Tetrawear

Tetrawear is an armor addon for tetra. Tetrawear introduces energy and temperature systems to the game to make for a wider array of choices when it comes to crafting armor.

Tetrawear starts off the same way as tetra: place a piece of vanilla armor in the workbench, then you can change or add new modules and make improvements.

Energy

Tetrawear adds an energy system to the game. Some actions are improved while the player has energy, but performing them drains some energy. Some actions, like dodging, cannot be performed at all without energy.

Light armor (or no armor at all) typically increases the player's energy pool, while heavy armor reduces it. There are modules, improvements and honing options that affect energy.

Energy regenerates after a short period of not being used, but using up all energy leaves the player exhausted. While exhausted, all energy bonuses and abilities are disabled, and energy regeneration is slowed. Exhaustion clears once the player regenerates enough energy to be above a certain threshold.

Dodge

Double-tap any movement key to dash in that direction. Each dodge costs energy and a small amount of saturation. Some modules increase dodge strength while other modules unlock secondary effects, like avoiding incoming damage or webbing nearby enemies when dodging.

Energy bonuses

Tetrawear adds a few energy-based bonuses to vanilla gameplay, but the related actions also drain some energy when performed.

  • the player breaks blocks faster, modified by stabilizer armwraps
  • the player deals more damage, modified by reinforced armwraps
  • the player takes less damage, modified by vambraces armwraps

Becoming exhausted prevents all energy bonuses from being applied.

There's also some content that improves ranged damage, but prevents the player from drawing bows or crossbows while exhausted.

With the default configuration, these bonuses are only applied while wearing different types of armwraps!

Temperature

Tetrawear adds a simple temperature system to the game. Temperature is determined by biome, y-level and time of day, and the player's temperature slowly shifts towards that value. Player temperature is split into 10 zones, ranging from searing hot to freezing cold.

The player's resistance to hot or cold temperatures is determined by what they are wearing. Staying in a tolerable temperature zone increases health generation, while being too hot or too cold decreases max energy or energy regeneration.

Using /gamerule naturalRegeneration false will make temperature management an important part of regenerating health

Stealth

Moving in darkness and crouching decreases the range at which mobs can detect the player, and this is further improved based on what the player is wearing. Tetrawear adds guises which reduce the range at which mobs matching the guise can detect the player, similar to vanilla mob heads.

Notable content

Banner showing different pieces of armor in tetrawear

The modular chest and leg armor have heavy armor pieces available, those can be combined with some pre-existing armor pieces to rack up a fair amount of armor and toughness. I'd say they look pretty decent as well.

The guise, shroud and lacing modules all have improvement options available (either directly or through honing) that modifies dodging.

The armwraps module for the chest armor leverages the energy system in different ways, which incentives wearing light armor.

Configuration

Some of the systems are rather invasive and might not fit well in some modpacks, so I've added a large number of config options to allow for more control over how present those systems are. In addition to turning things on and off, there is also the option to enable systems and mechanics if the player is wearing relevant equipment. There are also a couple of client config options for moving UI elements and changing dodging behavior.