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SetWeaver

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SetWeaver

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Allows Modpack Makers to create Armor Set-Effects (applying effects and changing attributes) based on tags. Allows for "growing" armor sets based on "roles" and "levels" which can be set with commands (quests, manually, etc)

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setweaver-0.5.0.jar
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Description

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

  1. Define a tag for any group of armor you want to enhance. Tags can be added via datapacks.

  2. 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.

  3. 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.

image

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.

image

  • 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.

image

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So — what sets will you build?

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  • javaw_2026-03-23_14-48-35.png
    javaw_2026-03-23_14-48-35.png javaw_2026-03-23_14-48-35.png

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