This project is open source, see it here.
A mod I've been working on on-and-off since about 2019, following Minecraft versions 1.14 up to 26.1, with a recent port to Neoforge. It has accumulated quite a few interesting features and subsystems beyond the usual item, block, and recipe registration. The most interesting parts are larger systems that had to work with Minecraft's chunked world model and concurrent generation, real-time simulation, data component APIs, and mod interoperability constraints. Some details on the pages below.
Procedurally-Growing Wasp Nests
A dynamic hive system that can grow to thousands of blocks while still behaving like one organism. Uses simple heuristics to grow complex and interesting strucutres. Has multiple "hearts" as centres of groth, but only one heart ticks and owns the hive state, while inert slave hearts preserve the illusion of many active growth centres. The failover logic promotes a dummy heart if the master is destroyed, moving state and references so the system remains coherent under player damage.
Spell System
A reusable spell architecture built around serialisable item data components. Fuel stores, refuel items, spellbooks, staffs, and the spell implementations themselves are separated so arbitrary items can hold fuel, provide spells, or act as casting focuses. The result is a system that can be extended inside the mod and, in principle, by other mods.
Regional Ores
A deterministic chunk-level ore distribution system that globally satisfies local constraints without precomputing the infinite world. Thread-safe access for queries from Minecraft's multi-threaded world generation. Fast and strictly reproducible generation.
Alchemy System
A world-specific transmutation puzzle where material relationships are procedurally randomised, so players have to discover and optimise routes through experimentation.