Silent Gear is essentially the tool and armor system from Silent's Gems, moved to its own mod and rewritten from scratch. It shares many features of the Gems tool and armor system, but with a few changes and improvements. For example, gear crafting requires blueprints now (you could change this with a data pack). This prevents recipe conflicts.
The mod focuses on tools, weapons, and armor (collectively called gear). Recipes are modular, down to each individual piece used in crafting. Possible combinations for each gear type are practically unlimited.
In the base mod, gear can be made from all the vanilla materials you are familiar with, plus some extras. Data packs (config files in 1.12.2) can add additional parts, as well as other mods. See the wiki for details on creating data packs. It's easier than you might think!
See the Notes and General Tips section at the bottom for helpful tips and answers to common questions. Some sections also have a TLDR paragraph at the end, which summarizes the section.
- Tools, weapons, and armor. All of them share much of the same code. If you can do something with tools, odds are you can do the same with armor, and so on. They also extend vanilla classes, which means they should work with anything that requires vanilla tools (Ender IO farming stations, for example). They can be enchanted and repaired through normal means (I even fixed the enchanted glow effect this time!)
- Tools - pickaxe, shovel, axe, mattock (replaces hoe), hammer (AOE pickaxe), excavator (AOE shovel), and sickle. More to come!
- Weapons - swords, daggers, katanas, machetes, bows, crossbows (1.14+)
- Armor - In Silent's Gems, armor was kind of tacked on later in development, so it had some bugs and inconsistencies. In Silent Gear, armor was considered from the beginning.
- Gear Parts (Materials)
- Basic "vanilla" parts are included in the mod. These include wood, stone, flint, terracotta (bricks), netherrack, iron, gold, diamond, emerald, and obsidian. A new ore, crimson iron, can be found in the Nether. Crimson iron can be crafted into crimson steel. Hover over the item and hold the ctrl key to see material stats.
- Tweak everything! Modify existing parts or define your own. See the wiki for more info.
- Silent Lib
- RealBench - Causes items in the crafting station's grid to be deleted when closing the GUI.
Here are some custom part packs. These are not mods. In Minecraft 1.14+, these are data packs. In 1.12.2, the files must be extracted into the config folder.
Want your pack featured here? Send me a link on Discord (link to server at top) or in a private message on Curse. There is not really any standard format for packs at the moment. But a good solution is to use a GitHub repo. See my "Basic Mod Metals" pack below for an example. If you choose to include a license, I recommend The Unlicense.
- Basic Mod Metals (by me) - Includes some common metals added by mods. Based on Silent's Gems: Extra Parts. May modify and redistribute without credit.
- Extreme Reactors Support (ByPaco10)
The crafting system has changed considerable, but almost everything can still be done in any vanilla crafting grid. When in doubt, check the tooltips on blueprints and tool heads for additional instructions.
NOTE: This mod has a JEI plugin. It can't show every possible combination, but it shows many examples.
Blueprints and Templates
Blueprints are required to craft all gear types. Templates serve the same purpose, but are single use and have some restrictions. For tools and weapons, the blueprint makes a "tool head", which you then need to craft with additional items (in 1.14+, tool heads are not a separate item, they are rod-less tools). In 1.14+, you can add a rod or bowstring into the crafting grid to craft the whole tool at once. For armor, the blueprint crafts the armor directly. No more armor frames!
Mod pack developers could change the required material count. Check the blueprint's tooltip for the correct number of materials.
Recipes can be changed by data packs. Check JEI if you are unsure of the recipe.
How to craft with blueprints: Place the blueprint and the required number of materials in any crafting grid. Shapeless, but the order of materials matters!
Mixed materials are only allowed in certain types of crafting grids.
For tools and weapons, blueprints will create a "head". In 1.14+, this is technically a tool with missing parts. You can use it to mine or attack, but you will hurt yourself as well! The head must then be combined with other parts (like rods) to craft the final item.
Check the blueprint tooltip, it will list the required parts. Note that you cannot mix these parts (rods/bowstring), only one type per part class.
