
MITE:Equilibrium
This mod offers a linear progression experience with the goal of liberating the End . Without overly flashy details, the main task is to carefully consider your environment and make the right choices.
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- Подписчики
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- Обновлён
- 30 июня 2026 г.
- Лицензия
- MIT
Опубликован 12 октября 2025 г.
Mod Introduction
This mod uses Minecraft Fabric 1.21.1 as its framework, recreating most of the classic MITE-R196 settings while adding other details to improve the gameplay experience.
The mod offers a linear progression gameplay experience, with the goal of accessing the End. There are no excessive, frivolous details; there is more than one path to reach the objective. What you must do is carefully consider your current situation and make the right choices.
Standard playthrough length: 72 to 128 in-game days.
Standard Difficulty Rules Introduced Based on Minecraft 1.21.1
All basic rules have default configurations, serving as the standard difficulty reference. Players can also disable some rules in "More -> Game Rules" during world creation. The main content of these rules is as follows:
The player's crafting operation requires additional time (items are no longer retrieved instantly). Crafting advanced items (those containing materials like iron ingots and diamonds in the recipe) increases the time consumed.
A series of crafting benches are introduced. All crafting benches have a level tag, introducing a crafting level system.
The player's mining speed is greatly reduced.
A Bloodmoon Blight mechanic is introduced. The Bloodmoon is a special moon phase. Throughout the entire day of a Bloodmoon, Wheat, Carrots, Beetroots, Potatoes, and Onions (a new crop added by the mod) have a high chance of turning pale and diseased, eventually withering until they are destroyed.
Advanced Animal AI is introduced. The AI for cows, sheep, chickens, and pigs has been rewritten, adding numerous mechanics. These animals have faster movement speeds, receive panic alerts from others of their kind, and their escape pathfinding is more intelligent.
A player Malnutrition mechanic is introduced. When players lack vegetable and fruit intake for a long time, they enter a state of malnutrition, which reduces health regeneration speed while also causing significant and continuous hunger drain.
The teleport command can be used between players. Each teleport costs 500 experience points. This rule is disabled by default.
Villages will generate at more distant locations. After 10 in-game days, if the player has crafted any metal tool (typically a copper pickaxe), a village can attempt to generate in a suitable new chunk.
The daytime during a Bloodmoon is always a thunderstorm. A linked rule is introduced here, causing lightning to strike more frequently near the player.
Defeating the Ender Dragon once, without modifying any rules by default, unlocks certain buttons (such as entering a seed, enabling Creative mode, etc.).
Fixed Mechanics Affecting Player Attributes
Players start with only 6 health and 6 hunger points. The maximum increases to 20 points with experience levels.
Health regeneration from food is removed. The player naturally regenerates 1 health point every 960 ticks.
The player's block breaking and attack reach is significantly reduced, but some items or weapons can extend this distance. Sneaking can also extend it.
Most portable and functional blocks crafted by the player can be collected by hand.
Fixed Furnace Mechanics
Clay, Obsidian, and Netherrack furnaces are added. The higher the furnace tier, the faster its base burning speed.
The Clay Furnace cannot smelt ores; it can only be lit by flammable blocks, charcoal, etc.
The Cobblestone Furnace can smelt most ores but can only be lit by coal.
The Obsidian Furnace can produce higher temperatures, allowing it to smelt Mithril ore, but it can only be lit by a Lava Bucket.
The Netherrack Furnace can smelt Adamantium ore but can only be lit by Blaze Rods, which have the highest heat value.
Fixed Anvil Mechanics
Anvils have fixed durability values. The details are as follows (content from the update log):
An anvil starts with 64 durability points. Each use (including renaming) reduces it by one point.
Anvil durability is divided into three major stages: 43 <= i <= 64 is the fully intact state, 22 <= i <= 42 is the chipped state, 1 < i <= 21 is the damaged state. When i=0, the anvil is destroyed.
Every time an anvil is placed, or its durability value changes, a block update occurs at the anvil's coordinates to match the state corresponding to the durability value.
Anvils are responsible for durability, not appearance priority. Therefore, if a chipped or damaged anvil (from falling) is taken from Creative mode or collected, it will immediately update its appearance to the fully intact state upon placement, as its usage count is 0.
Unplaced anvils stack to 16 and have not had their durability initialized. Once placed, a durability bar is created for it. At this point, the anvil is treated as a special type of tool, and its maximum stack size is limited to 1.
When treated as a tool, the anvil normally incurs durability loss from breaking blocks.
Players can repair an anvil by holding Iron Blocks. Each Iron Block restores 24 anvil durability points. Therefore, if the anvil is already in the chipped or damaged stage, repairing it will inevitably cause its state to change.
If an anvil has no visible damage (i.e., its durability has not dropped below 42), it cannot be repaired by right-clicking it while holding an Iron Block. If repair is needed, the option is to combine two anvils in a crafting grid to merge their durability.
Fixed Save and Load (SL) Penalty and Respawn Mechanics
Every time a player enters the world, they are forced to lose 1 health point, and suffer short Slowness, Weakness, and Blindness effects.
Upon dying for the first time, the player retains all experience points and health, respawning at the world spawn point.
When the player is above level 5 and less than or equal to level 35, they lose all experience points above level 1 on death, but keep their items and respawn at the world spawn point.
When the player is above level 35, they lose 5 levels' worth of experience on death, keep their items, and respawn at the world spawn point.
Each time the player dies, the Ender Dragon's base armor increases by one point.
Fixed Overworld Moon Phase Mechanics
The first day of the game is a Blue Moon, during which no monsters will spawn.
During a Full Moon and Bloodmoon, the player cannot sleep.
During a New Moon, all monster strength is suppressed.
Every 32 in-game days, a Bloodmoon occurs. Its daytime is always a thunderstorm, and being exposed outside makes one extremely vulnerable to lightning strikes. The weather clears at night as the Bloodmoon rises.
During a Bloodmoon, all monsters are buffed with the Strength effect, deal extremely high damage, have a massively increased tracking range, and monsters will forcefully spawn near the player.
The Full Moon before a Bloodmoon is a Yellow Moon. Random tick speed increases, meaning crop growth speed increases.
Every 128 in-game days, a Blue Moon appears. Aside from the first day's Blue Moon, random tick speed increases during it, and animals will also spawn nearby.
