.1 build (1.3.0-1.20.1 / 1.3.0-1.21.1). Both versions are feature-identical and their config files are interchangeable. Compat patch included: the planning separate "NAS Compatibility Patch" has been merged in — modpacks no longer need that extra jar. Armor values, rounding rules and config semantics are aligned between both platforms.
  2. New mod integrations (8) Twilight Forest, Everything is Copper, Pure Emerald Tools, Immersive Armors, Alex's Mobs, Alex's Caves, Ice and Fire, plus a vanilla armor rebalance.

Two distinct kinds of work: mechanics support (armor class, durability, mass, repair, tool durability) is always active; stat rewrites (armor/toughness values) are "modpack taste", gated behind the experimental master switch and off by default. Missing mods are skipped silently — no errors, no startup impact. ⚠️ Use Immersive Armors 1.7.1 (1.7.2 has a serious bug).

  1. Mass system (highlight) New "Overloaded" state: exceeding "overload factor × max load" (100% by default, tunable via player_mass.overloadFactor) zeroes movement speed, attack speed and swim propulsion — as a multiplication, so other mods' bonuses cannot cancel it. Overload warning in red bold on item tooltips, showing the configured threshold. Two default changes: knockback resistance roughly doubled (now +4 points per point of mass, was +2); speed penalty off by default (set speedPenaltyFactor to 0.6 for the old "−60% at full load" gameplay). Half-unit mass precision and clearer tooltips (mass line, load ratio, overload warning). Assign mass via config: item_mass.entries accepts item_id=mass for any item (including non-armor and third-party items), overrides mod registrations, 0 blacklists, deleting an entry reverts it — hot-reloadable. Two new coefficient tables (also hot-reloadable): per-material material_coefficients and per-trim trim_coefficients (vanilla + Twilight Forest trims). Master switch massSystemEnabled.
  2. Fall damage Half-unit precision instead of integer rounding. Safe height now follows vanilla by default (fallSafeHeight default changed from 3 to -1); 0~100 explicitly overrides. Fixed: disabling the fall damage formula now correctly restores vanilla gravity (previously leftover gravity made falls still feel wrong). The fall damage event now only fires when damage would actually occur.
  3. Armor durability & "Broken" state All damageable items now enter the "Broken" state (survive, repairable) by default. New exemption list broken_state.brokenStateExemptItems (empty by default) keeps vanilla "destroyed at 0 durability" for chosen items. Durability rounding unified to truncation, fixing a possible 1-point difference between platforms (e.g. gold 97.5 → 97). Individual switches: repairAmountFormulaEnabled, armorDurabilitySystemEnabled, unbreakingRedefinitionEnabled.
  4. Damage reduction formula New high-damage-zone floor minReduction (default 0.0, preserving the old "armor fully fails on heavy hits" feel); it is clamped not to exceed the cap, so the curve cannot invert. The two law-level formulas (damage reduction and armor wear) remain always-on; everything else is toggleable.
  5. Thorns & damage reflection New switch damageReflectionEnabled: when off, the mod produces no reflection and vanilla Thorns is fully restored. When on: guaranteed reflection, ratio scaling with Thorns level (unchanged).
  6. Attribute lower bounds Negative toughness / negative knockback resistance are now sanitized in one place, avoiding edge-case anomalies; "negative knockback resistance = knocked further" stays enabled by default.
  7. Fixes Leftover gravity after disabling the fall damage formula. 1-point durability rounding mismatch between platforms. Startup/item-construction safety when reading broken state. Missing translations for new tooltip lines (including the overload warning).
  8. Quick reference for modpack / server admins Feature toggles (all default ON, individually revertible to vanilla): armorAttributeOverrideEnabled, armorDurabilitySystemEnabled, unbreakingRedefinitionEnabled, repairAmountFormulaEnabled, massSystemEnabled, speedPenaltyEnabled, overloadZeroEnabled, knockbackResistanceEnabled, massTooltipEnabled, damageReflectionEnabled, fallDamageFormulaEnabled. Exception: experimentalFeaturesEnabled (default OFF, gates compat stat rewrites).

New config keys: item_mass.entries, armor_mass_coefficient.material_coefficients, armor_mass_coefficient.trim_coefficients, broken_state.brokenStateExemptItems, player_mass.overloadFactor, minReduction.

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