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Immersive Tool & Armor Degradation

Adds all kinds of dynamic, realistic dirt, gore, and rust overlays to all your tools and armor.

Modrinth adventure equipment social

Описание

# Immersive Tool Aging Dynamic dirt, blood, rust, and combat grime – fully procedural, fully gameplay-integrated, and compatible with almost every item out of the box. ![Weapon gets progressively dirty](https://cdn.modrinth.com/data/cached_images/9704d2ba1ad3a581451af5c3164a9af7df53a929_0.webp) --- ## Key Features ### Procedural Dirt & Damage (Mod-Friendly, Zero Setup) - No resource packs required: overlays are generated at runtime using noise and pixel hashing. - Works on tools, weapons, armor, and shields (including banner patterns). - Over 15 tracked substances: dirt, sand, snow, ash, blood, slime, ink, rust, burns, and more. - Supports emissive fluids like Glow Ink, Warden blood, and Enderman blood. ![Helmet and covered in blood resting on a wooden block](https://cdn.modrinth.com/data/cached_images/e0720f3e94f6f35603e4fae1a546b6b300d84ec5_0.webp) --- ### Blood Has Consequences Visual blood directly influences gameplay and mob behavior: - **The Scent of Blood:** At night, heavily bloodied players may (very rarely!) attract wolf packs. - **Animals or Villager run**; if you are covered in blood. - **Monsters could smell you** from further away. - **Warden Repulsion:** Most hostile mobs avoid players covered in Warden blood. - **Wither Aura:** High Wither blood creates a damaging debuff aura. - **End Glitches:** End blood on held items can randomly teleport the player. - **Harmful Substances** Attacking with dirty weapons may apply minor effects on hit targets. --- ### Combat Splatter, Decals & Footprints - Hits splatter mob-specific fluids on gear and terrain. - Blood puddles form; step in them to dirty your boots leave temporary bloody footprints. - Squids release ink that inflicts Blindness or Glowing. --- ### Environment-Aware Dirt - Dropped items absorb fluids and pick up environmental dirt from blocks they touch. - Loot on spawned mobs comes with biome-appropriate aging. - Slot-specific stains: boots develop gradients from grass; helmets and chestplates show patchy scuffs. ![A bunch of dusty loot](https://cdn.modrinth.com/data/cached_images/96f19ff42e0fb2fad987f762174afb2507807080.png) --- ### Rust, Burns & Maintenance - Metallic gear rusts when exposed to water or rain, increasing durability loss. - Water removes dirt, but **Rust** and **Burns** require a Grindstone. - Dirty food applies themed debuffs (e.g., Mining Fatigue from sand, teleportation from End blood). ![Player in water cleaning himself](https://cdn.modrinth.com/data/cached_images/555c056b047b28486eb7101bd4c3e3942245aced_0.webp) --- ### Cleaning & Inventory Logic - Clean items by rain, swimming, Water Cauldrons, or splash water bottles. - Splash bottles also dissolve ground decals. - Inventory contagion keeps items stackable: merging stacks applies the highest dirt level. --- ### Performance & Compatibility - Texture overlays are cached for minimal overhead. - A central performance handler culls old decals and footprints under server load. - Sodium detection prevents conflicts: overlays disable automatically if Sodium runs without Indium. --- ## Design Philosophy Immersive Tool Aging aims for **immersion**, **mechanical relevance**, and **low friction**. - **Universal procedural generation:** Works with any item without configs or external assets. - **Performance-first:** Caching and adaptive culling protect FPS/TPS. - **Anti-tedium inventory:** Smart stacking avoids clutter and lots of stacks of 1 item that can't stack. - **Form follows function:** Visual wear reflects actual mechanics (rust = faster durability loss). But in a organic way and without to much impact. - **Diegetic interaction:** Cleaning and repair happen through world actions, not menus. - **Context-aware and lore-driven:** Mob fluids and environmental materials behave uniquely. There are a lot of suprises and interactions that just make sense. (If you've got more ideas join my Discord!!) - **Soft-failure integration:** Features blend into vanilla logic and disable gracefully if needed. --- ## Planned Direction Expected future focuses include: - Configuration options - Additional environmental substances and unique mob fluids. - More mob behavior tied to biological contaminants, maybe villagers give bad trades if you are dirty. - Blood dripping from your armor or tools if you've freshly gotten them dirty. - Wetness and wet steps, imagine leaving water on your carpet after you've came home during a storm. Along with water puddles that are shader compatible. - More item compatability. Doesnt support modded items that have their own 3d models too well if at all. - Doesnt support vanilla items like: Tridend, Skulls or Playerheads (Bloody skulls would be so cool) - Explosion decals - Some more unique features for unique monster blood. - Player's skins could get dirty - Dirty blocks? --- ## About the Project Immersive Tool Aging is created by an individual developer. This is my first released mod, built to push immersion as far as possible while maintaining performance and a vanilla(ish) feel. ![Me](https://cdn.modrinth.com/data/cached_images/ed6d690d1dada7f74909070566f6c0355bfea729_0.webp)