New Metal Ores, New Crops, and Their Mechanics
Copper, Silver, Mithril, and Adamantium metals are added to the game. Some metals have unique properties; for example, landing the final blow on an undead mob with a Silver Dagger or Silver Sword grants the Regeneration effect.
Vanilla tools are restricted. Wooden, Stone, and Diamond tools are removed (the Wooden Shovel is kept). All tool durability is significantly reduced. Building artificial mine tunnels is impossible in the early game; players can only venture to cave entrances to collect exposed ores.
Compass Change: Players can right-click a compass to get their own coordinates.
The Onion crop has been added as a vegetable. It can only be found in chests.
The growth speed of all crops is significantly reduced.
Restrictions are placed on the growth of crops (Wheat, Carrots, Onions, Potatoes, etc.). These crops require full, unobstructed sky light to grow. They will become diseased during a Bloodmoon, turning pale in texture, and will be destroyed after a certain time. Bone Meal can be used to cure the disease.
Entirely New Lifestyle and Natural Structure Changes
In the early game, players mainly feed themselves by hunting animals and gathering plants. Crop growth speed has become extremely slow, making large-scale farming impractical.
Players need to constantly collect Gravel to obtain Flint / Flint Shards / Metal Nuggets. Flint can be used to craft your first Crafting Bench. Collected Copper Nuggets and Silver Nuggets can be used to create higher-tier metal crafting benches. Players only gain the ability to mine ores/stone after crafting at least their first Copper Pickaxe.
Villages will only generate after a Copper Pickaxe has been crafted and enough time has passed. Villages no longer naturally generate Villagers, but crops remain. Players can collect these crops and then choose a suitable settlement location to begin developing.
The vast majority of natural structures, including Villages, Mineshafts, Ruined Portals, and Shipwrecks, only generate at a sufficient distance. Strongholds are an exception, but the Stronghold containing the End Portal can only be found beyond an absolute distance of 12,000 blocks on the X or Z axis. Only the Stronghold containing the End Portal can be located by Eyes of Ender. If no such structure is nearby, the Eye of Ender cannot be thrown.
Portal Changes, Addition of a New Dimension, Adjusted Nether Entry Conditions
Constructing a portal at any location in the Overworld will teleport the player to the world spawn point (or near the location where the player last slept).
Constructing a portal in the Overworld, above bedrock and at Y=-60, will teleport the player to the Underworld. This is a brand-new cave world dimension, extremely dark and very dangerous, with immense exploration difficulty. It requires immediately building blocks to seal off the portal.
Diamond, Mithril, and Adamantium ore veins can only be found in the Underworld. Only by obtaining the preceding tier of metal can players craft higher-tier tools to mine harder ores.
In the Underworld, large bodies of water may generate at Y=144 height. Digging further down leads to a bedrock layer. Players need to constantly dig mine tunnels nearby to try to find gaps in the bedrock layer to continue downwards.
Players cannot use mechanics to destroy bedrock in non-Creative modes. If an illegal bedrock destruction event is detected, all nearby players will be forcibly killed, and the site will be restored.
The lowest bedrock layer in the Underworld is sparsely dotted with large lava pools. Only a portal built above lava and exactly at Y=-60 height, when lit, can teleport the player to the Nether. This means not all lava pools have suitable space above them for portal construction.
New Mobs Added and Mob Abilities Enhanced
Mobs such as Ghouls, Longdead, Invisible Stalkers, Revenants, Fire Elementals, and Black Slimes have been added.
Wither Skeletons, Blazes, Black Slimes, Invisible Stalkers, and Fire Elementals are immune to damage from non-enchanted weapons.
Ghoul hits apply the Slowness effect to the player and simultaneously reduce mouse sensitivity to the minimum, making turning extremely difficult.
Longdead only generate in the Underworld. They spawn with armor initially and have high armor values. Longdead have two variants: Melee Longdead deal extremely high damage, and Ranged Longdead have an increased arrow shooting frequency.
Invisible Stalkers only generate in the Underworld and in completely dark locations below Y=0 in the Overworld. They are fully invisible and nearly silent. Hitting a player applies the Blindness effect. The F3+B hitbox display is ineffective against them.
Invisible Stalkers and Black Ghouls will attempt to destroy nearby Torch blocks.
Revenants are a rare variant of Zombies that spawn below Y=0 in the Overworld. They initially have a full set of iron armor and weapons, utilize the weapon's attack range, and deal high damage.
Fire Elementals spawn in the Overworld below Y=0 and in all lava pools in the Nether. They are immune to non-enchanted weapons but take high damage from Snowballs. They disappear upon contact with water. Hitting a player applies a very long burn duration. They move faster in lava pools and continuously regenerate health, but continuously lose health when out of lava.
Zombies can see the player through blocks like dirt and can break blocks to approach and attack you. Zombies holding tools will have a stronger block-breaking capability.
Zombies will actively attack animals and pick up items like meat, consuming half the amount of meat they pick up.
The AI of common animals has been significantly improved, and their base speed increased (greatly increasing the difficulty of early-game hunting).
Animals will become sick when their living conditions are poor. Sick animals drop no items.
Endermen check the player's inventory and will actively attack players holding an Ender Pearl.
When the recorded death count is too high (>30 times), Endermen cease to be neutral.
New Advancements, Option Settings
The mod adds some Advancements, providing a series of key milestones to guide the player step-by-step towards defeating the Ender Dragon.
Some world creation options are locked and cannot be changed, unless the game has been completed at least once on standard difficulty.
New Enchantments Added
Reach: Obtained from enchanting at a Bookshelf. Can be enchanted on a Bucket. Provides greatly increased block interaction distance when the bucket is selected. The enchantment is not lost when holding water.
Speed: Obtained from enchanting at a Bookshelf. Can only be enchanted on Leather Boots. Provides a speed bonus.
Extend: Obtained from enchanting at a Bookshelf. Can only be enchanted on Longswords. Provides increased entity attack range.
Advanced Difficulty Rules
A new series of Advanced Difficulty rules have been added, drastically increasing the game's difficulty. Players can choose to enable these.
Think Twice Before Action: Increases the cost of Save & Load. Each time re-entering the game, the player loses half of their health points, capped so health doesn't drop below 3 points.
Rainy Season: Starts the game a few days before the rainy season, then greatly increases the proportion of time it rains in the world.
