Multiverse: Heroes & Villains
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A growing superhero universe: become powerful heroes and villains with unique powers, power wheels, custom HUDs and brutal physics-based combat. First playable character: Conquest ; Viltrumite flight, super strength and savage finishing moves.
Fabric is a mod loader for versions 1.14+ of Minecraft, particularly popular for client side and optimization mods.
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Multiverse: Heroes & Villains
Multiverse: Heroes & Villains is a superhero universe mod for Minecraft. The goal is simple and ambitious: build a growing roster of playable heroes and villains, each granted by a command, each with their own powers, power wheel, HUD identity, animations and physics-based combat — all running on the same universal systems (bleeding and wound textures painted onto skins, dismemberment, ragdoll corpses, persistent block damage, locational injuries, stamina).
This is no longer a single-character mod. The roster starts with one character and will keep expanding: new heroes and villains will be added over time, each built on top of these shared systems with their own color and identity on the power wheel.
Currently playable: Conquest (inspired by Invincible) — the first character of the Multiverse. More characters are in development.
New in 1.4 — the Plasma Form: earn the final flight state by flying uninterrupted at the top tier and become the core of a comet that melts through buildings from a distance and leaves a chain of fireballs behind it. This update also introduces persistent block damage — structures now crack visibly and take several hits before they give way — and rebuilds Thunder Clap into a directional blast. See "Plasma Form" and "Destructible World" below.
Early Development / Work in Progress: The mod is actively being developed and is not currently balanced for normal Survival progression. Features, visuals and balance values may change.
This project was formerly published as "The Diabolical Conquest".
Source Code
The full source code of this mod is public on GitHub — you can read it, study it and see exactly how every system works:
https://github.com/ali975/the-diabolical-conquest
Being able to read the code does not mean it is free to reuse. The mod, its code and its assets are my work and are covered by the license in the repository: play it, run it on your server and make videos about it freely, but redistribution, modified versions, ports and reuse of the code or assets in other projects need my permission first.
Want to put it in a modpack or build something on top of it? Just ask — the answer is usually yes as long as the credit stays.
Development Transparency
I want to be honest about the development of this project: AI assistance was used during the creation of this mod.
AI was used as a development support tool for parts of coding, debugging, cleanup, writing descriptions and organizing ideas. The direction of the mod, feature choices, testing, publishing decisions and final implementation decisions were handled by me.
I know some people hide AI usage even when they use it. I do not want to do that. Whether people like it or not, I prefer being honest about how this project was made instead of pretending otherwise.
The mod is still actively maintained and will continue to improve through updates, fixes and feedback.
Character 1: Conquest
Becoming Conquest
No armor is required. Commands require cheats or operator permission:
/conquest give [player]- Give Conquest to yourself or another player/conquest remove [player]- Remove Conquest/conquest stats- Display age and power statistics/conquest setdays <days>- Set active days for testing
Conquest status and age are saved between sessions.
Viltrumite Powers
- Greatly increased maximum health, attack damage, knockback and interaction range
- Increased body size and custom Conquest appearance
- High damage resistance, natural regeneration and faster healing from meat
- Immunity to fall damage and high-speed wall collision damage
- Fast bare-handed block breaking
- Custom bare-handed combo punches
- Directional flight with momentum and three speed tiers, leading into the Plasma Form
- Three levels of enhanced ground speed
- Charged Super Jump and powerful landing impacts
- Age-based health, damage, stamina and recovery scaling
- High-speed flight carves a tunnel through the world when block destruction is enabled
- High-speed movement can damage entities and produce collision impacts
- Sonic booms, speed trails, shockwaves and water-surface wake effects
Use the normal Minecraft flight control by double-tapping the jump key. Flight movement follows the direction you are looking. Press X to cycle flight speed and Z to cycle ground speed. Breaking the sound barrier throws off a visible shock effect — twin rings behind you at the first tier, an opening shock cone ahead of you at the higher ones.
Plasma Form
The final flight state, and the only power in the mod that is earned rather than selected. It charges only while you fly uninterrupted at the top flight tier; drop a tier or stop flying and the charge resets to zero.
- Conquest becomes the core of a comet — a blinding white core wrapped in molten orange and deep red, trailing a tail over 100 blocks long. Glowing filaments run along the tail while it charges, and crimson electric arcs whip out from around his head at full power.
- You fly straight through buildings. Plasma melts structures from several blocks away instead of on contact, so you never snag on a wall.
- Punching into a dense structure detonates a colossal fireball at the point of impact. Crossing a city sets off a chain of them.
- The form has no speed of its own — you keep your current tier's speed; it changes destruction and visuals only. It costs no stamina, but it requires movement: stop, and it ends instantly.
Power Wheel
Hold Left Alt to open the Power Wheel and press V to use the selected power. Every future character gets their own version of the wheel with a unique color identity.
Q / E- Change pages1-9- Select an entryMouse Wheel- Cycle entriesEscape- Close the wheel
Abilities
Chop
Requires an empty main hand and a nearby living entity directly in your line of sight. Chop consumes stamina and has a short cooldown. If a non-boss target is severely weakened, the strike becomes a lethal slap decapitation.
Headbutt
Requires a nearby living target in front of you and enough stamina. It deals heavy direct damage and impact knockback.
Grab & Choke
Aim at a nearby mob and activate the ability to grab it. Players cannot currently be grabbed. Activate the ability again while holding the mob to continue choking it. Sneak and move to drag the target, or press F to throw it through the environment.
Ground Slam
Use while airborne. Conquest dives downward and creates an area shockwave upon landing, damaging and launching nearby entities. A crater is created when block destruction is enabled.
