Requirements
Minecraft Forge and Silent Lib are required! Other mods and data packs are optional.
Introduction
Silent Gear is a mod that focuses on tools, weapon, and armor (collectively called "gear".) Gear can be crafted from any material used to make tools and armor in vanilla Minecraft, plus many more. Silent Gear also adds a couple of ores and several new metals that can also be used as gear materials.
Key Features
Tools, Weapons, and Armor
- Tools - Includes pickaxes, shovels, axes, paxels, hoes, mattocks, sickles, prospector hammers (searches for ores), hammers (AOE pickaxe), excavators (AOE shovel), saw (cuts down whole trees).
- Weapons - Includes swords, tridents, machetes, katana, daggers, knives, bow, crossbow, and slingshot
- Armor
- Elytra
Materials
Materials are the things used to craft the parts of gear (tools, weapons, and armor.)
- Basic "vanilla" materials include wood, stone, flint, netherrack, copper, iron, gold, diamond, emerald, obsidian, netherite, and more.
- A few unique Silent Gear materials including crimson steel, azure electrum, and tyrian steel.
- Metals commonly added by mods such as tin, silver, lead, and many more are supported. The items required to use these materials are not added by Silent Gear.
Crafting Gear
Almost all recipes are shapeless and can be made in any vanilla crafting grid. Check JEI if you are unsure of a recipe!
Blueprints and templates are essential for crafting any gear item. A blueprint can be reused infinitely. A template is consumed with one use. They are identical otherwise.
Every item requires a main part. Tools and weapons requires a rod and some require a cord.
Tools and Melee Weapons
Combine the blueprint (or template) for the tool with the correct number of materials to make the main part (tool head, blade, etc.) The materials must all be the same, but may have different grades or other modifiers. Then craft the main part with a rod. You can craft a rod using a rod blueprint, or just use a plain ol' stick if you have nothing else.

Or just use the quick recipe (available for most tools)

Ranged Weapons and Fishing Rods
Ranged weapons such as bows and crossbows, as well as fishing rods, require a cord part in addition to a main part and a rod. The crafting process is identical, except that you must add both the cord and the rod at the same time.

Armor
Armor requires only a main part, called plates. There is no quick crafting recipe. Craft the armor plates first, then craft the plates into armor. You can optionally add a lining part during crafting.


Elytra
Elytra require both wings (the main part) and a binding part to craft. The wings are non-functional by themselves and must be crafted with a binding. The wings may only be crafted with materials in the "cloth" and "sheet" categories, which includes sheet metal made in the metal press.


Curios
Curios (such as rings and bracelets) are a little different. They still require a blueprint for the main part, but also require jeweler's tools during the crafting process.
First, make the main part with the blueprint. Unlike most items, this will only accept metal materials (determined by material category). Second, use the jeweler's tools to craft an adornment. Finally, use the jeweler's tools to combine the parts into a finished curio item.



Vanilla Conversion
Most vanilla items can be converted into a Silent Gear equivalent by simply placing it into a crafting grid by itself.

Grades and the Material Grader
Grades are material modifiers which apply an additional multiplier on some, but not all stats. Possible grades are, from lowest to highest: E, D, C, B, A, S, SS, SSS, and MAX. Materials can be graded in the material grader block. The grader requires catalysts to function, and consumes one catalyst per grading attempt. Grades are assigned randomly, based on a normal distribution.

Catalysts
Catalysts are consumed when grading. The average grade depends on the tier of the catalyst, meaning that higher tier catalysts are more likely to give better grades.
There are five possible catalyst tiers, defined by item tags, but only three have items in them by default. The default catalysts are:
- Glowing dust (tier 1)
- Blazing dust (tier 2)
- Glittery dust (tier 3)
Re-grading
Materials that are already graded can be placed back into the grader to re-grade them. If the material grader rolls a higher grader, the material gets the new grade. If it rolls the same grade or lower, nothing changes but catalyst is still consumed.
Compound Making (Alloys)
Certain blocks can be used to craft compound material items (often called "alloys" by the community!) These blocks include the metal alloyer, recrystallizer, and refabricator. These blocks are more mid/late game, so don't expect to be able to craft them right away. They can combine up to four materials into a single compound. Place two or more unique, simple (not compound) materials into the input slots, then toggle the "Work" button when you are happy with the result preview.
Repairing
There are a couple of ways to repair gear, outlined below. Note that you cannot simply craft two similar gear items together to repair them.
Repair Kits (Quick Repairs)
Repair kits allow gear items to be quickly repaired in any crafting grid. The repair kit can either be filled with materials ahead of time, or place the gear item, repair kit, and materials into any crafting grid. But the tier of the material must be the same or higher than that of the gear's primary part. No repairing your emerald pickaxe with cobblestone, that would be silly!
There are several tiers of repair kits. Each has a different capacity and efficiency modifier. Higher efficiency means you get more out of the materials used during repairs. Both values can be controlled in the config file.


