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Surving's Equipment Additions (SEA)

Vanilla-inspired hammers, clubs, scythes, wooden armor and practical storage accessories built on SEEF.

Surving's Equipment Additions (SEA)

0.1.0-alpha — Equipped for Adventure

Alpha status: SEA is in early alpha. Equipment balance, recipes and integrations may change. The current project logo is a temporary placeholder and will be replaced.

Features

SEA adds practical, vanilla-inspired equipment. Shared Pouches adds two shared leg bag slots, a map compartment in Explorer's Pouch and reliable spyglass use with empty hands. Hammers, clubs and scythes cover all seven material tiers, including copper. Weapon DPS follows the matching vanilla sword; ordinary/nether wooden armor has distinct fire rules. Upgradeable lunchboxes, the hotkey torch pouch, hammers, clubs and quivers remain part of the equipment range. Additional equipment and accessories are planned for later updates.

  • Carry one clock, compass, spyglass and map in Explorer's Pouch. Hold Y (configurable) to use the stored spyglass; equipped bags take priority over carried bags.
  • Pack 3/5/7/10 full food stacks in iron/golden/diamond/netherite lunchboxes; hold Use to eat a suitable meal for your current hunger and known health/effect needs.
  • Upgrade lunchboxes sequentially without losing packed food or custom names; native meal effects and bowl/bottle returns are retained, including tested Farmer's Delight meals.
  • Fight with wooden, stone, copper, iron, golden, diamond and netherite clubs: 1.4 attacks per second, material-matched sword-like base DPS and +0.5 native attack knockback. Clubs have no mining bonus or area mining.
  • Swing a fully charged scythe through a 120° forward arc, dealing a full native hit to each eligible enemy within normal melee reach.
  • Harvest a face-aligned 3×3 plane of leaves, grass, ferns and cobwebs with built-in shears drops; sneak for one block. Crops, logs, wool bonuses and animal shearing are excluded.
  • Wear ordinary wooden armor as inexpensive starter equipment with five total armor points, or Nether Wooden armor with iron-equivalent protection and fourfold durability.
  • Craft wooden armor from whole logs of one wood family, repair it with matching logs, and use normal armor enchantments and smithing trims.
  • Carry up to 192 normal/soul torches in a torch pouch and place one with a configurable hotkey (G by default), keeping your current tool and offhand item.
  • Automatically fill torch pouches from pickups; equipped pouches take priority and overflow follows normal inventory/drop rules.
  • Carry three arrow stacks of up to 64 each (192 total), including spectral arrows and separate effect-arrow variants.
  • Automatically collect arrows into equipped quivers first, then carried quivers. Overflow goes to the normal inventory; unaccepted arrows remain on the ground.
  • Scroll over a quiver in the inventory or its Trinkets slot to choose the active arrow stack; the choice survives closing the inventory and saving the world.
  • Supply bows and crossbows from an equipped quiver first, then carried quivers, then loose ammunition.
  • Mine a 3×3 plane aligned with the face you target. Sneak to mine a single block.
  • Use vanilla material durability, repair ingredients, enchantability and harvesting tiers.
  • See synchronized vanilla breaking cracks across the targeted mining area, with immediate local feedback and server updates for nearby players. Hammer blocks disappear together through native client prediction; the server confirms results and restores denied blocks.
  • Mine at half the matching pickaxe's base speed. Each eligible neighbor adds 25% of its single-block mining work; nine identical blocks take three single-block hammer durations, with a hard maximum of three times the center block's hammer duration. Sneaking removes the area surcharge.
  • Deal heavy melee hits at 0.8 attacks per second with +1.0 native attack knockback, combining with Knockback enchantments and respecting target resistance. Base damage is 8/10/10/12/8/14/16 for wood/stone/copper/iron/gold/diamond/netherite, matching the tier sword base DPS.
  • Upgrade a diamond hammer with a netherite ingot and a Netherite Upgrade Smithing Template. Netherite hammers resist fire.

Getting started

Craft a hammer with five matching materials and two sticks:

MMM
MSM
 S

M is planks, stone tool material, copper ingots, iron ingots, gold ingots or diamonds. S is a stick. Hammers appear in the Tools & Utilities and Combat creative tabs. Recipes unlock when you obtain the corresponding material.

