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It hasn't changed much since older versions, though numeric armour slots were replaced with the

EntityEquipmentSlot

enum.

 

Create an

ArmorMaterial

using

EnumHelper.addArmorMaterial

. The first argument is the name of the enum value, which should include your mod ID to avoid conflicts with other mods. The second argument is the texture name, which should be in the format

"modid:texture"

. Look at

LayerArmorBase#getArmorResource(Entity, ItemStack, EntityEquipmentSlot, String)

to see how this is used to determine the armour texture. The rest of the arguments are fairly self-explanatory.

 

Create an instance of

ItemArmor

(or a class that extends it) for each item. The

renderIndexIn

argument of the

ItemArmor

constructor is never actually used for anything, so it should be safe to pass -1 for this argument.

 

You can see the base class for my mod's armour here and implementations here and here. These implementations have specialised functionality (replacing your other armour or deleting itself when unequipped); for regular armour with no special functionality,

ItemArmor

or

ItemArmourTestMod3

would suffice.

 

The

ArmorMaterial

is created here and the armour items are registered here.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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