Anvil Repairs
Anvils can be used to repair gear. You may get more out of the materials used for the repair, but it will also cost XP levels.
Upgrade Parts
Some parts serve as upgrades for existing gear items. Some can be applied in any crafting grid, while others require a smithing table. Note that items can only have one upgrade of each type. Trying to add a new tip upgrade to an item that already has one will replace the existing upgrade, and possibly return the old one to you.
Tip Upgrades
Tip upgrades apply stat bonuses and often useful traits to tools.
Coatings
Coatings are upgrades which usually apply substantial stat bonuses. They can only be applied in a smithing table. The number of materials which can be used as coatings is very limited, and includes gold and netherite.
Bindings and Grips
These are more minor upgrades which usually apply small stat bonuses (if any) and durability-improving traits.
Miscellaneous Upgrades
- Red Card - Allows the item to break permanently, regardless of config settings.
- Spoon - Allows pickaxes (and only pickaxes) to mine anything a shovel can.
World Generation
Silent Gear adds a few new things to the world, although it tries to be as unobtrusive as possible, keeping new ores and such to a minimum. These are some things you may find in the world, where to find them, and what you can do with them.
Note the new ores are named for the color of their alloy, rather than the base metal.
Wild Flax
Wild flax plants can be found in some biomes, usually mountainous and plains-like biomes. Breaking wild plants will yield seeds, but not fibers or flowers. The seeds will grow normal flax plants which drop fibers, flowers, and seeds.
Wild Fluffy Plants
Wild fluffy plants are found in less dry biomes, such as forests. Breaking wild plants will yield only seeds. The seeds will grow normal fluffy plants which will drop fluffy puffs and seed.
Bort
Bort ore can be found deep underground in single blocks, not clusters. Mining yields one bort, or more with Fortune. Bort is required to craft adornments.
Crimson Iron
Crimson iron ore can be found in all Nether biomes at most heights. Mining requires a pickaxe with a harvest level of 2 or higher (iron, etc.) Smelting raw crimson iron will yield crimson iron ingots, which can be used to make crimson steel (please use JEI to check recipes).
Azure Silver
Azure silver ore can be found in the End at most heights. Mining requires a pickaxe with a harvest level of 4 (crimson steel, netherite-coated, etc.) Smelting raw azure silver yields azure silver ingots, which can be used to make azure electrum (use JEI for recipes).
Netherwood
Netherwood saplings can be found in certain loot chests, mostly in the Nether. All Netherwood blocks (planks, etc.) are fire-proof. The leaves will drop saplings, netherwood sticks, and nether bananas. Smelting a log yields netherwood charcoal, instead of vanilla charcoal.
All Versions
+ Add Version| Name | Game version | Platforms | Published | Downloads | Actions |
|---|---|---|---|---|---|
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 | ||||
| 20h ago | 1 |
### Fixed
- Crash on join with recent NeoForge versions [#990]
- Removed invalid mod compat recipes [#989]
- Crash when crafting machetes (Remadon) [#988, #986]
### Fixed
- JEI support has been updated
- Crash when salvaging some items on a server. An exception will be listed in the log and no items will be returned. [#980]
- I believe this only affects spawned-in gear items and not those crafted normally
### Fixed
- Any crash related to the new gear renderer
## [1.21.1-4.2.1] - 2026-05-14
### Added
- Events that fire when recalculating gear data,
GearRecaculateEvent.Pre/Post(Jishuna) [#946]
- Updated pt_br localization (PrincessStellar) [#927]
- Quick paint recipe (paint + gear) will now paint the coating instead of the main part if present
- Crash when rendering gear items in some cases [#942]
- Log spam issue (Jishuna) [#955, #940]
- Missing binding textures for many gear types [#945, #941]
- Arrows only crafting one at a time [#929]
- Arrows not allowing rod swaps and fishing rods not allowing cord swaps
### Added
- Events that fire when recalculating gear data,
GearRecaculateEvent.Pre/Post(Jishuna) [#946] - ### Changed
- Updated pt_br localization (PrincessStellar) [#928]
- Quick paint recipe (paint + gear) will now paint the coating instead of the main part if present
- Some items receiving invalid data components, causing serialization issues [#948]
- Arrows only crafting one at a time [#929]
- Seeds not having the correct localized name [#924]