Extinction: The player starts with 16 Leather. Cows, Sheep, Pigs, and Chickens will no longer spawn.
Blight: Crops no longer grow naturally; they can only be forced to grow using bone meal or similar, except for stem-based crops (Pumpkins, Melons).
Desolation: Removes the Village, associated farmland, and Pillager Outpost structures.
Universal Aggro: The player will unconditionally provoke the hostility of some Zombified Piglins and Endermen.
If any Advanced Difficulty rule is enabled, it requires that the player is not in Creative or Spectator mode, and command permissions are disabled for the world. Otherwise, the server will forcibly kick all players.
If any Advanced Difficulty rule is enabled, the game difficulty is simultaneously locked to Hard mode.
More Content
For details on more mechanics, refer to the update log (the original file can be downloaded from the provided cloud storage link, or consult the Modrinth update log).
Mod-related recipes can be looked up by downloading the JEI mod (To avoid potential compatibility issues, it's recommended to create a new testing world to query recipes).
Ченджлог
v1.1.0.520260630Бета1.21.1 · 30 июня 2026 г.
MITE:Equilibrium 1.1.0.5420260630_Beta
1、重构了大量代码,新增了金属砧等级
(1)铁砧最高接受铁质工具/装备的修复或附魔,也可以向下兼容更低等级的材料
(2)添加了秘银砧,耐久为512点,最高可接受秘银或钻石硬度的材料
(3)添加了艾德曼砧,耐久为1点,使用不消耗耐久,可以修复所有硬度的材料
(4)标准难度下还原了Minecraft1.21.1的原生铁砧,可以无视材料限制正常修复或附魔工具,但消耗等级
(5)标准难度下玩家可以将铁砧通过合成转换为带有等级限制但不再消耗经验等级的模组特制铁砧
(6)新增了一个进阶难度词条,开启后玩家所合成的原生铁砧将转化为模组特制铁砧
2、新增了碎片物品
(1)白色玻璃爆炸后掉落2-4个玻璃碎片
(2)钻石矿石、绿宝石矿石爆炸后分别掉落1个、4到8个对应碎片
(3)9个玻璃碎片可以合成一块玻璃板,9个钻石碎片、绿宝石碎片可以合成完整的钻石和绿宝石
3、修复了玩家右键合成台(箱子、熔炉等一系列容器)之外的位置造成异常网络发包的问题
4、修复一处标准词条的中文文本错误,启用玩家间的传送->禁用玩家间的传送
MITE: Equilibrium 1.1.0.5420260630_Beta
1.Refactored a large amount of code and added metal anvil levels.
(1) Iron Anvil: Can repair or enchant iron tools/equipment at most, and is also compatible with lower-level materials.
(2) Added Mithril Anvil, with 512 durability, which can accept materials up to mithril or diamond hardness.
(3) Added Adamantium Anvil, with 1 durability. Using it does not consume durability, and it can repair materials of any hardness.
(4) On Standard difficulty, the vanilla Minecraft 1.21.1 anvil is restored. It can repair or enchant tools normally without material restrictions, but costs experience levels.
(5) On Standard difficulty, players can convert an Iron Anvil through crafting into a mod-specific Iron Anvil that has level restrictions but no longer costs experience levels.
(6) Added an advanced difficulty entry; when enabled, crafting a vanilla anvil will instead produce the mod-specific Iron Anvil.
2.Added shard items.
(1) White glass drops 2–4 glass shards when destroyed by an explosion.
(2) Diamond ore drops 1 diamond shard, and emerald ore drops 4–8 emerald shards when destroyed by an explosion.
(3) 9 glass shards can be crafted into a glass pane. 9 diamond shards can be crafted into a diamond, and 9 emerald shards into an emerald.
3.Fixed an issue where right-clicking outside of containers (crafting tables, chests, furnaces, etc.) caused abnormal network packets.
4.Fixed a Chinese text error in a standard difficulty entry: “启用玩家间的传送” (Enable player teleport) corrected to “禁用玩家间的传送” (Disable player teleport).
v1.1.0.420260530Бета1.21.1 · 29 мая 2026 г.
MITE:Equilibrium 1.1.0.420260530_Beta
i.整理了近期反馈而进行的一次小型更新
1、开启了荒芜(Desolation)词条后,命令/village不再生效避免给出错误信息,因为此时一定不生成村庄
2、如果玩家因等级达到上限无法再通过打碎晶体获得经验时,则予以提示
3、如果玩家因等级达到上限无法再通过打碎硬币获得经验时,则予以提示
4、如果玩家无法达到合成原版合成台所需的50级经验,则予以提示
5、玩家处于糖尿病效果时,不会因为进食非糖类食物而引起负面效果
MITE: Equilibrium 1.1.0.420260530_Beta
i. A minor update addressing recent feedback.
1.After enabling the advanced difficulty entry "Desolation", the /village command no longer works to avoid displaying incorrect information, because villages will never generate.
2.If a player cannot gain experience from breaking crystals because they have reached the level cap, a message will be shown.
3.If a player cannot gain experience from breaking coins because they have reached the level cap, a message will be shown.
4.If a player is unable to meet the Level 50 experience requirement for crafting a vanilla crafting table, a message will be shown.
5.While under the diabetes effect, eating non-sugar foods will no longer cause negative effects.
v1.1.0.320260515Бета1.21.1 · 15 мая 2026 г.
