Welcome to SetWeaver
Your way to add all kinds of set-effects to armorsets in your modpack, no matter how complex or simple you want to keep it!
Getting Started
Define a tag for any group of armor you want to enhance. Tags can be added via datapacks.
Create your set definitions — two ways to do this:
- Edit the JSON files directly in the SetWeaver config folder after the first load
- Use the in-game editor:
/setweaver editor
Both approaches are covered in detail in the GitHub Wiki.
Reload your sets via the editor or /reload — and enjoy your effects.
The Three Ways to Use Set Effects
1. Flat Effect
One effect, no conditions. Equip the set, get the effect. Simple and predictable — works like most set bonuses you've seen before.
2. Level-Based Effect
Define different effects based on a player's level, set via:
/setweaver set <playername> <role> <level>
Useful for packs where players should unlock increasingly powerful bonuses as they progress. Role is ignored for this option — only level matters.
Tip: FTB Quests supports running commands as quest rewards, making this a clean fit for stage-gated progression.
3. Role-Based Effect
Define effects that apply only to players with a specific role (class, specialization, etc.), also set with /setweaver set. Combine roles and levels to create multiple distinct effect tiers for a single armor set.
Fair warning: Defining 10 levels of effects across 8 roles for 22 sets is a serious amount of work. Plan ahead before going deep on this.
Priority System
SetWeaver resolves which effect to apply using specificity as priority:
- A general set (all roles, all levels) applies only if no more specific match exists.
- A role-specific set takes priority over a general one.
- A role + level set takes the highest priority of all.
- Sets at the same priority level stack with each other.
Example: If you have a set for c:armors defined for all roles and levels, it will not apply to a Mage if a separate c:armors set targeting the Mage role also matches. The more specific definition wins — which means you can cleanly override behavior for specific combinations without touching the general case.
Examples
Penalizing magic users on heavy armor Tag all relevant armor as antimagic. Define a set effect that applies Slowness when wearing X pieces, restricted to the role magicuser. Magic players now have a real reason to avoid plate.

Creative flight for any full set Create a set targeting c:armors. Add the creative flight attribute to the 4-piece bonus. Any player wearing four pieces of any armor qualifies.
Scaling mana bonuses for an arcane school Create a set for the relevant armor with modded attributes like max mana and mana regeneration at level 1. Copy the set for levels 2 through 5, increasing the values each time. Players working through the pack are rewarded with growing power as they progress.
Extra Features
- Players can see their active set effects directly on their equipped armor.

- Merge multiple mod attributes into one — for example, combine Ars Nouveau Max Mana and Iron's Spells Max Mana into a single unified attribute displayed to the player.

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So — what sets will you build?