- Arrows not allowing rod swaps and fishing rods not allowing cord swaps
### Added
- Events that fire when recalculating gear data,
GearRecaculateEvent.Pre/Post(Jishuna) [#946]
- Updated pt_br localization (PrincessStellar) [#927]
- Quick paint recipe (paint + gear) will now paint the coating instead of the main part if present
- Crash when rendering gear items in some cases [#942]
- Log spam issue (Jishuna) [#955, #940]
- Missing binding textures for many gear types [#945, #941]
- Arrows only crafting one at a time [#929]
- Arrows not allowing rod swaps and fishing rods not allowing cord swaps
### Added
- The paint mixer and paint
- The paint mixer makes paint from dyes, gear materials, and other paints. Mix and match!
- Paint and dyes can be used to customize the colors of gear items, with each part being colored separately.
- Craft a gear item with paint or dyes to color the main part
- Craft a gear item with a mod kit and paint or dyes to color a specific part
- Craft a part with paint or dyes to color the part
- Color mixing is now done with a new algorithm that produces more vibrant and realistic colors. This applies to alloys and paint.
- Blueprint book and mod kit items not cycling correctly with Z/C keys in many cases [#936]
### Added
- New models for all gear items, which allows for unlimited layers again. Big thanks to Auseawesome for this! [#915]
- Currently, there are no changes to the JSON formats and custom textures are not yet allowed.
- Some parts that were previously invisible will now render, but for the most part everything will look very similar.
- This will not be ported directly to 26.1.x just yet.
- The paint mixer and paint
- The paint mixer makes paint from dyes, gear materials, and other paints. Mix and match!
- Paint and dyes can be used to customize the colors of gear items, with each part being colored separately.
- Craft a gear item with paint or dyes to color the main part
- Craft a gear item with a mod kit and paint or dyes to color a specific part
- Craft a part with paint or dyes to color the part
- Color mixing is now done with a new algorithm that produces more vibrant and realistic colors. This applies to alloys and paint.
- Blueprint book and mod kit items not cycling correcting with Z/C keys in many cases [#936]
### Fixed
- Crash on NeoForge 26.1.2.3-beta and higher [#930]
- Gear items breaking when they shouldn't
### Fixed
- Gear items breaking permanently when they shouldn't
## [1.21.1-4.1.6] - 2026-04-12
### Fixed
- Alloy makers rejecting valid inputs from custom recipes (moostoet) [#920, #919]
- Conversion recipes not being disabled by the config option [#918]
- Server crash with "Tree Harvester" mod [#912]
- Materials not returned when salvaging parts from converted vanilla tools [#862]
- Crash when connecting hoppers or pipes to alloy makers
- Smithing table recipe error caused my immutable part list
- Ported recent fixes from 1.21.1 branch
- Upgraded gear items being considered broken before running out of durability [#913]
- Gear item models not updating correctly [#910]
- Magnetic trait effects causing a server crash [#909]
### Fixed
- Alloy makers rejecting valid inputs from custom recipes (moostoet) [#920, #919]
- Conversion recipes not being disabled by the config option [#918]
- Server crash with "Tree Harvester" mod [#912]
- Materials not returned when salvaging parts from converted vanilla tools [#862]
- Crash when connecting hoppers or pipes to alloy makers
- Smithing table recipe error caused my immutable part list
- Ported recent fixes from 1.21.1 branch
### Changed
- Super Mixer now has 8 input slots (up from 4)
- Alloy Forge, Recrystallizer, and Refabricator now have 6 input slots (up from 4)
- Some inconsistent crashes with repair gear and chopping trees (likely mod interaction) [#912]
c:ores_in_ground/end_stonecontaining azure silver block instead of ore [#911]- Part types (and probably gear types) not accepting namespaces other than Silent Gear [#908]
- Fixed duplication bug with alloy makers [#907, #609]
- Crude mixer not applying the "Crude" penalty modifier [#905]
- Armor durability modifier on quartz tip upgrade changed to +4 [#898]
- Minor blueprint book tooltip text error [#897]
- Add additional null check for [#895]
- Shears breaking blocks normally when broken [#864]
- Synergy of alloys increasing based on number of materials used, rather than unique materials with shared categories. Duplicate materials will no longer increase or decrease synergy.
- The "Fully-Loaded Blueprint Book" not showing in the creative menu
