Immersive Tool & Armor Degradation

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Immersive Tool & Armor Degradation

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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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Project Details

Type
Mod
License
MIT License
Latest Version
ImmersiveToolAging-1.2_1.20.1.jar
Authors
CurseForge
Modrinth

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Modrinth ID

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About

Description

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


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


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.

Recommended image:
A battleground with puddles, footprints, and varied mob blood colors.


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

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

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 you can step on that reflect light like you'd expect.
  • 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

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

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


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


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

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

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

Screenshots

Gallery

  • 960116edad5d03d2822e7e372838b9b9e8835937.png
    960116edad5d03d2822e7e372838b9b9e8835937.png 960116edad5d03d2822e7e372838b9b9e8835937.png
  • a35a86564c946f57f97e7cb0bc0a30d420c29b7b.jpeg
    a35a86564c946f57f97e7cb0bc0a30d420c29b7b.jpeg a35a86564c946f57f97e7cb0bc0a30d420c29b7b.jpeg
  • d510228f9e5f310ae23c6850c34c2c0c3b82d4ca.png
    d510228f9e5f310ae23c6850c34c2c0c3b82d4ca.png d510228f9e5f310ae23c6850c34c2c0c3b82d4ca.png
  • 2a53af6049c876ad423c61600a2997623b02b24d.png
    2a53af6049c876ad423c61600a2997623b02b24d.png 2a53af6049c876ad423c61600a2997623b02b24d.png
  • 45f73ffd22cf671ce202971ad65d6b2a8f187eaa.png
    45f73ffd22cf671ce202971ad65d6b2a8f187eaa.png 45f73ffd22cf671ce202971ad65d6b2a8f187eaa.png
  • 916a6f32fd11b3cff4c3fc6206ccd7bed04a382b.png
    916a6f32fd11b3cff4c3fc6206ccd7bed04a382b.png 916a6f32fd11b3cff4c3fc6206ccd7bed04a382b.png
  • 93c8a1a97d38538a47d83f39f2774ba1565ac8cf.png
    93c8a1a97d38538a47d83f39f2774ba1565ac8cf.png 93c8a1a97d38538a47d83f39f2774ba1565ac8cf.png
  • a470eae4f625b942833434fa7393fdf743eef2a6.png
    a470eae4f625b942833434fa7393fdf743eef2a6.png a470eae4f625b942833434fa7393fdf743eef2a6.png
  • Wither Skeleton spawned with grimey sword
    Wither Skeleton spawned with grimey sword
  • Washing of Dirt
    Washing of Dirt Washing of Dirt in water causes it to dissolve immersively. Depending on the type of dirt it might clean faster like dirt and dust or take longer like ink or burn marks.
  • Procedual Blood and Dirt
    Procedual Blood and Dirt These armors and weapons have the same amount of blood on them but look different. Each piece of gear has its own seed.
  • Natural Loot Table
    Natural Loot Table Natural loot tables can have dirty tools, armor or food depending on where they are. A chests in a Dessert-Biome might have sand on the food.
  • Natural Mobs with dirty Armow and Weapons
    Natural Mobs with dirty Armow and Weapons Mobs can spawn with dirty armor and tools, also depending on biome
  • Mining is messy
    Mining is messy Expect to get dirty when you are surrounded by stone, sand, etc.
  • Bloodpool size depends on damage dealt
    Bloodpool size depends on damage dealt More damage means bigger pool of blood
  • Different mobs have different blood colors
    Different mobs have different blood colors
  • Footsteps after stepping in blood
    Footsteps after stepping in blood Stepping in blood lets (only player as of now) players leave footprints behind for a short while.
  • Eating dirty food
    Eating dirty food Is not recommended. But don't worry the 3 second rule will probably be good enough.

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~3,000
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