In Survival, breaking a suitable center block also mines eligible neighbors in the targeted plane. Every successfully mined block consumes normal tool durability and uses normal loot rules, including mining enchantments. Area mining stops when the hammer breaks. Creative mode mines individual blocks.

Hammers and clubs derive maximum durability directly from the vanilla material: wood 59, stone 131, copper 190, iron 250, gold 32, diamond 1561 and netherite 2031. Normal per-use durability costs still apply; maximum durability is not a count of melee hits. With SEEF 0.3.0-alpha.1 or a newer compatible version and its default Material Measures rules enabled, clubs use 125% and hammers 150% of these original values, rounded upward (copper: 238/285; iron: 313/375; netherite: 2539/3047). SEEF exclusions and configuration can retain or override the amount profile.

Craft a club with a 2×2 head of four matching material units and one adjacent stick:

MMX
MMX
XSX

M is material, S a stick and X an empty slot. The stick must be below the 2×2 material head, either under its left or right column. The pattern may shift horizontally; rotated heads and side/top handles are excluded.

Use planks, stone tool material, copper ingots, iron ingots, gold ingots or diamonds. Upgrade a diamond club using a Netherite Upgrade Smithing Template and netherite ingot. Clubs appear in the Combat creative tab. They use their material tier's normal durability, enchantability and repair ingredients. Their 1.4 attacks per second sit between swords (1.6) and hammers (0.8); damage is 5/6/6/7/5/8/9 for wood/stone/copper/iron/gold/diamond/netherite. The +0.5 attack-knockback attribute combines with normal enchantments and respects target resistance. Clubs are pure melee weapons and do not receive mining enchantments. Netherite clubs resist fire.

Craft a scythe from four matching material units and two sticks. Both mirrored arrangements work (M is material, S a stick):

MMM
M S
  S

MMM
S M
S

Use the same material families as hammers/clubs; upgrade diamond to netherite with the ordinary smithing template and netherite ingot. Scythes appear in Tools & Utilities and Combat. They attack at 0.7 per second with damage 8/9/9/12/8/14/15 for wood/stone/copper/iron/gold/diamond/netherite. Their existing material durability remains unchanged by this recipe update. Each successfully hit enemy or mined block uses normal durability; the arc stops if the weapon breaks.

A charged primary hit sweeps eligible living targets in a 120° forward arc within normal melee reach. Every secondary hit uses native attack/enchantment/armor handling at full charge, rather than sword sweep chip damage. Rear targets, walls, allies, owned allies, armor stands and denied protection callbacks are excluded; PvP eligibility follows native rules. Uncharged attacks do not sweep. Single-target base DPS is derived from the same material's vanilla sword, rounded to whole damage. Clubs and hammers stay within 10% of that reference; scythes reduce the former whole-damage result by approximately 15% to account for their full-damage multi-target arc. Armor, critical hits, enchantments and each weapon's area/knockback bonus affect real encounters.

Iron weapon Damage Attacks/second Base DPS
Vanilla sword (reference) 6 1.6 9.6
Club 7 1.4 9.8
Hammer 12 0.8 9.6
Scythe 12 0.7 8.4

Scythes mine supported vegetation and cobwebs at shears speed and collect their shears drops without requiring Silk Touch. This is limited to those blocks: they are not general Silk Touch tools and do not shear animals or gain a wool speed bonus. Area mining uses the same permission/reach checks and synchronized crack overlays as hammers. Scythes retain the combined full mining work of their eligible blocks; the hammer's quarter-work surcharge and threefold cap apply only to hammers. Creative mode and sneaking retain single-block behavior. Data packs may extend sea:scythe_vegetation deliberately; individual third-party protection/loot behavior is not universally verified.

Craft a quiver with five leather, one string and one normal arrow, matching the torch pouch's layout:

LSL
LAL
 L

L is leather, S string and A a normal arrow. Use the same clicks as a vanilla bundle: left-click arrows onto a quiver (or a carried quiver onto arrows) to insert; right-click with an empty cursor to extract the selected stack. Scroll while hovering over the quiver to change the selected arrow stack. The tooltip shows three stack slots, the highlighted active arrow and the total count out of 192. Identical arrows merge into partially filled matching stacks and can occupy more than one slot. Different potion effects require separate slots.

