Silent Gear

Silent Gear

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Compound Materials incorrectly mixing split armor stats

Funnymeme1 opened this issue ยท 1 comments

commented

Versions

  • Silent Gear: 2.6.0
  • Silent Lib: 4.9.1
  • Forge: 36.0.22

Expected Behavior

Split armor stats to not be increased to ridiculous amounts

Actual Behavior

When making a compound material, if a part which has split armor stats (helmet, chest, legs, boots) is compounded with one which does not (one single stat), it appears to mix the non-split stat with each of the split stats, causing a ridiculous increase in total armor. For example, a full set of 3 bismuth 1 iron armor gives 61 armor when all of it is worn.

Links/Images

Steps to Reproduce the Problem

  1. Make a metal alloyer/gem recrystallizer
  2. Compound a material with split armor stats with one that does not split
  3. Profit..?
commented

Saw this with refined obsidian boots in ATM6 pack being like 22 armor ...for just the boots. Filled up all the armor shields+ by putting on boots. Each piece would be 20+ armor each, where I think the set is suppose to total 30?