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Dystopian Magic

Create a dystopian sci-fi magic mod with spellcasting mechanics and textures and flavor text inspired by a dystopian sci-fi setting. I want structures and...

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fabricClient1.20.1mod

Dystopian Magic Notes

What was added

  • Core client-side mod for Fabric 1.20.1 with new items (glitch alloy, augmentation cores, corrupted memories, glitch charges, augmented hearts), a circuit spell gauntlet, and an augmentation station block.
  • Hostile tech mob Glitch Sentinel plus a throwable Glitch Bolt projectile; custom spawn egg included.
  • Tick-driven world events that drop in glitched ruins, crashed ships, and rare mothership wrecks near players, each with themed loot tables and sentry guardians.
  • Augmentation system: use augmentation cores on the augmentation station to gain stacked buffs along with escalating side effects; state persists on the player via command tags.
  • Dystopian green/black textures, simple models, loot tables for structures and the sentinel, and a lang file for names/flavor.

How it works

  • Entry points register items, blocks, entities, and lifecycle events on the client (main + client initializers).
  • The circuit spell gauntlet cycles modes while sneaking; casts glitch bolts, corruption pulses, or a phase dash. Casting damages/dashes players and consumes durability.
  • The augmentation station consumes augmentation cores when used, upgrades the player's augmentation level, and reapplies positive/negative status effects periodically.
  • World events run each overworld tick: random chances pick a player, find a nearby surface, and place a ruin, crash site, or mothership using custom structure builders and loot tables. Glitch sentinels spawn to guard them.
  • Biome modifications add Glitch Sentinels to overworld spawns; content is client-focused but uses standard Fabric APIs for registration and rendering.

Notes & suggestions

  • Structures generate dynamically near active players rather than through chunk decorators; explore to trigger placements.
  • Augmentation levels use command tags and persist with the player; using more cores increases both buffs and drawbacks.
  • Assets are minimalist placeholders in dark greens/blacks; replace textures if you want a more detailed look.
  • If you prefer true biome/worldgen integration, you can convert the structure builders into configured/placed features and add a dedicated corrupted biome hook.