Quivers work directly from the hotbar, main inventory or offhand. With Trinkets Updated installed, hover over the chest armor slot to reveal the dedicated Quiver slot and equip one there. This slot coexists with armor and SEEF's Elytra slot. Equipped quivers take priority; an empty equipped quiver falls back to carried quivers. Carried quivers are checked in inventory-slot order. If the selected stack runs out, a remaining stack becomes active. Recoverable fired arrows are collected as well; nonrecoverable projectiles retain their normal pickup restrictions. Existing quivers migrate their saved contents without deleting arrows. Legacy quivers containing more than three variants retain those extra stacks until extracted; no additional slots can be added.

Craft an empty torch pouch with five leather, one string and one normal torch:

LSL
LTL
 L

L is leather, S string and T a normal torch. Load and extract torches using the same inventory clicks as a bundle: left-click torches onto the pouch (or a carried pouch onto torches), and right-click with an empty cursor to take its first stack. It holds three stacks of up to 64, for 192 total. Normal and soul torches are accepted; redstone torches and nested containers are excluded by default. The first stored stack is used, continuing with the next stack when empty. The tooltip shows contents, remaining capacity and your current key binding.

Press G while aiming at a reachable block face to place a torch without switching your selected tool or losing your offhand item. Rebind Place Torch from Pouch in Controls. Pouches work from the normal inventory, hotbar or offhand; with Trinkets Updated, hover over the leggings slot to reveal the dedicated Torch Pouch slot. Equipped nonempty pouches take priority, then carried pouches in inventory order. Quiver, Elytra and pouch slots coexist. Empty quiver and pouch slots show distinct arrow-quiver and torch-pouch glyphs. Picked-up torches fill equipped pouches first, then carried pouches; any remainder goes into the inventory or stays on the ground if it cannot fit.

Placement uses the server's actual aim, normal block reach, native placement logic and interaction/protection callbacks. It supports floor/wall and soul torches, consumes one only when used by the native item, and preserves both hand items and sneaking state. Spectator mode, ordinary Adventure restrictions, open containers and active item use prevent quick placement. Creative mode needs a stored torch but does not consume it. Requests are limited to one per four server ticks. Successful hotkey placement plays the torch's native block-placement sound for the owner and nearby players; failed placement stays silent. No light is created merely by carrying the pouch. Data packs can extend sea:torch_pouch/torches with placeable torch items; custom mod protection/placement behavior is not universally verified.

Craft an empty iron lunchbox from five iron ingots and a chest:

III
ICI

I is an iron ingot and C a chest. Improve it at a smithing table: iron lunchbox + gold block → golden lunchbox; golden lunchbox + diamond block → diamond lunchbox; diamond lunchbox + netherite ingot + Netherite Upgrade Smithing Template → netherite lunchbox. Gold and diamond upgrades leave the template slot empty. Every upgrade requires its immediate predecessor and preserves packed food and custom names. Netherite lunchboxes resist fire.

Iron/golden/diamond/netherite lunchboxes hold 3/5/7/10 full food stacks, respecting each food's actual stack limit, including modded bowl meals. Load and extract with bundle-style inventory clicks: left-click food onto the box (or the carried box onto food), then right-click with an empty cursor to extract its first stack. Empty bowls and nested containers are not food slots. Lunchboxes appear in Tools & Utilities and Food & Drinks creative tabs.

Hold the lunchbox in either hand and hold Use/right-click to eat one selected portion over that food's normal eating/drinking duration. It is not equippable, does not eat passively and does not automatically collect food. Cancelling use consumes nothing. The box remains in your hand, with the other hand preserved. Holding Use can start another meal after completion if a suitable meal remains, just like ordinary continuous food use.

Selection uses a documented heuristic: prefer safe food, useful hunger restoration with less wasted nutrition, usable saturation and recognized situational benefits such as regeneration, healing, extinguishing or removing harmful effects. Rare golden apples are conserved when healthy alternatives are available. Harmful food is deprioritized rather than forbidden when it is the only option. A healthy full player does not waste food. The selected food is pinned when eating begins, so changes during its use do not switch the meal halfway through.

