new_armor_system-1.3.0-1.21.1.jar
Curse Maven Snippet
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.
- 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.
- 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).
- 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.
- 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.
- 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.
- 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.
- 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).
- 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.
- 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).
- 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.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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