MITE:Equilibrium 1.1.0.320260515_Beta
i.本次更新聚焦于全进阶难度词条挑战场景
1、解决了一个关键性bug,该bug导致合成等级机制无法生效
2、移除了沙砾一次性开采的设定,使用了新的沙砾生成算法,贴近Minecraft-1.6.4风格
3、如果开启了进阶难度词条:雨季(Rainy Season),玩家可以使用命令/sun来额外支付500xp来使天气变晴一段时间
4、近战溺尸对玩家造成伤害的同时也会大幅降低氧气值
5、蜘蛛死亡时会保底掉落一根线
6、新增了胰岛素抵抗的机制,玩家如果短时间大量进食糖类制品会触发胰岛素抵抗,继续进食最终会引起糖尿病
(1)玩家拥有总糖值进度,初始为0,每次进食糖类制品会相应增加进度,玩家会随时间自然降低一些进度
(2)升糖指数参考:糖6400点>面包3200点>南瓜派2400点>苹果1600点=金苹果=附魔金苹果=甜浆果=发光浆果>西瓜片800点
(3)糖尿病进度参考(总糖值):48000(I)、60000(II)、72000(III)、90000(IV)
(4)胰岛素抵抗时期,对应糖尿病效果I、II,玩家食用含糖制品时会造成中毒和反胃效果
(5)二型糖尿病时期,对应糖尿病效果III、IV,玩家食用含糖制品时额外造成虚弱效果,直至附加失明
(6)玩家每次重生时,总糖值会被设定为48000,不会随死亡清空
(7)只有玩家开启任意进阶难度词条时,胰岛素抵抗机制才会随之加载
7、钓鱼不再获得经验,但保留了提示音效
8、鱼咬钩的时间延长了一秒(40刻到60刻的随机值)
9、动物死亡时不再获得经验
10、幻翼死亡时掉落的经验得到提升(100xp)
MITE: Equilibrium 1.1.0.320260515_Beta
i. This update focuses on challenge scenarios with all advanced difficulty entries.
1.Fixed a critical bug that prevented the crafting level system from functioning.
2.Removed the mechanic where gravel blocks could only be harvested once , and implemented a new gravel generation algorithm that matches the behavior of Minecraft 1.6.4.
3.If the advanced difficulty entry "Rainy Season" is enabled, players can spend 500 XP to clear the weather for a period of time using command "/sun".
4.Melee Drowned now also significantly drain your oxygen when they damage you.
5.Spiders now drop at least one string
6.Added an insulin resistance mechanic. If players consume large amounts of sugary foods in a short period, they will trigger insulin resistance; continued consumption may eventually lead to diabetes.
(1) Players have a total sugar value progress, starting at 0. Each consumption of sugary foods increases the progress accordingly, and the value naturally decreases over time.
(2) Glycemic index reference: Sugar 6400 > Bread 3200 > Pumpkin Pie 2400 > Apple 1600 = Golden Apple = Enchanted Golden Apple = Sweet Berries = Glow Berries > Melon Slice 800.
(3) Diabetes progress thresholds (total sugar value): 48,000 (I), 60,000 (II), 72,000 (III), 90,000 (IV).
(4) During the insulin resistance stage (diabetes effects I and II), consuming sugary items causes poison and nausea effects.
(5) During the Type 2 diabetes stage (diabetes effects III and IV), consuming sugary items additionally causes weakness, eventually leading to blindness.
(6) Upon each respawn, the player's total sugar value is set to 48,000 and is not cleared upon death.
(7) The insulin resistance mechanic only activates when any advanced difficulty affix is enabled.
7.Fishing no longer drops experience, but the "xp-getting" sound effect remains.
8.Fish bite time increased by 1 second — the random delay is now 40–60 ticks (was 20–40 ticks).
9.Animals no longer drop experience on death.
10.Phantoms now drop 100 XP on death (significantly increased).
v1.1.0.220260508Бета1.21.1 · 8 мая 2026 г.
MITE:Equilibrium 1.1.0.220260508_Beta
1、解决了一个关键性bug,该bug导致玩家无法在地下世界建立传送门
此版本没有新添其他内容
MITE:Equilibrium 1.1.0.220260508_Beta:
1.Fixed a critical bug where players were unable to build portals in the underworld.
No other new content has been added in this version.
v1.1.0.220260502Бета1.21.1 · 2 мая 2026 г.
MITE:Equilibrium 1.1.0.220260501_Beta:
1、添加了一个新世界预设:默认(经典)
(1)该预设下移除了所有海岸和海底的沙砾分布,河底和浅海有时会少量圆盘状地分布一些沙砾
(2)该预设下沙砾基本以矿物的形式生成,玩家一般需要在高山断层或者光亮的浅表矿洞处才能寻找到大部分沙砾
(3)玩家在解锁按钮后可以在世界预设中自行决定是否选择这一特性,目前沙砾仍然是一次性开采,但未来趋势是全面应用该预设,相应地,沙砾一次性开采这一过渡性质的设定将会被移除
2、解决了一个历史性问题,现在玩家可以正常创建超平坦世界以及其他世界预设了,而不是无论如何创建世界都会变成默认的主世界预设
3、现在,玩家中毒死亡时会拥有更好的死亡提示效果,而不是显示被魔法杀死
MITE:Equilibrium 1.1.0.220260501_Beta:
1.Added a new world preset: Default (Classic Overworld)
(1) In this preset, all gravel distribution along coastlines and the seabed has been removed. In riverbeds and shallow seas, gravel occasionally appears in small, disc-shaped deposits.
(2) In this preset, gravel essentially generates as a mineral resource, players generally need to search in high mountain faults or bright, shallow surface caves to find most of the gravel.
(3) After unlocking the button, players can decide in the World Preset settings whether to enable this feature. At present, gravel is still obtained through one-time mining, but the future direction is to fully adopt this preset; accordingly, the transitional one-time mining set for gravel will be removed.
2.Fixed a long-standing issue: players can now create Superflat worlds and other world presets normally, instead of all worlds defaulting to the main Overworld preset regardless of the creation settings.
3.Dying from poison now displays an improved death message, rather than showing killed by magic.
v1.1.0.120260410Бета1.21.1 · 17 апреля 2026 г.
MITE:Equilibrium 1.1.0.120260410_Beta:
1、所有结构(比如远古城市、废弃矿井等)都只会生成在距离原点(0,0)的1km之外,地物不受影响,所以玩家仍有少量机会出生在稀有的地表沉船附近
2、蓝月一整天都会是晴朗的天气
3、天空处于下雨状态时,如果玩家处在室外,则会被施加挖掘疲劳效果
4、对于工作台和铁砧,如果正上方有方块阻挡,玩家就无法与其交互
5、玩家醒来时不会立刻让天气变好
6、玩家醒来的时间不再固定,大部分时候醒来偏早,也有小概率会睡到接近中午
7、新增了一系列进阶难度词条,极大地提升了游戏难度,玩家可以选择性进行开启
三思而后行(Think Twice Before Action):提高Save & Load的代价,每一次重新登录游戏时,会损失掉一半的生命值,斩杀线为3点生命
雨季(Rainy Season):从雨季的前几天进行开局,随后大幅提高世界下雨的时长比例
灭绝(Extinction):初始获得16张皮革,同时牛、羊、猪、鸡四种动物不再生成
荒疫(Blight):农作物不再自然生长,只能进行催熟,梗类作物(南瓜、西瓜)除外
荒芜(Desolation):移除了村庄、附属的农田和掠夺者前哨站结构
众矢之的(Universal Aggro):玩家会无条件引起一些猪人和末影人的仇恨
8、若开启了任意进阶词条,则要求玩家不为创造模式或旁观模式,且世界关闭了命令权限,否则服务器将强制清出所有玩家
9、若开启了任意进阶词条,则游戏难度也会同时锁定到困难模式
MITE:Equilibrium 1.1.0.120260410_Beta
1.All structures (e.g., ancient cities, abandoned mineshafts) will only generate beyond 1km from the origin (0,0). Terrain features are unaffected, so players still have a small chance to spawn near a rare surface shipwreck.
