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Tetra Material Overhaul Wiki › Guides › Create a Custom Material with Context-Specific Bonuses

Create a Custom Material with Context-Specific Bonuses

Set Up Your Material JSON

Create a new material file in your data pack's tetra/materials/ folder. Define the base stats (primary, secondary, tertiary, durability, toolLevel, etc.) as you normally would.

Add Context Fields

Inside your material JSON, add a contexts object at the root level. Each context key you create can hold its own attributes and effects objects:

`json

"contexts": {

"your_context_name": {

"attributes": {

"generic.attack_speed": 2.5,

"generic.attack_damage": 1.2

},

"effects": {

"effect_name": [duration, amplifier]

}

}

}

`

Link to Modules

In your module JSON files (e.g., sword blades, axe heads), add the context name to the contexts array within each variant:

`json

"contexts": ["your_context_name"]

`

When a player crafts gear using that material and module combination, the bonuses from your context will apply only to that specific part and slot. This lets you fine-tune attack speed or damage for particular weapon types without affecting tools or other gear.