Trimbound 1.0.0

Trims

How trims work

Two things decide what a trim does for you: how many matching pieces you are wearing, and which pattern is on them. This page covers both, plus the four settings that tune them.

Matching pieces

Wear one piece trimmed with redstone and you get a quarter of the redstone ability. Wear four and you get all of it. The steps in between are even.

1 piece, 25% power 2 pieces, 50% power 3 pieces, 75% power 4 pieces, 100% power and the special

Only the material has to match. The pattern can be different on every piece, and the armor underneath can be anything: a netherite chestplate and leather boots both count as long as the trim material is the same.

You can also mix materials. One iron piece, one gold, one lapis and one copper gives you a quarter of four different abilities at once. That is a real way to play and it is meant to be. What it is not meant to do is beat committing to a single material, which is what the special powers further down are for.

Changing the curve

trims.one-piece-percent sets what a single piece is worth. The rest of the curve is drawn between that number and 100%.

Setting1 piece2 pieces3 pieces4 pieces
25 (default)25%50%75%100%
1010%40%70%100%
5050%67%83%100%
00%33%67%100%

A full set is always 100%, whatever you put here. That is deliberate. Every other number in config.yml describes what a full set gives you, and if four pieces could land somewhere other than 100% then all of those numbers would quietly start meaning something else.

Lower the value if mixing feels too strong on your server. Set it to 0 and a single piece does nothing at all, which is close to how the plugin behaved before partial sets existed.

Special powers

Each trim has one part that needs all four matching pieces. These are the parts that cannot sensibly be handed out in fractions. You cannot half-survive a killing blow, so Diamond's save is all or nothing.

TrimNeeds all four pieces
IronAxes cannot disable your shield
GoldPiglin Brutes calm down too, not just piglins
DiamondThe save from a killing blow
NetheriteKnockback cannot move you at all
RedstoneTorches, doors, dispensers and other mechanisms
EmeraldA second bonus loot roll
LapisKeeping part of your levels when you die
QuartzLonger potion effects
AmethystSeeing invisible creatures
CopperThe charged attack
ResinThe fall stops hurting you

Setting trims.need-full-set-for-special to false hands all of these out at one piece. It makes mixing considerably stronger, which is why it is off by default.

Patterns

The pattern is the other half of a trim and vanilla does nothing with it. Here it changes how the ability behaves. Every pattern leans toward one or two of four things: how hard it hits, how far it reaches, how long it lasts, and how quickly it is ready again.

PatternLeans towardGives up
BoltHits harder, ready again quicklyReach and duration
CoastReach and durationA little power
DuneLasts much longerPower
EyeThe longest reach of any patternRecharge speed
FlowReady again quickly, lasts a bit longerVery little
HostPower and reach togetherRecharge speed
RaiserPower, and a slightly longer effectRecharge speed
RibPower and duration up closeReach
SentryReach, solid everywhere elseRecharge speed
ShaperThe hardest hitting pattern there isEverything else
SilenceEffects linger longestPower
SnoutBrutal powerReach and duration
SpireReaches further than anythingPower
TideRecharge speed, small gains elsewhereA little power
VexBursts hard and oftenDuration
WardPower up closeReach
WayfinderMade for covering groundA little power
WildPower and reachDuration

Wearing a mix of patterns gives you the average of them. Two Spire pieces and two Ward pieces lands halfway between the two, so you get some extra reach and some extra power rather than a lot of either.

How much patterns matter

trims.pattern-percent decides how far a pattern is allowed to swing an ability. At 25 the strongest lean works out to about a quarter more or less of whatever it affects. At 0 every pattern behaves identically and players can pick whichever one looks best. At 50 the choice of pattern starts to matter nearly as much as the material.

No pattern can reduce anything to zero, even at 100. The worst case is a noticeably weaker version of the ability, never a dead one.

Patterns the plugin does not recognise, including anything added by a datapack or a future Minecraft version, behave neutrally. New content cannot leave a player holding a broken trim.

What happens in what order

For any given number the plugin starts with the value in config.yml, multiplies it by the piece-count percentage, then applies the pattern. The Iron trim's 60% projectile chance at two pieces with a neutral pattern comes out at 30%. The same two pieces in Snout, at the default pattern strength, lands nearer 37%.

Seeing it in game

/trimbound status prints the finished numbers for whatever a player is wearing right now, including which pattern is doing what. It is quicker than working it out on paper and it is the first thing to reach for when somebody says a trim is not working.