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OverForged (Overgeared AutoCompat)
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OverForged is an addon for overgeared that scans automatically for armors/weapons and converts the recipe from crafting table to forging
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Description
Welcome to OverForged
an OverGeared Addon That Converts Weapons And Armors Recipes Into OverGeared Forging I Made This Mod Because The Lack Of Compat For This Beautiful Mod (May Be Laggy Because Its Not Properly Optimized Since Im New To Modding)
And Please Check For Actual Incompatibilities and share it to me in the comment section and make sure its the newest version of the mod
How conversion works
When the server starts, after datapack recipes have loaded, OverForge identifies recipes whose output is An armor or a weapon. It converts compatible
recipes into `overgeared:forging` recipes:
- shaped recipes retain their layout and ingredients
- the original output stack is retained;
- generated recipe IDs are namespaced under `overforge:generated/` and cannot
overwrite authored recipes.
For every successful conversion, the corresponding crafting-table recipe is
removed from the active recipe manager. This prevents the original recipe from
bypassing Overgeared's forging progression. Recipes that are skipped remain
unchanged.
Recipes are deliberately skipped when their ingredient list cannot be represented
by Overgeared's 3 x 3 grid or their output is not a supported equipment item. Any
runtime NBT added to a recipe preview by another mod is ignored: the converted
recipe retains the item and count, while Overgeared applies its normal forging
metadata when the item is created. The log reports totals and emits individual
skip reasons at debug-log level. Generated recipes are installed before players
join, so they are synchronized by Minecraft's normal recipe protocol.
BLUEPRINTS
The mod scans for items and then getting the last word in its id and then putting it into a list to scan if there are more than 3 items(configurable) for a blueprint type, if there are less than 3 items in a type, each of the items with the blueprint type is scanned if it includes a word thats an already existing blueprint type in the list(more than 3), and if its still doesnt have a blueprint type the item is gonna use the blueprint type of "Exotic" and after that its finally inserted into overgeared by injecting it so it ran before overgeared scans for blueprints
CONFIGURATION
{
"Toggle mod functionality entirely",
"enabled": true,
"Whether base game recipes should be processed",
"includeVanilla": true,
"Tier level required for forging (stone, iron, steel, tier_a, tier_b)",
"anvilTier": "iron",
"Registry IDs of recipes or items to totally skip",
"converterBlacklist": [],
"Categories with item counts below this threshold would be rescanned and if no blueprint type is detected its now Using An "Exotic" blueprint type",
"minBlueprintCount": 3,
"Dividing factor applied to base damage/armor for crafting hits",
"hammeringDivideBy": 2.0,
"Weapons with hits under this Value will have its hits turned into the fallback hits(hammering)",
"minHammering": 3,
"Armors with hits under this Value will its hits turned into the fallback hits(hammering)",
"aMinHammering": 3,
"fallback hits on a recipe if the original hits is under the configured values : aMinHammering for armors, minhammering for weapons",
"hammering": 3
}
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