Federation Of Kaos: Augment Protocol

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Federation Of Kaos: Augment Protocol

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Armor-gated augments: craftable passive, active and flex augments, plus Recall Pads, plasma weapons, a jetpack, a parachute and a grapple.

Mod Loaders
Minecraft

About

Description

Augment Protocol: a netherite survivor with glowing augment hardware and a loadout of slot icons

Armour provides access. Augments define your build.

Augment Protocol gives armour progression a second meaning. The vanilla iron, diamond or netherite armour you wear sets how many passive, active and flex augment slots you have. You fill them with craftable augment items from a catalog of 31 augments, most in tiers I to III: jetpacks and plasma weapons, radars and night vision, shields, regen, Recall and a self-destruct ultimate. Passives are always on. Actives fire on a key and are paid for with charges, energy or cooldowns.

Every capability costs a slot, and slots are scarce. That is the whole design: no loadout covers every situation, so the augments you choose are your build.

It comes with:

  • Armour-gated augment slots: 1 to 7 concurrent augments from bare to full netherite 🛡
  • The Augments Gear screen with passive, active, flex, ultimate, data, back and ammo slots 🎛
  • 31 augments across mobility, vision, survival, combat and utility ⚡
  • Actives on I / J / K / L, the ultimate on U, paid for with Stims, charges, energy cells or cooldowns 🔋
  • Plasma weapons that turn any bow, crossbow or sword into a tiered energy weapon 🔫
  • Recall and placeable Recall Pads, a Jetpack, a Parachute and a grapple 🚀
  • A Build Profile with role stars, archetypes and seven augment synergies ⭐
  • Visible armour hardware and glow that shows everyone what you run ✨

🛡 Better armour, more slots

Iron, diamond and netherite survivors with growing rows of lit augment slots above them

You qualify for one tier, and tiers do not stack:

  • No armour: 1 passive slot.
  • Iron (two or more iron pieces): 2 passive, 1 active.
  • Diamond (two or more diamond-or-better pieces): 2 passive, 2 active, 1 flex.
  • Netherite (three or more netherite pieces): 3 passive, 3 active, 1 flex, and the ultimate slot once all six primary slots are filled.

Everyone also has a Data slot at any tier for information augments only (Tactical HUD, Night Vision, Thermal Vision, Hunter, Hostile Radar, Bounty Tracker), so a scouting feed never costs a passive slot. The flex slot takes a passive or an active. Any augment fits any unlocked slot of its type. Downgrading armour never removes an augment: the slot goes offline and the augment waits for the armour to come back.

The Augments Gear screen opens from a button on your inventory. Beside the augment slots it has a back slot for an elytra or back gear such as a Carry Pack, and four ammo slots for quivers and TaCZ ammo boxes that bows, crossbows and gun reloads draw from first. Gear survives death. Swapping an augment locks that slot for 5 seconds, or 20 in combat, so loadouts cannot be hot-swapped mid-fight, but an installed augment always stays usable.

⚡ Actives: abilities with a price

A jetpack survivor fires a plasma crossbow while another dashes in with a plasma blade

Actives are stronger than passives and each one costs something:

  • Dash I to III: a burst along your look direction, on the ground or in the air; tier III adds a short melee bonus.
  • Jetpack I to III: press jump mid-air to arm, hold to climb, sneak to hover (tier II and up), double-tap jump for an elytra-style flight mode with cruise, climb and, at tier III, an afterburner. An energy tank that regenerates on the ground limits every burn, with fuel warnings on the HUD.
  • Parachute: a steerable ram-air canopy. No fall damage, dive and brake by looking, never climbs; 600 durability is about 20 minutes under canopy.
  • Arrow Chain I to II: a grapple. Fire the anchor, move freely up to the tether length, press again to be reeled in. Everyone nearby sees the rope.
  • Plasma Shot: any bow fires burning plasma bolts with no arrows from a 3 / 6 / 10 shot cell bank that recharges by itself.
  • Plasma Crossbow: any crossbow fires with no reload, spending an arrow or light or medium Energy Ammo per shot plus cells. Always crits, burns targets.
  • Plasma Blade: any sword becomes a tiered plasma blade, a toggle with no cost. Built-in enchantments replace the weapon's own and never stack.
  • Rage I to III: one Overdrive Charge for ×2.0, ×2.5 or ×3.0 damage for a few seconds; tier III adds speed, damage reduction and immunities.
  • Instant Heal: consumes the best Stim you carry, and the Stim's tier sets the heal (10%, 25% or 50%) and the cleanse.
  • Recall: a 5-second stand-still channel home, or to a Recall Pad, on a 30-minute cooldown.
  • Self Destruct (ultimate, netherite only): a 5-second countdown, then a power-4 explosion at your feet. Recharges in 5 minutes, faster as you gain XP.

A failed activation consumes nothing. Cooldowns persist through unequip and relog and reset on death.

👁 Vision and HUD

First-person night-vision view with a hostile radar, outlined infected, compass bar and ore radar

  • Hostile Radar I to III: a round radar of nearby hostiles at 16 or 32 blocks, with mob types at tier II and a sneak-attack crit chance at tier III.
  • Hunter I to III: pick one to three mob types to track; a 128-block tracker shows distance, name, bearing and height.
  • Night Vision: client-side night vision with no potion effect, upgraded in place with tier II and III items.
  • Thermal Vision I to III: outlines hostile mobs, and players at tier III, through walls.
  • Ore Scanner I to III: a semicircular ore radar above the hotbar, a filter at tier II, and a rare-ore ping (diamond, emerald, ancient debris) at tier III.
  • Tactical HUD I to III: compass bar and cargo count, then coordinates, time to nightfall, intel on whatever you look at (health, armour, attack, threat), block and tool info while sneaking, a 10-second target lock, and incoming-projectile warnings with the shooter outlined.
  • Bounty Tracker I to III: tracks Kaos Hunter marks at 16, 32 or 64 blocks, with a health bar at II and ability warnings at III. It needs Kaos Hunter installed.
  • Safety Scanner I to III: lava and fire warnings, low-light warnings that become an auto-placed torch at tier II, drop and creeper warnings.