In 1.14+, the default recipes only use one rod or bowstring!
How to craft with tool heads: Place a single "head" with the required number of other parts (rods, bowstring, check the blueprint for amounts). Shapeless. No mixing materials here!
Grades (Part Analyzer)
Grades apply an additional multiplier on material stats, but only apply to main parts. Possible grades are E, D, C, B, A, S, SS, SSS. This could be positive or negative, but tends towards the positive side if graded by the part analyzer. Ungraded materials are assigned a random grade when crafted into gear, but the values tend to be lower than the part analyzer.
The material grader from Silent's Gems is now the part analyzer. It works the same way, but cannot use any form of energy. Each item takes 30 seconds to analyze. Hoppers and other item extractors can pull items from the bottom of the analyzer. A hopper/chest setup is recommended, otherwise the analyzer's inventory fills up quickly.
The analyzer now has a "catalyst" slot. Catalysts are consumed when grading, but they increase the average grade. In other words, you have a higher chance of getting better grades. There are two tiers, defined by item tags. The default catalysts are glowstone dust (tier 1) and glittery dust (tier 2). Just override the tags with a data pack if you want to change these.
Material mixing still exists, but the system is significantly different. These changes fix some exploits and issues with the old system. Also, there are no more restrictions on what can be combined! But just because you can doesn't mean you should... Mixing drastically different materials will reduce stats (see the synergy section below). The math is somewhat complex (and still being tweaked), so I won't go too far into the details.
The order of materials now matters. The first (leftmost on top row) will have the greatest effect on stats. This is called the primary part and also determines the texture. The second has no more than half the impact on stats, third is no more than one-third, etc. The bigger the difference in any stat between the primary part and another, the lower the effect of the other part on that stat.
In the example above, the diamond on the first row is the primary part, the other diamond is the second part, and the emerald is third. It's left-to-right, top-to-bottom.
Mixing is only allowed on main parts (the ones used to craft tool heads and armor, like ingots and gems). Rods and bowstrings may not be mixed.
Mixing bonuses are now calculated with a "synergy" value. Synergy is increased with the number of unique materials (no limit), but the bonus is less for each additional one (it's logarithmic, for the mathematically-inclined). Synergy is reduced if materials have a different rarity or tier. The bigger the difference, the greater the reduction. Tier also has a bigger affect than rarity. The tier often (but not always) lines up with harvest level. It can by seen in the tooltip above the stats.
How To Mix Materials
When crafting an item with a blueprint, just use two or more types of materials instead of just one type. However, mixing is only allowed in this mod's crafting station currently.
There are a couple of ways to repair gear, outlined below. Note that you cannot simply craft two similar gear items together. The vanilla "repair recipe" does not work for more complex items because it strips all their data. Repair methods from other mods can also be a bit hit-or-miss because of this. If something doesn't work, let me know. There's a good chance I can add support for other mods.
Also keep in mind that gear items have a hidden repair efficiency stat. For example, shovels get double the amount of most tools. Some upgrades and other parts may also increase/decrease repair efficiency.
You can repair gear by crafting it with main materials. By default it restores 35% of the material(s) durability (not the gear item's), so more durable materials are ideal for repairs. But the tier of the material must be the same or higher than that of the gear's primary part. No repairing your emerald pickaxe with cobblestone, that would be silly!
This feature can be disabled and the repair multiplier can be changed.
How to Quick Repair
Craft your damaged gear with one or more same- or higher-tier materials. You can place materials in multiple slots to repair more durability at once.
Quick repairs are convenient, but using an anvil will get more out of the materials (50% by default, instead of 35%). Like with normal anvil uses, this will cost XP levels.
One tool can also be used to repair another. I have not tested this much, but this is using vanilla logic right now. That means it won't transfer parts or anything, but could transfer enchantments.
The grindstone is thankfully smarter than the old vanilla repair recipe, although it still haves some issues. Please be careful when using the grindstone, but last I check the grindstone does not strip an item's NBT. Forge made a small improvement to the grindstone logic, but expect additional improvements in the future.
