Fluxweave Armor
Summary
Fluxweave armour is the mod's first full EU/FE set and the end of the fibre → flux thread → Fluxweave cloth chain. It is a utility suit rather than a tank: protection sits at the iron line, and what the player is really buying is the kit that switches on while the pieces hold charge.
The rule that matters: charge switches bonuses on, it never switches protection off. At zero EU/FE the set still works as ordinary armour of its material — it does not break, vanish, or lose a single point of defense.
Each piece has its own page with its own recipe: Fluxweave Helmet, Fluxweave Chestplate, Fluxweave Leggings, Fluxweave Boots. This page holds what is true for all four, and the full-set bonus.
Energy
| Field | Value |
|---|---|
| Buffer (EU/FE) | 15,000 per piece |
| Max input (EU/FE/tick) | 32 (LV ceiling) |
| Passive upkeep | 1 EU/FE/second per worn, charged piece |
| Event cost | 200 EU/FE per half-heart of set-bonus regeneration |
Charges in the Battery Box slot, from a worn Energy Pack, and from other mods' chargers through the item energy capability (insert only). A full buffer at 1 EU/FE/s lasts roughly four hours of wear.
Bonuses by slot
Every bonus is an attribute, not a potion effect: no particles, no HUD icons, no clash with real potions. They apply only while the piece holds charge.
| Slot | Defense | Bonus while charged |
|---|---|---|
| Helmet | 2 | Water breathing (a chance to skip an air tick, Respiration's own mechanic) plus swim speed |
| Chestplate | 6 | Extra toughness against heavy hits plus knockback resistance |
| Leggings | 5 | Run speed (passive) plus a toggleable step assist |
| Boots | 2 | Partial fall-damage softening |
| Set 4/4 | — | Slow regeneration below full health (paid by the helmet) |
The step assist starts switched off. A key binding turns it on (default G, under the Ala Industrial category). The flag lives on the leggings themselves, so it survives a relog and travels with the item. Auto-stepping changes how movement feels and does not suit everyone, so it waits to be asked for.
The boots do not cancel fall damage, they halve it. Cancelling it outright would trivialise a core survival rule, so the percentage is clamped to 90 in code — no config value can make falling free.
The set bonus requires all four pieces to be charged. Three live pieces and one flat one do not heal.
Solar helmet
A separate helmet variant — the Solar Fluxweave Helmet. It is the same Fluxweave helmet (15,000 EU/FE buffer, 32 EU/FE/tick input, 1 EU/FE/s upkeep, counts toward the 4/4 bonus) with a small tier-1 solar panel on top. While it is worn, with an open sky overhead in daylight in the Overworld, it generates up to 8 EU/FE/s (about 40 % of a panel on the ground) and hands it out: first to itself, then to the rest of the worn armour, then to the tools in the inventory, the offhand and the Energy Pack. Nothing at night, under a roof or underwater. Recipe: an ordinary Fluxweave helmet + a solar panel + two insulated copper cables; the charge of the original helmet carries over.
Item Properties
| Field | Value |
|---|---|
| Durability | never spent (wear is paid in EU/FE) |
| Enchanting | yes, like ordinary armour (enchanting table, anvil) |
| Repair | tag → Fluxweave cloth |
| Toughness | 1.0 base, +2 on a charged chestplate |
| Inventory bar | EU/FE charge, in the LV colour |
Durability formally exists — the vanilla armour helper wires it — but is never consumed: the equippable component is built with damage-on-hurt switched off. The set therefore cannot break, and the bar in the inventory shows EU/FE rather than wear.
Appearance
Not armour worn over clothes but a single suit: the sleeves run to the wrist and the helmet closes over the head and stops at the mouth line, leaving only the mouth, chin and hands bare. The weave is light and silvery, with dark panel seams at the shoulders, belt, elbows and knees.
A charged suit runs at full brightness and reads at distance; a flat one darkens all over while keeping the same pattern. State is carried by brightness because this set has no gold accent.
Recipes
Each piece takes four different components: Fluxweave cloth, an electronic circuit, a battery and a tempered-iron frame. No recipe collapses to one material in a silhouette. Each recipe is on the page of the piece itself: the helmet, the chestplate, the leggings and the boots.
The charge held by the battery carries over into the finished piece: a full 2,000 EU/FE battery comes off the table already charged, so the bonuses are available straight away with no separate charging step. The whole set takes 10 Fluxweave cloths — 40 flux threads.
Progression
- Tier: LV
- Requires: the Galvanic Bath, then flux thread and Fluxweave cloth, plus a circuit, a battery and tempered iron.
- Next: the nano set (tier 2), where night vision and hunger slowdown were deliberately deferred.
Related
- Fluxweave Helmet, Fluxweave Chestplate, Fluxweave Leggings, Fluxweave Boots — the pieces of the set
- Flux Thread and Fluxweave Cloth — the set's material
- Galvanic Bath — produces flux thread
- Tempered-iron armour — the ordinary set without EU/FE
- Energy Pack — the reference worn EU/FE item
- Solar Fluxweave Helmet — the helmet that generates EU/FE by itself in daylight