Stats - SilentChaos512/Silent-Gear GitHub Wiki

Most of this page is intended for pack creators who are making custom materials, but the stat list below is worth a quick read for anyone.

Stats are what make each gear item unique. Stats are (re)calculated when an item is crafted or modified, when a certain percentage of its durability is used up, or when the player who has the item logs into the world (to allow stats to update if part/material properties are changed). Stats can be added by other mods, but most will be defined by Silent Gear. For the most part, stats have very high (practically unlimited) caps on their values and will only be limited by vanilla mechanics, like attribute value caps.

Note that armor has its own durability stat. This was originally done to fix armor durability bugs (and get rid of funky calculations with lots of magic numbers), but it has some nice benefits. You could, for example, make a material that provides highly durable armor, but poor tools, or vice versa.

If you are creating new materials, I recommend checking the built-in materials found in data/silentgear/silentgear_materials (here). Materials that can be used to craft tools and armor in vanilla try to mimic the stats of their vanilla counterparts. Diamond is an excellent example for that reason. The stats of netherite are designed to cause Silent Gear diamond tools/armor to match vanilla netherite tools/armor.

Locked Stats?

If an item contains a missing/invalid part configuration, it will be considered to have locked stats. Items with locked stats will never recalculate stats, using the values already stored in their NBT instead. You can also lock the stats of gear with the command /sgear_stats lock while holding the item in your main hand. Manually locking stats is not recommended for standard play, but may be useful to pack/map creators to create custom rewards/loot.

List of All Known Stats

Includes the identifier used in JSON files (which are always in snake_case), as well as the min and max values if the limits are noteworthy. Minimum values are typically zero, with a few exceptions.

Common

  • Durability (silentgear:durability) (min 0, 2,147,483,647) - Max damage of tools, not armor. Any item with max durability is considered to be unbreakable and will not take damage.

    • NOTE: Minecraft does not allow durability to be higher than 32767 in 1.12.2, because the value is stored with a short (16-bit integer). In 1.13+, durability is a 32-bit integer, so it cap at over 2 billion.
  • Armor Durability (silentgear:armor_durability) (min 0, max 268,435,455) - Multiplier for durability of armor. Each armor type has a base durability which is multiplied by this value:

    • Helmet = 11
    • Chestplate = 16
    • Leggings = 15
    • Boots = 13
    • Elytra = 12
    • For reference, iron armor has 15 armor durability and diamond has 33.
      NOTE: See note for durability stat as well. The same applies here, but the cap is 16x lower because of how the math works out.
  • Repair Efficiency (silentgear:repair_efficiency) (defaults to 1) - Multiplier for durability restored when repairing the item, both in anvils and quick repair (repair kits). Most tools have a repair efficiency base modifier, but most are just default. Some upgrade parts boost repair efficiency. It's best not to put repair efficiency modifiers on materials. Also see the repair value stat.

  • Repair Value (silentgear:repair_value) (defaults to 1) - Multiplier for durability restored by the material. This stat is for materials only and is not stored on gear items.

  • Enchantability (silentgear:enchantability) - Item enchantability, affects what enchantments (and level of enchantment) you could get out of an enchanting table, just like vanilla Minecraft.

  • Rarity (rarity) - Affects a couple of things, most notably synergy calculations. Main materials with similar rarities will mix together better, producing higher stat bonuses. Also affects name color.

Harvest Tools

  • Harvest Level (silentgear:harvest_level) - Mining/harvest level. Determines what blocks a tool can mine. Harvest level is usually calculated differently from most stats, taking the highest number from all parts used. Grades and synergy have no affect.

    • Note: Harvest level is not the same as tier!
  • Harvest Speed (silentgear:harvest_speed) - How quickly a tool can mine blocks it is effective on. This works this same way as mining speed on vanilla items.

    • Note: Because of how vanilla handles breaking speed, you may not see much difference between very high values. Tools eventually hit a point where extra speed makes no difference until it reaches "insta-mine" levels.
  • Reach Distance (silentgear:reach_distance) - Changes the player's reach distance by this many blocks when holding the tool. This affects breaking and placing blocks (all tools) and attack range (Silent Gear melee weapons only). The attack indicator is shaded light green when extra reach puts a mob in range of attack.

Melee Weapons

  • Melee Damage (Attack Damage) (silentgear:melee_damage) - Standard attack damage.

  • Magic Damage (silentgear:magic_damage) - Currently unused, this is a relic of the Silent's Gems tool system and may or may not be removed some time in the future.

  • Attack Speed (silentgear:attack_speed) (min -3.9, max 4.0, default 0) (materials should be +/- a few tenths) - Recovery speed after swinging the item (tools, melee weapons). The way Minecraft handles attack speed is weird: it is stored as a negative number, but is displayed as that number plus four. Materials should have attack speeds close to zero, as the value gets added to the base attack speed of the tool.

Ranged Weapons and Projectiles/Ammo

  • Ranged Damage (silentgear:ranged_damage) - Damage added to projectiles fired by ranged weapons (bows, crossbows, slingshots).

  • Ranged Speed (silentgear:ranged_speed) (default 1) - Determines the draw speed of ranged weapons. Unlike the funky attack speed for melee weapons, this is straight multiplier, but it affects the "speed" rather than the time it takes to draw the weapon. The draw time will be 20 / ranged_speed for most items. Note that ranged weapons clamp their draw speed to between 0.5 seconds (10 ticks) and 5 seconds (standard is 1 second or 20 ticks), so the max value for ranged speed is more like 2.

  • Projectile Speed (silentgear:projectile_speed) - Multiplier for speed of projectiles when fired. A value of one will cause the projectile to travel at its default speed.

  • Projectile Accuracy (silentgear:projectile_accuracy) - Higher values will reduce the inaccuracy added by weapons such as bows, reducing spread. Lower values will decrease accuracy, adding more randomness to the projectile's trajectory.

Armor

For materials, armor stats are listed as the value you would get from a full set. For example, diamond has 20 armor, but each individual piece gives only part of that.

  • Armor (silentgear:armor) (no cap, but the vanilla armor cap is 30) - Standard armor/protection value. This is usually split manually between each armor type in newer version. If a material does not have values for each armor type, a 3/8/6/3 ratio (helmet/chestplate/leggings/boots) is used to split the value between each piece of armor.

  • Armor Toughness (silentgear:armor_toughness) - Armor toughness. The value is given as the total toughness a full suit of armor would provide, and is divided evenly between each piece. In vanilla, only diamond and netherite have non-zero toughness.

  • Knockback Resistance (silentgear:knockback_resistance) Armor knockback resistance, same as in vanilla.

  • Magic Armor (silentgear:magic_armor) - Offers some protection against magic damage (such as splash potions)

Silent's Gems

  • Chargeability (silentgems:chargeability) - Affects the new supercharging system in Silent's Gems (not classic supercharged gems). Materials with a higher chargeability stat will get bigger bonuses from supercharging. The exact math varies by stat, but most will multiple chargeability by the supercharged enchantment level and do something with that.