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GeoDynamic Attributes changes how player attributes work by linking them to the world around you. Attributes like attack damage, movement speed, and various spell powers (if you have Iron's Spellbooks) adjust based on what biome or dimension you’re in.
For example, you gain knockback resistance while in the Nether, increased movement speed in plains biomes, holy spell power in the Aether dimension, and eldritch spell power when in the Deep Dark biome or the Deeper Darkers' Otherside dimension. These are just a few examples of the dynamic effects this mod provides.
This system is driven entirely by JSON datapacks, making it easy for modpack creators to add or customize attribute entries based on any biome, dimension, or biome tag. It supports both vanilla Minecraft locations and modded content.

Features ----------->
Modpack/Modders Maker: How to Add Your Own Attribute Entries ----------->
1. File Location
Put your JSON files in your datapack under:
data/geodynamic_attributes/geodynamic_attributes/your_file.json2. Filename Convention
Name each JSON file with this pattern (basically any name works, but this format looks cleaner imo):
{biome_or_dimension_name}_{attribute_name}.json
Example: the_nether_knockback_resistance.json or allium_shrubland_nature_spell_power.json
3. JSON File Structure
Each JSON file contains exactly one attribute entry. Here is an example JSON:
{ "biome": "biomeswevegone:allium_shrubland", "attribute": "irons_spellbooks:nature_spell_power", "uuid": "865f1f64-412e-49d3-9199-10f9b0289749", "value": 0.1, "operation": "MULTIPLY_BASE", "required_mod": ["biomeswevegone", "irons_spellbooks"]}
4. Field Descriptions
| Field | Type | Description |
|---|---|---|
biome |
string | The biome ID where the attribute applies. Use vanilla or modded biome IDs. Biome tags (prefixed with #) supported. Names marked with "#" counts are tags |
dimension |
string | (Alternative to biome) The dimension ID where the attribute applies. Use only one of biome or dimension. |
attribute |
string | The attribute ID to modify (e.g., minecraft:generic.attack_damage or irons_spellbooks:nature_spell_power). You can go in-game and use /attribute command to grab IDs. |
uuid |
string (UUID) | Unique ID for the attribute modifier to avoid conflicts. Generate a new UUID for each entry. |
value |
double | The amount to apply (e.g., 0.1 = 10% bonus if using multiply). |
operation |
string | One of: ADD, MULTIPLY_BASE, MULTIPLY_TOTAL. Defines how the value is applied to the attribute. |
required_mod |
array[string] | List of mod IDs required for this entry to be active. If all mods are not present then the system will simply skip this json file. |
5. Extra Things
biome or dimension, but not both in the same file.#forge:is_cold).
The total project is protected by All Right Reserved (ARR). I reserve all rights to this mod, except where content belongs to third-party creators or contributors. See the list below for details on permissions, restrictions, and acknowledgments.
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Why your project is Closed Source and How can we get access to it?
In the past, I had some unfortunate experiences with my college projects (personal matters) that left me with trust issues. Let’s just say I’ve developed a sort of trauma, and it’s hard for me to trust people easily. Since I’m fairly new to this community, I feel the need to be cautious. That’s why my projects are currently closed-source. However, if I stay in the modding scene long enough and build more trust, I might consider making them open-source in the future.
For now, if you’re a known modder or someone I personally know and you’d like access to my projects for personal use or to help me directly, feel free to reach out. You can contact me on Discord or CurseForge, and I’ll gladly provide collaboration access to my GitHub repositories.
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