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.

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## 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.

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### 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.
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### 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.
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### 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.

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### 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).

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### 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.
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### 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.
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## 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.
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## 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?
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## 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.