### Added
- Enchantment trait effects. These now add enchantments without actually tampering with item data, so the enchantments will not show up in the tooltip, but should work correctly in most cases.
- Fortunate and Silky now apply Fortune or Silk Touch. Fiery applies Fire Aspect or Flame.
- Also fixes [#885]
- Traits with gear type conditions being filtered out of alloys [#903]
- Possible fix for null parts in parts lists [#895]
- Wild plants spawning only one per patch
### Added
- Enchantment trait effects. These now add enchantments without actually tampering with item data, so the enchantments will not show up in the tooltip, but should work correctly in most cases.
- Fortunate and Silky now apply Fortune or Silk Touch. Fiery applies Fire Aspect or Flame.
- Also fixes [#885]
- Traits with gear type conditions being filtered out of alloys [#903]
- Possible fix for null parts in parts lists [#895]
- Updated to NeoForge 26.1
- Note: JEI plugin is disabled until JEI updates and I can update the plugin
### Fixed
- Crash on servers when recalculating gear caused when checking for simple material names (ForAnything47) [#901, #900]
## [1.21.11-4.1.6] - 2026-03-15
- Merge changes from the 1.21.1 branch, all changes detailed below
- Simple material names ("gold" as opposed to "golden") are now used wherever it makes sense grammatically
- Repair kit now colors the names of materials for easier identification
- Blueprint package not giving any items
- Repair kits not storing some materials correctly (such as alloys) [#793]
- Existing repair kits should retain any simple materials and will save their contents using a new codec
- "Unknown Alloys" may still appear until overwritten; they cannot be retrieved
- Smithing tables erroneously modifying the input gear item [#894, #878]
- Server connection issue relating to null parts when constructing creative tab [#895]
- Possible crash when filling repair kits [#892]
- Property visibility fixed; gear no longer stores irrelevant properties
- Corrected tier hint for gold to "0"
- Harvest tiers equivalent to wood/gold now transfer to alloys correctly
### Fixed
- Crash on servers when recalculating gear caused when checking for simple material names (ForAnything47) [#901, #900]
## [1.21.1-4.1.3] - 2026-03-08
### Changed
- Simple material names ("gold" as opposed to "golden") are now used wherever it makes sense grammatically
- Repair kit now colors the names of materials for easier identification
- Repair kits not storing some materials correctly (such as alloys) [#793]
- Existing repair kits should retain any simple materials and will save their contents using a new codec
- "Unknown Alloys" may still appear until overwritten; they cannot be retrieved
- Smithing tables erroneously modifying the input gear item [#894, #878]
- Server connection issue relating to null parts when constructing creative tab [#895]
- Possible crash when filling repair kits [#892]
- Property visibility fixed; gear no longer stores irrelevant properties
- Corrected tier hint for gold to "0"
- Harvest tiers equivalent to wood/gold now transfer to alloys correctly
- Merge changes from the 1.21.1 branch, all changes detailed below
- Simple material names ("gold" as opposed to "golden") are now used wherever it makes sense grammatically
- Repair kit now colors the names of materials for easier identification
- Blueprint package not giving any items
- Repair kits not storing some materials correctly (such as alloys) [#793]
- Existing repair kits should retain any simple materials and will save their contents using a new codec
- "Unknown Alloys" may still appear until overwritten; they cannot be retrieved
- Smithing tables erroneously modifying the input gear item [#894, #878]
- Server connection issue relating to null parts when constructing creative tab [#895]
- Possible crash when filling repair kits [#892]
- Property visibility fixed; gear no longer stores irrelevant properties
- Corrected tier hint for gold to "0"
- Harvest tiers equivalent to wood/gold now transfer to alloys correctly
### Changed
- Simple material names ("gold" as opposed to "golden") are now used wherever it makes sense grammatically
- Repair kit now colors the names of materials for easier identification
- Repair kits not storing some materials correctly (such as alloys) [#793]
- Existing repair kits should retain any simple materials and will save their contents using a new codec
- "Unknown Alloys" may still appear until overwritten; they cannot be retrieved
- Smithing tables erroneously modifying the input gear item [#894, #878]
