Kingdom Come Combat x Overgeared Bridges recipes
More in depth description:
Kingdom Come Combat gives you directional, real-hitbox weapons — but you still spit them out on a 2×2 grid. Overgeared makes gear something you forge. Overkingdom hands KCC's whole arsenal to Overgeared's anvil, so every longsword, poleaxe, and mace is earned at the forge instead of the crafting table.
31 recipes across 3 weapon families, each mapped onto Overgeared's own production chain:
| Stage | Overgeared step | What it does |
|---|---|---|
| Reuse | — | Longswords pull Overgeared's own sword blades; poleaxes pull its axe heads |
| Cast | Casting furnace / smelting / blasting | Molten metal → fighting-mace head |
| Forge | Anvil minigame | Heated ingot → mace head, hammered to shape |
| Blueprint | Crafting | Learn the fighting-mace pattern |
| Assemble | Crafting | Blade or head + hilt/pole → finished KCC weapon |
| Upgrade | Smithing table | Iron weapon → diamond → netherite |
The full chain
Metal → blade or head → assemble with a hilt or pole → smith it up. A copper longsword and a netherite one live on the same line; you just keep upgrading at the smithing table. Everything a weapon needs is either forged in Overgeared or borrowed from Epic Knights — no redundant parts, no clutter.
Good to know
Recipes are removed, not added-alongside. KCC's original crafting-table recipes for these 17 weapons are gone — if you want the weapon, you forge it.
Reuse over reinvention. Longswords use Overgeared's sword blades, poleaxes use its axe heads. Only the mace needed new parts: three forgeable mace heads (copper / iron / gold). Everything else is components you already make.
Diamond is smithed from iron. KCC has no steel tier, so iron is the top forgeable metal — add a diamond to jump tiers, then upgrade to netherite the vanilla way.
Wood is the exception. A wooden longsword can't be forged, so it stays a simple craft (planks + stick) to keep it obtainable early.
Heat still matters. Overgeared's heated ingots cool over time — same as always. Keep the mace line moving.
Requires: Overgeared, Kingdom Come Combat, Epic Knights (for hilts & poles).
Want me to bake this into the neoforge.mods.toml and do the full rename — modId overkingdom, package com.bobble.overkingdom, and the three mace-head items/models/textures/lang moved into the overkingdom: namespace — then repackage? That's the one deeper change (it touches every item ID), so I'll only pull the trigger if you want it renamed all the way down.