Some parts serve as upgrades for existing gear. To apply an upgrade, simply craft the upgrade item with the gear item. Upgrades can also be applied with an anvil, which may be required depending on your config. Note that you can only have one of each type per item. Trying to apply another upgrade will replace the existing one. For example, if you replace a diamond-tipped upgrade with emerald-tipped, the effects of the diamond-tipped upgrade are gone.
Tip upgrades work more or less the same way as they did in Silent's Gems. Applying will augment the stats of a tool, usually increasing durability and harvest level. Check the tooltip of the upgrade to see exactly what stats will be affected and how.
Can also be applied in an anvil. Depending on settings, an anvil may be required.
Grips increase tool performance a little and add a bit of style. For some reason, they also seem to increase the effectiveness of repairs slightly. Note on 1.14: grips currently do not show up visually on tools. The model system is incomplete, so I'm a bit limited on what I can do right now.
Can also be applied in an anvil. Depending on settings, an anvil may be required.
There are a couple of other upgrades that don't fit into any particular category. These tend to just add a new function to the item. Like other upgrades, these can be applied in either or crafting table or anvil by default, but an anvil may be required in some mod packs.
- Red Card - Allows the item to break permanently, regardless of config settings. By default, you can still repair an item after it "breaks", but the red card will undo this. Could be useful for automating machines that use tools?
- Spoon - Allows pickaxes to mine anything a shovel can.
Upgrade stats tend to be a little more complex than main parts. While mains tend to "average out" stats, upgrades usually add or multiply stats.
Look for these ("..." means some number):
|You See||Operation||Which Means|
|"+..."||ADD||Simply adds to the stat|
|"+...%" or "x..."||MUL1 or MUL2||Multiplies the stat by this|
|"^..."||MAX||Raises the stat to this, if it is lower|
You mainly see MAX on harvest level. The difference between MUL1 and MUL2 are subtle, I'll spare you the details. Just know that +20% and x1.2 mean the same thing in most cases.
Notes and General Tips (Q/A)
Here are a couple of common questions and stumbling blocks players may encounter, and some general advice. I recommend reading this before doing anything else.
Q: "This item is poorly made...?"
A: Yes, that's my doing. Vanilla tools and armor have reduced durability to discourage their use. You can still craft and find vanilla tools and armor, they just aren't quite as useful. This defaults to a 50% durability penalty, and affects swords, pickaxes, shovels, axes, and armor. You can customize the list and the durability multiplier in the config. If you do not like this, just empty the list.
- Q: That blueprint paper recipe tho...
A: In 1.14, vanilla add corn flowers, which can be crafted into blue dye.
Silent Gear adds a flower (which is very sad about its lack of a name, please donate to help nameless flowers) that can be crafted into blue dye.If it's still an issue, make some templates instead. Templates only require wood, but are single-use.
- Q: Sinew?
A: It occasionally drops from cows, sheep, and pigs by default. You can change this in the config file.
- Q: What parts/materials are available?
A: The easiest way to find out in game is to search in JEI. You can search tooltips by putting "#" (minus the quotes) before your search term. For example, search "#main part" to get mains, "#rod" to get rods, etc. Also, there's a button in the crafting station's GUI which will open a screen that displays all registered parts. You can also use the "/sgear_parts list" command in 1.14, although this only displays the IDs.
- Q: "Craft with...?"
A: When I say "craft x with y", I mean put both x and y together in any crafting grid.
- Q: I put the right number of materials in with the blueprint, but it doesn't do anything!!!!1
A: Did you put each piece in a separate slot of the crafting grid? This is still the vanilla crafting system, it doesn't look at the number of items in each slot. Also, material mixing...
- Q: How do I craft...?
A: Install JEI, look up the recipe. Seriously, how do you play without the best mod ever made?
- Q: Where my shinies at!?
A: Silent's Gems still has all the gems, and it's compatible with Silent Gear! Just install both mods and you can craft gear from gems.