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Advanced Armor project artwork

CurseForge · Minecraft mod

Advanced Armor

Advanced armor. This mod provides better armor blocks to cope with the damage from mechanical kinetic artillery, featuring a unique toughness mechanism and optimized explosion resistance

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Quick answer

Which Advanced Armor release should I use?

Updated today
beta file advancedarmor-1.3-SNAPSHOT.jar
Game version 1.20.1
Loader Forge

Advanced Armor advancedarmor-1.3-SNAPSHOT.jar targets 1.20.1 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. All 5 required mods have matching files.

Where it goes

Is Advanced Armor required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release Forge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does Advanced Armor advancedarmor-1.3-SNAPSHOT.jar need?

advancedarmor-1.3-SNAPSHOT.jar. Change the file and its required mods may change too.

All 5 required mods have matching files

Install Valkyrien Skies (Forge/Fabric), Create Big Cannons, Kotlin for Forge, Create and 1 more first. We found matching files for this game-version and loader setup. 3 come through another mod in the chain.

2 listed on this file 3 pulled in by those mods
Valkyrien Skies (Forge/Fabric) Needed by Advanced Armor advancedarmor-1.3-SNAPSHOT.jar
required
Matching file found Matched file: [Forge 1.20.1] v2.4.11
Create Big Cannons Needed by Advanced Armor advancedarmor-1.3-SNAPSHOT.jar
required
Matching file found Matched file: Create Big Cannons v5.11.4 for Forge 1.20.1, Create v6.0.7+
Kotlin for Forge Needed by Valkyrien Skies (Forge/Fabric)
pulled in
Matching file found Matched file: Kotlin for Forge 4.12.0
Create Needed by Create Big Cannons
pulled in
Matching file found Matched file: Create 6.0.8 for mc1.20.1
Ritchie's Projectile Library Needed by Create Big Cannons
pulled in
Matching file found Matched file: Ritchie's Projectile Library v2.1.1 for Forge 1.20.1

3 extra mods were pulled in by other dependencies. Indented rows show who needs each one. We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add Advanced Armor without breaking your instance.

Built for Advanced Armor advancedarmor-1.3-SNAPSHOT.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use advancedarmor-1.3-SNAPSHOT.jar. It targets 1.20.1 with Forge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install Valkyrien Skies (Forge/Fabric), Create Big Cannons, Kotlin for Forge, Create and 1 more first. We found matching files for this game-version and loader setup. 3 come through another mod in the chain.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside advancedarmor-1.3-SNAPSHOT.jar. It opens that exact file at the source.

About this project

What does Advanced Armor add?

  1. This mod provides better armor blocks to cope with the damage from mechanical kinetic artillery, featuring unique toughness and hardness mechanisms, as well as optimized explosion resistance..
  2. The blocks in this mod can achieve dynamic toughness based on the number of blocks equipped with armor in the direction of the projectile's movement:
    • For example, if there are n blocks behind the equipped armor block when the projectile hits, the calculation of toughness after being hit should be the sum of the attributes corresponding to these n blocks.
    • If a shell hits at an oblique angle, the thickness will be calculated based on the angle of incidence and the number of blocks in that direction, followed by the calculation of toughness.
  3. If the shell is a high-explosive shell, the explosive energy will mainly spread outwards, with a limited total energy propagating through space and being absorbed by the blocks.
  4. The above logic still holds true in the physical structure of Valkyrie
Block ID toughness Hardness Explosion resistance
wrought_iron_blocks 16 1 30
homogeneous_carbon_steel_armor 22 1 31
iron_steel_composite_armor 27 1.20 29
nickel_steel_armor 32 1.05 34
harvey_nickel_steel_armor 42 1.55 36
kc_armor 54 1.95 41
knc_armor 46 1.80 32
sts_armor 38 1.15 40
ducol_steel 24 1.02 32
british_plastic_protection 9 1 18

Recipes and Material Compatibility

Recipes are bundled with the mod; no extra data pack is needed. Use JEI to view crafting layouts, Create processing steps, and heat requirements.

Output Ingredients Process
1 wrought iron ingot 1 create:iron_sheet + 1 gunpowder Shapeless crafting or basin compacting
1 wrought iron plate 1 wrought iron ingot Mechanical Press over a depot
1 wrought iron block 9 wrought iron ingots Crafting
1 homogeneous carbon steel armor 1 iron plate + 4 steel ingots Crafting or basin compacting
1 iron-steel composite armor 5 wrought iron plates + 1 homogeneous carbon steel armor Heated compacting
2 nickel steel material items 1 nickel ingot + 1 steel ingot Heated mixing
1 nickel steel armor 9 of this mod's nickel steel material items Crafting
1 Harvey nickel steel armor 1 nickel steel armor + 1 coal or charcoal Heated compacting
1 Ducol armor 1 iron plate + 4 steel ingots Heated compacting
4 British plastic protection blocks 3 granite + 1 create:limestone + 3 diorite Crafting