Night Vision and Thermal Vision cannot be equipped together. A bottom-left AUGMENT // STATUS panel always shows your actives, flex and ultimate with their keys, cooldowns and locks.

❤️ Survival and combat passives

  • Personal Shield I to III: 8, 12 or 20 points of absorption that recharge after you stop taking damage; tiers II and III knock hostiles back when the shield breaks.
  • Last Stand I to III: Resistance when a hit drops you to 20% health; at tier III a lethal hit is cancelled with a totem-style save, no totem needed, on a 15-minute cooldown.
  • Advanced Regen I to III: up to 6 extra hearts, out-of-combat regeneration and auto-eat from your inventory. Auto-eat restores hunger only.
  • Life Support I to III: slower air loss underwater and a growing chance to block Poison, Wither, Hunger and Weakness. Tier III suppresses the symptoms of Outbreak Protocol's infection, but the infection clock keeps running: only the Vaccine chain cures.
  • Thermal Protection I to III: 50%, 75% or 100% less damage from fire, lava, hot floors, freezing, cactus and berry bushes. With Legendary Survival Overhaul installed it also adds heat and cold resistance, up to immunity.
  • Knockback Stabilizer, Impact Dampener (up to no fall damage and a tier III hero landing), Double Jump, Terrain Assist (step height) and Sprint Enhancement.
  • Advanced Miner I to III: 9, 18 or 27 slots of Miner Storage that survive death, faster mining, and an 8-block vein mine at tier III.
  • HunterPack, the one elite augment: Hunter III, Jetpack III, Terrain Assist II and Bounty Tracker II in a single passive slot. Netherite only, and built in Kaos Hunter.

🔋 Charges, Recall and travel

A survivor channelling on a Recall Pad beside a table of Stims and charges

The augment is the device; the charge is the ammunition. Stim I to III feed Instant Heal, an Overdrive Charge feeds Rage, and a Recall Charge clears Recall's cooldown. Plasma cells refill on their own, the Parachute spends durability and the Jetpack spends its tank. Charges stay in your main inventory, so swapping augments never loses them.

Recall Pads are craftable, labelled pads, up to eight per player. The Recall augment opens a picker of your respawn point, your pads and sibling-mod anchors such as a placed Carry Pack. Pad-to-pad warps need no augment at all, just the same 5-second channel, and cross-dimension travel is allowed.

Quivers I to III hold 128, 256 or 512 arrows or energy ammo in a gear ammo slot and are drawn from before your inventory.

⭐ Build Profile and synergies

A survivor studying a holographic build profile with role stars and linked synergy icons

Augments are the class system, but nothing forces a class. Each augment carries weight in four roles (Recon, Defense, Mobility, Support). The inventory screen shows your role stars, the closest of eight reference archetypes (scout, juggernaut, medic, ghost and more, or HYBRID BUILD), and the synergies you have active. Seven augment pairs reward committed builds: Threat Tracking, Trauma Response, Berserker Protocol, Runner Protocol, Iron Will, Fortune Finder and Expedition Hardening. Tooltips name each augment's synergy partners so you can discover them.

Your armour shows it too: a visor, a reactor frame or leg struts glow on your model depending on the category of augments you run, and everyone can see it.

📜 Crafting

Tier I augments are shaped recipes from vanilla parts. Tier II is the tier I item plus a diamond, an amethyst shard, a redstone block and a flavour item. Tier III is the tier II item plus a netherite ingot, an echo shard, an eye of ender and a flavour item. Jetpack tiers follow their own ladder up to an elytra and a nether star. All recipes show in JEI.

🛠 Keys and commands

  • I / J / K: active slots 1 to 3. L: flex. U: ultimate. Optional binds for Dash, Miner Storage and the jetpack flight-mode toggle.
  • The Augments Gear and Miner Storage screens open from buttons on the inventory screen.
  • /fokaugment (operators): give a Jetpack, reset or clear augment cooldowns.

There is no config file; balance is built in. Everything that matters is decided on the server, and client and server jars must match.

✅ Requirements

  • Minecraft 1.20.1 with Forge 47 or newer.
  • Caelus 3.1.0 or newer (required: elytra flight from the back slot and jetpack flight mode).
  • Optional: TaCZ (ammo boxes in gear ammo slots, gun hits on the HUD and radar), Legendary Survival Overhaul (Thermal Protection resistances), and the other Federation Of Kaos mods below.
  • Install on both the client and the server.

Part of Federation Of Kaos

Augment Protocol is the build system of the Federation Of Kaos modpack, a post-apocalypse survival shooter, and it works just as well on its own. In the pack it is wired into the other FOK mods: Carry Pack rides in the back slot and feeds the Tactical HUD, Kaos Hunter adds the Bounty Tracker data and builds the HunterPack, Kaos Missions payloads ground the jetpack and jam Recall while you carry them, and Pocket Domain registers its own augment through the 1.4 extension API. Augments mitigate survival systems but never delete them: they do not cure infection, satisfy thirst, or repair, duplicate or manufacture firearms.