- Server connection issue relating to null parts when constructing creative tab [#895]
- Possible crash when filling repair kits [#892]
- Property visibility fixed; gear no longer stores irrelevant properties
- Corrected tier hint for gold to "0"
- Harvest tiers equivalent to wood/gold now transfer to alloys correctly
- Merge changes from the 1.21.1 branch (fix missing traits on gear items issue, show trait descriptions)
- Gear items showing irrelevant properties
- Armor colors (ForAnything47) [#891, #888]
- Armor missing texture on leggings [#888]
- Worn armor textures for low contrast materials (wood, stone, wool, etc.) is now a low contrast textures (item textures are still wrong)
- (Technical) Various method signature changes, mostly related to computing gear property values. This may cause incompatibilities with some add-on mods.
- More detailed tooltips for traits on materials when a bound key (default Shift) is held
- Removed the armor type condition from Flame Ward, so other items can benefit from the fireproof effect (not being destroyed when dropped in lava)
- (Technical) added/fixed some
toStringoverrides to aid with debugging
- Some traits with conditions attached being lost from the final gear item [#890, #885]
### Fixed
- Crash on item tooltips when applying upgrade parts (ForAnything47) [#887, #886]
- Plant block models (requires Silent Lib 11.1.1)
### Fixed
- Players with enchanted gear items failing to connect to server [#883]
## [1.21.11-4.1.3] - 2026-02-19
### Added
- The material book, previously added in the recent 1.21.1 versions. It lists all available materials. The book contents are generated programmatically, so all materials from both mods and data packs will show up.
### Added
- Config option to disable spawning with a material book
- Expanded traits information in material book, add explanation of trait conditions (the asterisk) [#882]
- Trait condition English localizations changed to read like plain English
- Material list in Material Book now clips text too long for the page (such as missing translations) [#882]
- Material book will now show icons for materials with only part substitutes (such as blaze rod, etc.) [#882]
### Fixed
- Crash with Forgified Fabric API [#882]
## [1.21.1-4.1.0.1] - 2026-02-15
### Fixed
- Crash on servers [#881]
## [1.21.1-4.1.0] - 2026-02-15
### Added
- A material book, which will list all materials and their properties. The list can be sorted by name, ID, or numerical property.
- The material book is currently given for free when you join/rejoin the world, or it can be crafted with a book and a blueprint paper.
- This may eventually change into a full guide book if time allows me to do so, but I consider this sufficient for now
- Updated command system (HMRich) [#872]
- (Internal) large refactoring of material tooltip code; should have no visible effects in-game
- Crude/Super Mixers causing an X-ray effect (added an appropriate collision shape to fix the issue) [#866]
### Fixed
- Crash on servers [#881]
## [1.21.1-4.1.0] - 2026-02-15
### Added
- A material book, which will list all materials and their properties. The list can be sorted by name, ID, or numerical property.
- The material book is currently given for free when you join/rejoin the world, or it can be crafted with a book and a blueprint paper.
- This may eventually change into a full guide book if time allows me to do so, but I consider this sufficient for now
- Updated command system (HMRich) [#872]
- (Internal) large refactoring of material tooltip code; should have no visible effects in-game
- Crude/Super Mixers causing an X-ray effect (added an appropriate collision shape to fix the issue) [#866]
### Added
- A material book, which will list all materials and their properties. The list can be sorted by name, ID, or numerical property.
- The material book is currently given for free when you join/rejoin the world, or it can be crafted with a book and a blueprint paper.
- This may eventually change into a full guide book if time allows me to do so, but I consider this sufficient for now
- Updated command system (HMRich) [#872]
- (Internal) large refactoring of material tooltip code; should have no visible effects in-game
- Crude/Super Mixers causing an X-ray effect (added an appropriate collision shape to fix the issue) [#866]
### Fixed
- Swords and similar items crashing the game [#879]
- Armor receiving incorrect attribute modifiers [#877]
### Added
- New traits, Polished and Oxidized, for copper (WIP, no visual effects currently)
- Copper stats should match vanilla now
- Updated some item textures (unweeked)