Apply Different Stats to Weapon Slots Only
Understand Slot Targeting
Tetra Material Overhaul lets you restrict material bonuses to specific weapon slots. This is useful when you want a material to behave differently as a sword blade versus an axe head.
Define Slot-Specific Contexts
In your material's contexts object, create separate context keys for each slot you want to customize:
`json
"contexts": {
"sword_bonus": {
"attributes": { "generic.attack_speed": 3.0 }
},
"axe_bonus": {
"attributes": { "generic.attack_damage": 2.5 }
}
}
`
Match Contexts in Module Variants
In your module files, specify which context applies. The slots array in your module determines where it can be used:
`json
"slots": ["sword/blade"],
"contexts": ["sword_bonus"]
`
Create separate module entries for axes with "slots": ["axe/head"] and "contexts": ["axe_bonus"]. Now the same material will grant different bonuses depending on which weapon type it's crafted into.