- Main article: Leather
To begin crafting Leather Armor, right click with a piece of Leather in hand, and a knife in your hotbar. This will open up an interface similar to that of the knapping interface.
Just as in Vanilla, Leather Armor can be dyed different colors by placing it in a crafting grid with some dye.
|Work Double Ingot = Metal Sheet||Weld 2 Metal Sheets = Double Sheet|
Making metal armor is done in three steps on an anvil.
- First is to work out the basic shape selecting the plan for that specific armor piece.
- Second is to weld more metal to the basic shape of the armor.
- Finally you work the piece to seal all the seams and make it into a usable armor section.
|Work Double Sheet = "Unf. Greaves Stage 1"||Work Sheet = "Unf. Boots Stage 1"|
|Weld "Unf. Greaves Stage 1" + Sheet = "Unf. Greaves Stage 2"||Weld "Unf. Boots Stage 1" + Sheet = "Unf. Boots Stage 2"|
|Work "Unf. Greaves Stage 2" = Greaves||Work "Unf. Boots Stage 2" = Boots|
The armor system in TerraFirmaCraft is completely different from vanilla Minecraft. When an entity takes damage, a slot is chosen at random for the damage to be dealt to. The feet and head are least likely to be hit, followed by the legs, and finally the chest which is most likely to be hit. If the entity is wearing armor in that slot, the damage dealt will depend on the tier of the armor, and how well it protects against that specific Damage Type. If the entity is not wearing any armor in that slot, they will take the full amount of damage. For example: If a player is wearing only a helmet, and takes a hit to the chest, they will take the same amount of damage as if they weren't wearing a helmet. The feet and head are also especially vulnerable, in that an unprotected hit to the head will do critical damage (75% extra), and an unprotected hit to the feet will result in a slowness debuff. The amount of durability damage that a piece of armor takes when being hit is dependent on the amount of damage dealt to the player after the protection is applied.
|Tier 0||Tier 1||Tier 2|
|Leather||Copper||Bismuth Bronze||Black Bronze||Bronze|
|Tier 3||Tier 4||Tier 5||Tier 6|
|Wrought Iron||Steel||Black Steel||Blue Steel||Red Steel|
Damage Type Protection
- Main article: Damage Type
The damage type protection on a piece of armor can be viewed by pressingand hovering over the item to read the tool-tip. These numbers are used in the calculation for decreasing the amount of damage taken (1,000/(1,000 + Armor Rating)). For example: Copper armor has a piercing rating of 400. 1,000/1,400 is about 70%, so a piercing attack which would normally do 100 damage would only do 70 damage if the area is protected with copper armor.
Note that all armor offers zero resistance to General Damage.
|v2 Build 13||Added Armor.|
|Build 67||All armor durability increased.|
|77.0||Removed the decorative features from the armors.|
|Added armor/damage types.|
|Armor takes damage at a reduced amount, based upon the damage received.|
|79.4||Unfinished metal armor is smeltable back into liquid metal.|
|Construction||Barrels • Blueprints • Bricks • Firepit • Plank Blocks • Protection Meter • Quern • Smooth Stone • Straw & Hide Bed • Support Beams • Thatch|
|Environment||Altitude • The Player • Calendar • Cobblestone • Logs • Mobs • Saplings • Seasons • Stone • Temperature • Trees|
|Food||Agriculture • Animal Husbandry • Berries • Fruit Trees|
|Materials||Charcoal • Coal • Double Ingots • Double Sheets • Flux • Gems • Gunpowder • Hides • Ingots • Leather • Lumber • Minerals • Pottery • Redstone/Powders • Sheets • Sticks • Straw • Unshaped Metal • Wool|
|Metalworking||Alloys • Anvils • Armor • Bellows • Blast Furnace • Bloomery • Tool Molds • Crucible • Forge • Gold Pan • Metals • Ores • Sluice|
|Tools & Weapons||Arrows • Axe • Buckets • Chisel • Firestarter • Flint & Steel • Hammer • Hoe • Javelin • Knife • Mace • Pickaxe • Prospector's Pick • Saw • Shovel • Sword • Scythe • Shears • Spindle|
|Other||Crafting Differences • Item Index|