The complete native/modded food finish-use path handles hunger, effects, stats, cooldowns and use remainders. Farmer's Delight 26.3-3.6.30+refabricated was tested with actual bowl meals and its effects; the mod remains optional. Empty bowls/bottles go to ordinary inventory or drop nearby when full, and Creative mode does not duplicate meals or containers. Only items with native Food and Consumable components are accepted; potions and non-food drinks are excluded. Unknown custom effect types are still applied by the food, but are not guaranteed to influence ranking. Other mods' custom consumption/UI hooks beyond this tested path may need explicit integration.

Wooden armor uses the normal helmet, chestplate, leggings and boots recipe shapes with whole logs replacing the usual material (24 blocks for a full set). Each recipe requires its exact unstripped log or stem. Stripped variants and bark-covered wood/hyphae are excluded from crafting; the existing full-family repair materials remain accepted. Planks and mixed families are not accepted. Oak, spruce, birch, jungle, acacia, dark oak, mangrove, cherry, pale oak, poplar, crimson and warped each have distinct armor textures. The 48 appearances use four ordinary IDs (sea:wooden_helmet, sea:wooden_chestplate, sea:wooden_leggings, sea:wooden_boots) and four Nether Wooden IDs (sea:nether_wooden_helmet, sea:nether_wooden_chestplate, sea:nether_wooden_leggings, sea:nether_wooden_boots). Crimson and warped share each Nether Wooden item ID; sea:armor_wood retains the appearance. Legacy generic armor defaults to oak. Existing crimson/warped pieces migrate to the shared Nether Wooden IDs in player inventories/equipment, opened containers/cursors or loaded dropped items, retaining damage, trims, enchantments, custom names and other stored data. Unopened containers migrate when accessed. Equip the pieces in the normal armor slots; accessories retain their separate Trinkets slots.

Ordinary wood helmets, chestplates, leggings and boots provide 1/2/1/1 armor points and 33/48/45/39 durability. Nether wood provides 2/6/5/2 armor points, matching iron's total of 15, and 132/192/180/156 durability. Ordinary wood has enchantability 15 and nether wood 25, matching netherite and golden armor respectively. Both retain zero toughness/knockback resistance and the fire rules below. Repair with matching log-family blocks at an anvil. Crafting-grid repair requires two pieces of the same wood family and preserves that family. Normal armor trims work at the smithing table; this is not dyeable leather armor.

Complete wooden sets: four correctly equipped SEA wooden pieces grant +10% movement speed and 20% less projectile damage after armor mitigation. Wood species and ordinary/nether pieces may be mixed. Removing or breaking a piece removes both bonuses. The speed bonus does not stack with itself.

Ordinary wooden armor: any worn ordinary-wood piece doubles fire-damage frequency, without stacking across pieces. Burning pulses every 10 instead of 20 ticks; continuous native fire/lava contact can damage every 5 instead of 10 ticks. Fire-only periodic handling preserves the separate physical-hit cooldown. Normal Fire Resistance and native protection/enchantment reductions still apply. Carrying an armor piece does not activate the penalty.

Nether Wooden Armor: a complete four-piece set blocks fire-tagged damage except native lava, including contact fire, burning and magma blocks. Any worn wooden piece, including nether wood, makes native lava damage arrive twice as often without stacking across pieces. Each hit retains normal armor mitigation; native Fire Resistance still protects against lava. Crimson and warped pieces can be mixed. Partial nether sets have no fire immunity and no ordinary-wood fire penalty, but retain the lava weakness. Mixing any ordinary wood piece into a partial nether set activates that penalty. Nether Wooden items themselves resist fire. Nether item identities override inconsistent saved ordinary-wood data; affected equipped, carried, opened-container and loaded dropped pieces are repaired automatically without losing wear, names or enchantments. Legacy explicit ordinary-wood durability/armor values on Nether Wooden items are upgraded while preserving absolute wear; unrelated custom stat overrides are retained. Losing/breaking a required armor piece immediately removes set immunity. With SNE installed, ordinary wood also doubles its soul-fire pulse frequency and a full nether set extinguishes that effect. Other mods' custom periodic fire schedules are not automatically retimed; their non-lava fire-tagged damage is covered by complete-set protection.