2.During a Blue Moon, the weather remains clear all day.
3.When it is raining and the player is outdoors, they will be inflicted with Mining Fatigue.
4.Players cannot interact with a Crafting Table or Anvil if there is not a air block directly above them.
5.Waking up no longer immediately clears the weather.
6.The wake-up time is no longer fixed. Most of the time players wake up slightly early, with a small chance of sleeping until nearly noon.
7.Added a series of advanced difficulty modifiers that greatly increase game difficulty. Players can choose to enable them:
(1)Think Twice Before Action:
Increases the cost of Save & Load. Each time you re-enter the game, you lose half of your max health. The execution threshold(least health lost)is 3 health points.
(2)Rainy Season:
Start a few days before the rainy season begins, then drastically increases the proportion of rainy weather worldwide.
(3)Extinction: Start with 16 leather. Cows, sheep, pigs, and chickens no longer spawn.
Blight: Crops no longer grow naturally; they can only be force-grown. Stalk crops (pumpkins, melons) are excluded.
(4)Desolation: Removes villages, their attached farms, and pillager outpost structures.
(5)Universal Aggro: Players unconditionally provoke hostility from certain piglins and endermen.
8.If any advanced modifier is enabled, the player must not be in Creative or Spectator mode, and command permissions must be disabled in the world. Otherwise, the server will forcibly kick all players.
9.If any advanced modifier is enabled, the game difficulty is also locked to Hard mode.
v1.1.0.020260401Бета1.21.1 · 2 апреля 2026 г.
MITE:Equilibrium 1.1.0.020260401_Beta:
i.模组支持的游戏版本从1.1.0开始变更为1.21.1
1、沙砾在高版本中分布极为广泛,故沙砾方块设定为只能进行一次性开采
当沙砾未掉落燧石或金属颗粒时,不再掉落自身,而是以新方块“平凡的沙砾”作为替代,该方块永远只掉落自身
2、玩家之间可以使用teleportToPlayer命令进行传送,但每一次传送需要消耗500xp
3、添加新食物:巧克力,回复3饱食度和3饱和度,使用糖和可可豆进行合成
4、创造模式下不再监听破坏方块的事件,因而一些方块(比如矿物等)的自定义战利品表不会被加载,破坏这些方块不会获得物品
5、添加了一系列游戏规则,供玩家关闭一些基础词条,玩家仅可在世界生成时决定这些变量
这些基础词条均开启时,就可以在击败末影龙时获得通关凭证
(1)是否启用合成耗时和合成等级限制,类型:布尔值
(2)玩家挖掘速度减益,类型:布尔值
(3)血月枯萎机制,类型:布尔值
(4)是否启用高级动物AI,类型:布尔值
(5)是否取消玩家的营养不良状态,类型:布尔值
(6)是否启用玩家间的传送命令,类型:布尔值
(7)村庄生成是否不受限制,类型:布尔值
(8)移除了血月的闪电事件,类型:布尔值
6、略微上调了动物的逃跑速度倍率,非紧迫状态:1.6->1.7,紧迫状态:1.7->1.8,该数值将长期固定
7、玩家开启所有基础词条并击败末影龙后,就会在当前存档目录下生成一份通关记录"WorldInformationRecorder.dat",文件了记录玩家的通关天数、世界种子和版本号信息
8、新增了一条服务端指令/checkAdvancement,该指令可用于读取此存档下的通关记录,但要求文件中记录的原始种子和存档的种子保持一致
9、跨版本更新:此前版本生成的通关凭证"Finish Game Once.dat"不再可用
10、修复了一个结构生成的bug,废弃传送门不会总是在(0,0)处生成了,玩家无法总是通过废弃传送门宝箱进行快速发育
11、废弃传送门分布的密度得到提升(与原版分布密度一致),玩家在外探索时更有机会遇见该结构,但对宝箱中金粒和金锭的生成权重进行了一些下调
12、添加了一个隐藏成就:未曾设想的道路
13、高草和矮草、甘蔗块无法再被瞬间破坏,移除了草种子食用时小概率陷入饥饿的设定
14、修复了银工作台破坏不掉落物品的bug
15、新增了一条客户端指令/fastFlySpeed,该指令可以让玩家拥有更快的飞行速度,所指定的值最大不超过0.5F,最小值不小于0.1F(供测试,该指令运行需要权限)
16、新增了一条服务端指令/checkDifficultyEntry,该指令可以列出所有基础词条的开启状态,并进行统计
17、新增了一条服务端指令/clearHunger,该指令会清空玩家所有的饱食度和饱和度(供测试,该指令运行需要权限)
18、修复了一个Nbt标签未正确初始化的bug,该bug导致在创建世界的一瞬间若快速按住Esc进行保存有概率触发空指针错误
19、性能提升:通过更安全的策略直接修改游戏注册表,玩家在挖掘某些方块时不必再遍历方块标签来获取挖掘速度了
20、常用的功能方块(比如箱子、铁砧)的挖掘速度变得更快
21、修复了村庄和前哨站仍会在x>|1000|或z>|1000|的区域无条件生成的bug,现重构了底层代码,解决了一个长期历史遗留问题
(1)选址初筛:在没有Server上下文信息时,过滤掉所有1km正方形半径内的村庄、前哨站生成点(不受难度词条影响),再参与到下一步计算
(2)放置过滤:拿到Server服务器信息时,由难度词条、游戏天数、是否合成金属镐等变量决定是否在区块上生成村庄、前哨站
(3)已进行的测试用例
处于正方形半径内->一定不生成村庄 & 前哨站,然后在正方形外考虑:
关闭限制、天数≥10、有解锁 → 生成村庄 & 前哨站
关闭限制、天数≥10、无解锁 → 生成村庄 & 前哨站
关闭限制、天数<10、有解锁 → 生成村庄 & 前哨站
关闭限制、天数<10、无解锁 → 生成村庄 & 前哨站
开启限制、天数≥10、有解锁 → 生成村庄 & 前哨站
开启限制、天数≥10、无解锁 → 不生成村庄 & 前哨站
开启限制、天数<10、有解锁 → 不生成村庄 & 前哨站
开启限制、天数<10、无解锁 → 不生成村庄 & 前哨站
MITE:Equilibrium 1.1.0.020260401_Beta:
1.Gravel is extremely common in higher versions, so gravel blocks can now only be mined once.
