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.
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%.
| Setting | 1 piece | 2 pieces | 3 pieces | 4 pieces |
|---|---|---|---|---|
25 (default) | 25% | 50% | 75% | 100% |
10 | 10% | 40% | 70% | 100% |
50 | 50% | 67% | 83% | 100% |
0 | 0% | 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.
| Trim | Needs all four pieces |
|---|---|
| Iron | Axes cannot disable your shield |
| Gold | Piglin Brutes calm down too, not just piglins |
| Diamond | The save from a killing blow |
| Netherite | Knockback cannot move you at all |
| Redstone | Torches, doors, dispensers and other mechanisms |
| Emerald | A second bonus loot roll |
| Lapis | Keeping part of your levels when you die |
| Quartz | Longer potion effects |
| Amethyst | Seeing invisible creatures |
| Copper | The charged attack |
| Resin | The 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.
| Pattern | Leans toward | Gives up |
|---|---|---|
| Bolt | Hits harder, ready again quickly | Reach and duration |
| Coast | Reach and duration | A little power |
| Dune | Lasts much longer | Power |
| Eye | The longest reach of any pattern | Recharge speed |
| Flow | Ready again quickly, lasts a bit longer | Very little |
| Host | Power and reach together | Recharge speed |
| Raiser | Power, and a slightly longer effect | Recharge speed |
| Rib | Power and duration up close | Reach |
| Sentry | Reach, solid everywhere else | Recharge speed |
| Shaper | The hardest hitting pattern there is | Everything else |
| Silence | Effects linger longest | Power |
| Snout | Brutal power | Reach and duration |
| Spire | Reaches further than anything | Power |
| Tide | Recharge speed, small gains elsewhere | A little power |
| Vex | Bursts hard and often | Duration |
| Ward | Power up close | Reach |
| Wayfinder | Made for covering ground | A little power |
| Wild | Power and reach | Duration |
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%.
/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.