KC, KNC, and STS use CBC molten steel, createbigcannons:molten_steel:

Output Ingredients with chromium Ingredients without chromium Heat
1 KC 250 mB molten steel + 1 nickel ingot + 1 chromium ingot + 1 coal or charcoal 500 mB molten steel + 1 nickel ingot + 1 coal or charcoal Superheated
1 KNC 250 mB molten steel + 1 nickel ingot + 1 chromium ingot 500 mB molten steel + 1 nickel ingot Superheated
1 STS 250 mB molten steel + 1 nickel ingot + 1 chromium ingot + 1 coal or charcoal 500 mB molten steel + 1 nickel ingot + 1 coal or charcoal Heated

"Heated" and "superheated" refer to Create's heated and superheated recipe requirements. Material compatibility uses #forge:plates/iron, #forge:ingots/steel, #forge:ingots/nickel, and #minecraft:coals. This mod does not provide a source of steel or nickel ingots; supply them through another mod or data pack.

Current chromium tag issue: All three conditional recipes check #advancedarmor:advanced_armor_chrome_ingot, but the existing aggregate tag file defines #forge:ingots/advanced_armor_chrome_ingot. That aggregate references #forge:ingots/chrome_ingot and #forge:ingots/chromium_ingot. Without a data pack defining the first tag, the recipes select the chromium-free branch even if a chromium-providing mod is installed.

Current chromium tag issue: All three conditional recipes check #advancedarmor:advanced_armor_chrome_ingot, but the existing aggregate tag file defines #forge:ingots/advanced_armor_chrome_ingot. That aggregate references #forge:ingots/chrome_ingot and #forge:ingots/chromium_ingot. Without a data pack defining the first tag, the recipes select the chromium-free branch even if a chromium-providing mod is installed.

Modpacks can enable the chromium branch by adding this bridge at data/advancedarmor/tags/items/advanced_armor_chrome_ingot.json:

{
  "replace": false,
  "values": [
    { "id": "#forge:ingots/advanced_armor_chrome_ingot", "required": false }
  ]
}

Impact Damage and Recovery

When a projectile passes through CBC's shared collision flow, the surviving struck armor block may gain damage levels and display vanilla mining cracks. The probability depends on the projectile's mass, normal velocity and penetration before impact, and the struck block's base hardness and current effective toughness. Only the struck coordinate is affected; newly applied damage enters subsequent impact calculations.

effectiveToughness = baseToughness * (1 - damageLevel / maxLevel)^exponent

Defaults allow 8 levels and up to 3 additional levels per impact. At the maximum level, toughness reaches zero and the block is destroyed. Disabling destruction caps damage at one below the maximum. Damage reduces toughness; hardness and explosion resistance retain their material values. Blast absorption is calculated separately. See the development guide for the probability model.

One level recovers every 6000 game ticks by default, approximately 5 minutes at 20 TPS. A hit that adds damage restarts the timer. Recovery is processed every 20 ticks; offline and paused time do not count. Unloaded chunks are not force-loaded, but their records still recover according to server game time. Unrecovered damage is saved across restarts.

Breaking and replacing a block resets its damage. Damage currently belongs to the complete block state, so property changes also clear it: applying camouflage for the first time switches camouflaged and clears existing damage. Changing only the appearance of an already camouflaged block does not trigger that switch again. Impact damage is submitted only on the server when CBC permits ALL_DAMAGE.

Armor Camouflage

1. Obtain an empty camouflage mold from the creative tab or the command below. There is currently no bundled survival recipe for empty molds; modpacks can supply one.

  1. Shapelessly craft 1 empty mold + 1 target block item into a filled mold.
  2. Right-click this mod's armor with the filled mold. Molds can be reused, with a default durability of 64.

Nonlinear Dynamic Hardness

The model starts with the struck material's base hardness and adds a saturating increment weighted by the hardness and position of later blocks:

S = sum((h[i] / Href) * (i - 1)), i = 1 ... n - 1
H = h[0] + Hmax * (1 - exp(-k * S))

Compatibility and FAQ

Why do projectile properties not decrease when armor hardness increases?

Hardness affects the penetration gate, mass debit, and ricochet probability. The penetration rating itself does not decay on impact. When H <= shellPenetration, the gate and mass debit receive no extra hardness multiplier. The current two-block model also adds no hardness increment.

Why can I not use nickel steel or steel armor recipes?

Check that items populate #forge:ingots/nickel and #forge:ingots/steel, and that the recipe's heat requirement is met. A mod providing a material with the same name may use different tags. For chromium, also check the namespace mismatch described above.

Why does blast damage differ from the inspection tool's toughness value?

Inspection toughness is used for projectile penetration. The blast model uses explosion_resistance, ray energy, and CBC's initial destruction list. Toughness alone cannot predict the explosion's destruction range.

Project description from CurseForge.

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Advanced Armor by Minecraft version and loader

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1 available setups

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Recent files

Advanced Armor versions and loaders

4 of 4 releases match

Looking for an older file? The official CurseForge project page is in Resources.