2.When gravel does not drop flint or metal nuggets, it no longer drops itself. Instead, it is replaced by a new block, "Mundane Gravel", which always drops only itself.
3.Players can use the teleportToPlayer command to teleport to each other, but each teleport consumes 500 XP.
4.New food added: Chocolate. Restores 3 hunger and 3 saturation. Crafted using sugar and cocoa beans.
5.Block destruction events are no longer listened to in Creative mode. As a result, custom loot tables for some blocks (e.g., ores) are not loaded, and breaking these blocks yields no items.
6.Added a series of game rules that players can toggle to disable certain basic features. These variables can only be set when the world is generated.
7.When all basic "difficulty entries(These are gamerules that can only be set when creating a world)" are enabled, defeating the Ender Dragon grants a completion certificate.
(1) Enable crafting time and crafting level restrictions – Type: Boolean
(2) Player mining speed penalty – Type: Boolean
(3) Blood Moon withering mechanic – Type: Boolean
(4) Enable advanced animal AI – Type: Boolean
(5) Disable player malnutrition status – Type: Boolean
(6) Enable player teleport commands – Type: Boolean
(7) Village generation unrestricted – Type: Boolean
(8) Remove Blood Moon lightning events – Type: Boolean
7.Slightly increased the animal flee speed multiplier:
Non-fleeing state: 1.6 → 1.7
Fleeing state: 1.7 → 1.8
These values will remain fixed long-term.
8.After a player enables all basic features and defeats the Ender Dragon, a completion record file WorldInformationRecorder.dat is generated in the world save directory. The file records the player's completion day, world seed, and version information.
9.Added a new server command /checkAdvancement – reads the completion record in this world save, but requires that the original seed recorded in the file matches the world's seed.
10.Cross-version update: The previously generated completion certificate Finish Game Once.dat is no longer usable.
11.Fixed a structure generation bug: Ruined portals no longer always generate at (0,0), so players can no longer always rely on ruined portal chests for rapid early-game development.
11.Ruined portal density has been increased (matches vanilla distribution density), making them more likely to be encountered while exploring. However, the generation weight of gold nuggets and gold ingots in their chests has been slightly reduced.
12.Added a hidden achievement: "未曾设想的道路".
13.Tall grass, short grass, and sugar cane blocks can no longer be instantly broken. Removed the small chance of causing hunger when eating grass seeds.
14.Fixed a bug where silver crafting tables did not drop items when broken.
15.Added a new client command /fastFlySpeed – allows the player to have faster flight speed. The specified value must not exceed 0.5F and is at least 0.1F. (For testing; requires permission to run.)
16.Added a new server command /checkDifficultyEntry – lists the enabled status of all difficulty entries and provides statistics.
17Added a new server command /clearHunger – clears all of the player's hunger and saturation. (For testing; requires permission to run.)
18.Fixed a bug where an NBT tag was not properly initialized, which could cause a null pointer error if the player quickly pressed Esc to save immediately after world creation.
19.Performance improvement: The game registry is now modified directly using a safer strategy. When mining certain blocks, the game no longer needs to iterate through block tags to obtain mining speed.
20.Commonly used functional blocks (e.g., chests, anvils) now mine faster.
21.Fixed a bug where villages and outposts would unconditionally generate in regions where x > |1000| or z > |1000|. The underlying code has been refactored to resolve a long-standing legacy issue.
(1) Initial site filtering: Without server context, all village/outpost generation points within a 1km square radius are filtered out (unaffected by difficulty rules) before proceeding to the next step.
(2) Placement filtering: When server information is available, whether villages/outposts generate in a chunk is determined by variables such as difficulty rules, in-game days, and whether a metal pickaxe has been crafted.
(3) Test cases performed:
Inside the square radius → villages & outposts never generate. Outside the square radius, the following results were observed:
Restrictions off, days ≥ 10, unlocked → villages & outposts generate
Restrictions off, days ≥ 10, not unlocked → villages & outposts generate
Restrictions off, days < 10, unlocked → villages & outposts generate
Restrictions off, days < 10, not unlocked → villages & outposts generate
Restrictions on, days ≥ 10, unlocked → villages & outposts generate
Restrictions on, days ≥ 10, not unlocked → villages & outposts do NOT generate
Restrictions on, days < 10, unlocked → villages & outposts do NOT generate
Restrictions on, days < 10, not unlocked → villages & outposts do NOT generate
v1.0.8.820260228Бета1.21 · 28 февраля 2026 г.