Thunder Clap
Does not require a targeted entity. Use it with an empty main hand to send a shockwave along your look direction — including straight down or up at a ceiling. It damages and pushes living entities in the blast, and drives visible damage into every block it touches, its force falling off with distance. A single clap does not shatter a wall: it cracks it, and the wall gives way once enough claps have landed on the same spot. It will not break the ground under your own feet.
Powerful Punch
A Viltrumite haymaker. Hold V to charge — the arm chambers back and the body coils — then release to strike. A charged hit lands with enormous force on whatever is in front of it, entity or block.
Living Hold
A non-lethal carry, separate from Grab & Choke. Aim at a nearby living entity and activate the ability to lift it one-handed and hold it out in front of you. Press F to throw it.
Head Rip
Aim at a nearby valid living target. Conquest grabs the victim and performs a synchronized head-ripping execution. The move requires a large amount of stamina and has its own cooldown.
Head Crush
Aim at a nearby valid living target. Conquest holds and crushes the victim's head through a synchronized finishing animation. It requires substantial stamina.
Super Jump
Hold G while standing on the ground, aim in the desired direction and release to launch. A longer charge produces a stronger jump. High-impact landings create particles, knockback and optional environmental destruction.
Stamina and Injuries
Abilities consume different amounts of stamina. Low stamina reduces damage and defensive performance. Stamina regenerates naturally, but torso injuries and critical fatigue slow its recovery.
The locational injury system separately tracks the head, torso, left arm, right arm and legs. Injuries can reduce damage, increase stamina costs, limit movement speed, reduce defense and make demanding abilities less efficient.
Injuries gradually recover over time.
Custom HUD
While Conquest is active, the vanilla health, hunger and armor displays are replaced by a character panel in the top-left corner: a Minecraft inventory-style plate carrying your character's name, a framed portrait and real vanilla HUD icons beside flat meters for health, hunger, armor and stamina, plus Super Jump charge, cooldowns and a body silhouette showing injury status.
Field Guide
Press M to open the in-game guide. It is built from real vanilla window and button art, so it reads as a native Minecraft screen.
- Hero roster — browse every character in the Multiverse, including ones you have not unlocked
- Status — active days, age, age tier, damage multiplier, health and maximum stamina
- Tabs covering powers, movement and physics
The guide can also be opened from the power wheel by pressing G or clicking the center hub.
Universal Systems
These systems are shared by the whole universe — every current and future character builds on them.
Blood, Wounds and Gore
The blood system was completely rebuilt in 1.3 and is one of the deepest in any Minecraft mod:
Wounds live on the skin
- Lacerations are painted directly into the victim's skin texture at the exact texels the hit landed on — not floating decals, not particles
- Wounds bend with animations and follow the body part they are on: a face wound turns with the head, an arm wound swings with the arm
- They pop open when struck, then dry, darken and heal over time
- Works on every vanilla-style living entity — including players
Everything that cuts, wounds
- Any direct melee hit with a sword, axe or trident opens a real gash — players AND mobs, no transformation required: a vindicator's axe wounds a villager just like your blade wounds a zombie
- The laceration lands at the attacker's aim height, and the bleed severity scales with the damage that actually went through armor
- Bleeding victims drip, spurt in heartbeat pulses, shed droplets while running, weaken as they bleed and can bleed out entirely
Blood goes where blood should
- Flying droplets stain whoever they land on — fight up close and your character gets visibly drenched, splash by splash, with runners streaking down the body
- Blood that lands on YOU splatters across your screen and keeps building — a sustained fight can paint the whole view red before it drips away
- Droplets also pool on the ground as stains and puddles under the wounded
Every creature bleeds differently
- Red blood, creeper gunpowder, skeleton bone dust, charred wither ash, spider hemolymph, blazing magma and ender ichor
- Iron golems don't bleed — they show dark torn metal instead
All of it is multiplayer-synchronized, performance-conscious and fully configurable — every part of the system can be toned down or disabled.
Destructible World
Added in 1.4. Blocks no longer flip between "intact" and "gone" — they take damage and show it.
- Struck blocks accumulate visible crack levels that persist, saved with your world
- A block only breaks after passing the heaviest crack stage, so destruction is something you watch happen instead of a block vanishing in one frame
- Landing on or punching a block only breaks it if it is already badly damaged, so ordinary jumping never shatters the floor under you
- Bedrock, liquids and plants are never affected
Powerful abilities feed into the same system rather than deleting blocks directly, which is why a wall now takes several Thunder Claps rather than one.
Dismemberment and Corpse Physics
Executions may create detached heads and physics-based jointed ragdoll corpses. Corpses react to the environment and can be pushed by players.
These effects are synchronized in multiplayer and can be disabled.
Requirements
- Minecraft
1.21.1 - Java
21 - Fabric Loader
0.16.9+ - Fabric API
- GeckoLib
- Cloth Config
- Mod Menu is optional
Current Limitations
- Only one character (Conquest) is playable so far — more are in development
- No Survival XP, quests, skill tree or progression system
- Survival balance is not finalized
- Dash Slam is currently disabled
- The sound wheel and character voice lines were removed in 1.4 and are not currently part of the mod
Content Warning
Contains optional fantasy violence, blood-like effects, dismemberment, head-crushing animations and physics-based corpses.
Disclaimer
This is an unofficial fan-made project. Characters are inspired by existing works — the first character, Conquest, is inspired by Invincible. This project is not affiliated with or endorsed by Skybound Entertainment, Image Comics, Amazon, Marvel, or any other creators and rights holders of the characters that inspire it.
If you enjoy this project and want to support future Minecraft content, mods, updates, and new ideas, you can support me on Patreon:
https://www.patreon.com/cw/thepixelworld
Your support helps me spend more time creating, improving, and sharing more content with the community. Thank you!
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