Craft an Explorer's Pouch with five leather (L), one string (S) and a chest (C):

LSL
LCL
 L

It has four fixed one-item compartments: clock, compass, spyglass and map. The last accepts either an empty or filled map, with its map ID retained. Left-click an instrument onto the bag, or the bag onto an instrument, to insert one. Right-click with an empty cursor or onto an empty inventory slot to extract the first occupied compartment, in clock/compass/spyglass/map order. Custom names and compass components are preserved. The pouch can stay in your inventory or occupy either of two shared legs/bag Trinkets slots. Torch Pouches use the same two slots; either slot accepts either type, including two matching pouches. The old individual pouch slots are removed. Their saved items are recovered by native Trinkets into your inventory or overflow drops, retaining their contents.

Hold the Explorer's Pouch spyglass key (Y by default, rebindable in Controls) to zoom with the stored spyglass. Release the key to stop. The default Y is resolved for the active keyboard layout, including QWERTZ; the old default is updated automatically while other custom bindings remain intact. Native use works with an empty offhand as well as held equipment. An equipped bag supplies its spyglass first, with carried bags as fallback. Native spyglass use, sound, zoom and use duration apply; your physical hand stacks remain in place. Opening a screen or losing the active source ends use. The saved item ID remains sea:explorer_bag for compatibility. The item reuses the vanilla bundle artwork and a shared bag-slot glyph pending user-authored equipment art.

Stored instruments count for ordinary inventory contains checks without adding synthetic slots or supplying crafting ingredients. Immersive Overlays' MRU inventory scanner also receives their contents, including equipped bags, while retaining its own overlay settings. Other mods that inspect physical slot lists directly are not automatically covered. Field Guide sees real spyglass use; its own scanning settings and optional separate scan key still apply. Inventory/equipped overlay detection and a real cow discovery with only spyglass scanning enabled were verified with Immersive Overlays 1.8.6+26.3 (MRU 1.0.41+26.3) and Field Guide 1.23.0+26.3.

Configuration

SEA currently has no configuration file. Sneaking temporarily disables area mining. Torch placement and the Explorer's Pouch spyglass have rebindable Controls entries.

Compatibility and integrations

SEA exports typed Hammer, Club and Pouch tags (including the Quiver in Pouches) for SEEF's canonical item hierarchy. Explorer's Pouch keeps its saved sea:explorer_bag ID. Waist/pouches is a functional classification; the pouches keep their shared leg bag slots and the quiver keeps chest/quiver. Classification adds no new inventory or spell permissions.

SEEF 0.3.0-alpha.1 or a newer compatible version is required. SEA registers scythes as sharp melee weapons and shears/mining tools. SEA registers clubs under seef:weapons/melee/blunt and its hammers under seef:weapons/melee/blunt and seef:tools/mining for SEEF's weapon and tool enchantment rules. SEA does not introduce a separate vanilla damage type or the mace's falling smash attack.

Trinkets Updated 4.2.x for Minecraft 26.3 is optional for carried accessories and enables their equipment slots. SEA uses native Trinkets slots for accessories instead of a separate accessory inventory. Quiver ammunition preserves arrow components and follows Minecraft/SEEF consumption rules for Infinity, creative mode and multishot. The first quiver stores arrows only, not fireworks or nested containers.

Area mining uses the server's regular block destruction path and checks each neighbor's interaction permission and reach. Neighbors must be pickaxe-mineable, harvestable with the current hammer and no harder than the center block. Blocks with block entities are skipped by area mining. Other mods' specific protection systems have not been individually verified.

Requirements and installation

  • Minecraft 26.3
  • Fabric Loader 0.20.1 or later
  • Fabric API 0.165.0+26.3 or later for Minecraft 26.3
  • Java 25 or later
  • SEEF 0.3.0-alpha.1 or a newer compatible version
  • Optional: Trinkets Updated 4.2.x for accessory equipment slots

Install SEA, SEEF and Fabric API on both client and server. Install the matching Trinkets Updated version on both sides to use the equipment slot. This is an early alpha for Minecraft 26.3. Back up existing worlds before updating.

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