MITE:Equilibrium 1.0.8.820260228_Beta:
1、模组初步适配,实现了Architectury API的初步兼容,使用的版本号为“[Fabric 1.21] v13.0.5”、实现了自定义局域网联机的兼容,使用的模组版本号为“1.13.2”
2、新生物:加入了土元素,并派生出一系列不同种类
(1)所有土元素拥有较高的护甲(4点),拥有极高的击退抵抗(根据方块硬度处在60%到80%之间),极高的伤害(12点),但移动速度很慢
(2)目前的所有种类有石元素、黑曜石元素、下界岩元素、末地石元素,所有土元素死亡时掉落对应材质的一个方块
(3)所有土元素只会生成在对应方块的上方,比如下界岩元素只能生成在下界岩上
(4)石元素、黑曜石只会生成在主世界中,下界岩元素只会生成在下界中,末地石元素只会生成在末地
(5)土元素只会受来自玩家的镐、锤伤害,以及由环境引起的跌落、爆炸(包括玩家创造的)和闪电伤害,除此之外免疫一切伤害
(6)如果镐、锤的硬度不足,也无法对土元素造成伤害,在目前四种土元素中,对于黑曜石元素需要用铁镐、铁锤才能造成伤害,其余三种元素使用诸如铜锤银镐等即可
3、额外添加了一些成就,帮助玩家更好地设定目标和推进进度,同时修改了易造成误解的成就描述
4、解决了一个历史遗留问题:对要塞生成条件进行更改,文本描述更清晰,只需要满足x或z坐标任意一个绝对值大于12000,就能生成带有传送门房间的要塞
(1)代码示例:boolean canGenerate = Math.abs(x) >= 12000 || Math.abs(z) >= 12000;
(2)变动对比:
此前:x和z坐标的绝对值均需要大于12000,符合生成条件的要塞被十字划分成四个区域
现在:x和z坐标任意一个的绝对值大于12000即可,符合生成条件的要塞分布在以(0,0)为中心点,半径为12000的正方形区域之外
(3)对于玩家:
此前:玩家需要盯着坐标,让x和z的绝对值全部大于12000
现在:玩家只需要确保一个坐标的绝对值大于12000即可,一般在13000的位置就可以成功投掷出末影之眼
(4)历史遗留问题修复
至此,要塞的生成与最初的移植的设定保持一致,即生成在正方形之外,而非此前被错误地生成在十字划分的四个区域
5、村庄、掠夺者前哨站的生成同样正确应用“4”提到的正方形区域,确保x和z任意一个坐标的绝对值大于1000,外加天数符合条件时就会生成
6、数据标准化工作:现在参照MITE数据降低了一系列工具的挖掘速度,不再故意缺省数据引用原版1.21的数据进行自动填充,并定义了一系列标准参照值
(1)斧类工具举例:
定义标准倍率1X为:对于硬度等于原木的方块(就用原木举例子),在玩家在0级时,使用燧石斧挖掘一个原木(原木适用此工具进行挖掘)的时间(约为9.5秒),则
燧石斧的倍率:1X
燧石手斧的倍率:0.5X(即挖掘时间翻倍,耗时为9.5秒 * 2)
铜、银斧的倍率:2X(即挖掘时间降低为原来的1/2,耗时为9.5秒 * 0.5)
金斧的倍率:4X(挖掘时间降低为原来的1/4,耗时为9.5秒 * 0.25)
铁斧的倍率:3X
秘银斧倍率:4X
艾德曼斧倍率:8X
(2)铲类工具:
标准倍率1X为燧石铲挖掘一个草方块的时间,铜银倍率2X,金倍率4X,铁倍率3X,秘银倍率4X,艾德曼倍率8X
(3)镐类和锤类工具:
标准倍率1X为铜镐挖掘一个石头方块的时间,银倍率1X,金倍率2X,铁倍率1.5X,秘银倍率2X,艾德曼倍率4X
锤类工具的挖掘速度是对应镐类的一半
(4)剑、燧石小刀和短剑、锄
同上,比例保持一致,挖掘一个适合该工具的方块时,按以上倍率比例来提升采集速度
剑的1X标准倍率为铜剑挖掘一个树叶或一个蜘蛛网的时间
短剑的1X标准倍率为铜剑挖掘一个树叶或一个蜘蛛网的时间
锄的1X标准倍率为铜锄挖掘一个干草块的时间
(5)此次数值标准将长期固定,视为标准速度,但未来可能会为玩家提供难度值选项,来进一步加速或减速采集方块的时间
7、更新了创造模式的物品栏,进行了物品分类
8、玩家大于等于50级时就无法通过右键硬币获得经验值,通过右键远古金属锭获得经验则不受玩家等级限制
9、正确应用了模组所有金属锭的堆叠数量 :64->16
10、实验性玩法:铁砧拥有固定的耐久值,细节如下
(1)初始拥有64点耐久值,每使用一次(命名也计入在内)就降低一点
(2)耐久值分为三个大型阶段,43<=i<=64时为完好无缺的状态,22<=i<=42为开裂状态,1<i<=21时为损坏状态,i=0时会被破坏掉
(3)每次放置,或耐久值变化时,铁砧所在坐标会进行一次方块更新,以匹配耐久值对应的状态
(4)铁砧只对耐久度负责,而不是外观优先,所以如果从创造模式中拿取或采集因坠落而开裂损坏的铁砧,由于使用次数为0,放置时会立刻更新外观至完好无缺的状态
(5)未放置过的铁砧,堆叠个数为16,尚未进行耐久值初始化,一旦放置过一次,就会为其创建一个耐久值条,此时铁砧被视作一种特殊的工具,其最大堆叠个数限制为1
(6)铁砧被视作工具时,正常参与因破坏方块引起的耐久值损失
(7)玩家可以手持铁块修复铁砧,每一个铁块提升24点铁砧耐久值,因此如果铁砧已处于开裂或损坏阶段,修复时一定会引起铁砧状态变化
(8)铁砧未有外观损坏时(即耐久值未低于42时),无法通过手持铁块右键铁砧进行修复,若有需求,可以选择用两个铁砧进行合成以合并耐久值
11、指令/deathTime回归,记录了玩家的总死亡次数(如果是多人游戏环境,则是记录所有玩家的总死亡次数)
12、构成了水桶相关的一段代码,使得适配Architectury API的同时,解决了空桶右键水源无法返回水桶的bug
MITE: Equilibrium 1.0.8.820260228_Beta:
1.Preliminary mod adaptation: Achieved preliminary compatibility with Architectury API, using version number "[Fabric 1.21] v13.0.5". Achieved compatibility with custom LAN hosting, using mod version number "1.13.2".
2.New mobs: Added Earth Elementals, which have a series of different variants.
(1) All Earth Elementals possess high armor (4 armor points), extremely high knockback resistance (between 60% and 80% depending on block hardness), and extremely high damage (12 points), but have a very slow movement speed.
(2) Current variants include Stone Elementals, Obsidian Elementals, Netherrack Elementals, and End Stone Elementals. All Earth Elementals drop one block of their corresponding material upon death.
(3) All Earth Elementals only spawn on top of their corresponding blocks; for example, Netherrack Elementals can only spawn on Netherrack.
(4) Stone and Obsidian Elementals only spawn in the Overworld, Netherrack Elementals only spawn in the Nether, and End Stone Elementals only spawn in The End.
(5) Earth Elementals only take damage from Pickaxes and Hammers used by players, as well as environmental damage from falling, explosions (including player-made ones), and lightning. They are immune to all other forms of damage.
(6) If the Pickaxe or Hammer used does not have sufficient hardness, it cannot damage Earth Elementals. Among the four current types, Obsidian Elementals require an Iron Pickaxe or Iron Hammer to be damaged, while the other three can be damaged with tools like Copper Hammers or Silver Pickaxes.
3.Added several new advancements to help players set goals and track progress better, while also modifying advancement descriptions that could be easily misunderstood.
4.Fixed a long-standing issue: Modified the stronghold generation conditions and made the description clearer. Strongholds with portal rooms can now generate simply by requiring that the absolute value of either the x-coordinate or the z-coordinate is greater than 12,000.
(1) Code example: boolean canGenerate = Math.abs(x) >= 12000 || Math.abs(z) >= 12000;
(2) Comparison of changes:
Previously: The absolute values of both x and z coordinates needed to be greater than 12,000. Strongholds meeting the generation conditions were distributed across four quadrants (shaped like a cross).
Now: It is sufficient if the absolute value of either x or z coordinate is greater than 12,000. Strongholds meeting the generation conditions are distributed in the area outside a square with a radius of 12,000 centered on (0,0).
(3) For players:
Previously: Players had to watch their coordinates carefully, ensuring both x and z absolute values exceeded 12,000.
Now: Players only need to ensure one coordinate's absolute value exceeds 12,000. Generally, at a position around 13,000, an Eye of Ender can be thrown successfully.
(4) Legacy issue resolved: The generation of strongholds now aligns with the original ported setting, i.e., generating outside a square area, rather than the previously incorrect generation in the four quadrants of a cross.
5.Village and Pillager Outpost generation now correctly applies the square area logic mentioned in point "4". They generate as long as the absolute value of either the x-coordinate or z-coordinate is greater than 1,000, and the day count meets the requirements.
6.Data standardization work: Now referencing MITE data, the mining speeds for a series of tools have been reduced. Data is no longer deliberately left blank, allowing automatic population using vanilla 1.21 data as a reference. A series of standard reference values have been defined.
(1) Example for Axe-type tools:
Defines the standard rate of 1X as: For a block with hardness equal to a log (using a log as an example), the time it takes for a player at level 0 to mine one log with a Flint Axe (which is a suitable tool for mining logs) is approximately 9.5 seconds. Thus:
Flint Axe rate: 1X
Flint Hatchet rate: 0.5X (i.e., mining time doubles, taking 9.5 seconds * 2)
Copper/Silver Axe rate: 2X (i.e., mining time reduces to 1/2, taking 9.5 seconds * 0.5)
Gold Axe rate: 4X (i.e., mining time reduces to 1/4, taking 9.5 seconds * 0.25)
Iron Axe rate: 3X
Mythril Axe rate: 4X
Adamantium Axe rate: 8X
(2) Shovel-type tools:
The standard rate of 1X is the time it takes a Flint Shovel to mine a Grass Block. Copper/Silver rate is 2X, Gold rate is 4X, Iron rate is 3X, Mythril rate is 4X, Adamantium rate is 8X.
(3) Pickaxe and Hammer-type tools:
The standard rate of 1X is the time it takes a Copper Pickaxe to mine a Stone block. Silver rate is 1X, Gold rate is 2X, Iron rate is 1.5X, Mythril rate is 2X, Adamantium rate is 4X.
The mining speed of Hammer-type tools is half that of their corresponding Pickaxes.
(4) Swords, Flint Knives/Daggers, and Hoes:
The same logic applies, with the ratios kept consistent. When mining a block suitable for that tool, the mining speed is increased according to the rate ratio above.
The 1X standard rate for Swords is the time a Copper Sword takes to mine a Leaf or Cobweb block.
The 1X standard rate for Knives/Daggers is the same as for Swords.
The 1X standard rate for Hoes is the time a Copper Hoe takes to mine a Hay Bale.
(5) These numerical values will be fixed long-term and considered the standard speed. However, there might be options added in the future that provide players with difficulty value choices to further speed up or slow down block mining times.
7.Updated the Creative Mode inventory with item categorization.
8.Players level 50 or higher can no longer gain experience by right-clicking with Coins. Gaining experience by right-clicking with Ancient Metal Ingots is not restricted by player level.
9.Correctly applied the stack size for all mod metal ingots: 64 -> 16.
10.Experimental feature: Anvils now have a fixed durability value. Details are as follows:
(1) Starts with 64 durability points. Each use (including renaming) decreases durability by 1 point.
(2) Durability is divided into three main stages: 43 <= i <= 64 is the "Intact" state, 22 <= i <= 42 is the "Cracked" state, and 1 < i <= 21 is the "Damaged" state. When i = 0, the anvil is destroyed.
(3) Each time it is placed, or its durability changes, a block update occurs at the anvil's position to reflect the correct appearance corresponding to its durability state.
(4) The anvil's durability is the primary factor, not its appearance. So, if you pick up or take from Creative mode an anvil that was cracked or damaged due to falling, its placement will immediately update its appearance to the "Intact" state because its usage count (durability) is reset to its default/initial value.
(5) Anvils that have never been placed have a stack size of 16 and have not yet initialized a durability value. Once placed, a durability bar is created for it. At this point, the anvil is treated as a special type of tool, and its maximum stack size is limited to 1.
(6) When treated as a tool, the anvil participates in normal durability loss caused by breaking blocks.
(7) Players can repair anvils by holding Iron Blocks and right-clicking on them. Each Iron Block restores 24 durability points to the anvil. Therefore, if the anvil is already in the Cracked or Damaged stage, repairing it will certainly cause a change in its state.
(8) When the anvil shows no visual damage (i.e., its durability is not below 42), it cannot be repaired by right-clicking it with an Iron Block. If repair is needed in this state, players can combine two anvils in a crafting grid to merge their durability.
11.The command /deathTime has returned. It records the total number of player deaths (in a multiplayer environment, it records the total deaths across all players).
12.Completed a segment of code related to buckets. While adapting to the Architectury API, this also fixed the bug where right-clicking a water source block with an empty bucket did not return a Water Bucket.
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