Перейти к содержимому
Mineforgian

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.

Загрузки
51K
Подписчики
18
Обновлён
31 июля 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

v1.1.0.620260801Бета1.21.1 · 31 июля 2026 г.

i.从7月1日到7月31的工作汇总
1、修复了限制动物生成的逻辑,从更早位置拦截生成而不是在生成成功后又立刻丢弃掉,略微提升性能,防止反复在原处刷新实体
2、修复了精准采集附魔对矿石无效的问题,以及其他一系列相关战利品表问题
3、在1.1.0_6的资源包中更新了钻石矿石的材质
4、完整移植了附魔台机制,新增了一些细节
(1)附魔不再完整地扣除等级,而是扣除具体的经验值
(2)绿宝石附魔台重新拥有三个附魔栏,最大吸收12个书架的能力,等效原版16级的附魔等级,最大花费5200点经验
(3)钻石附魔台最大吸收24个书架的能力,等效原版31级的附魔等级,最大花费10000点经验
(4)附魔栏1和2拥有初始基础附魔等级,其中附魔栏2可随着书架数量缓慢增加
(5)附魔栏3所给予的附魔等级与书架数量高度相关,随着书架数量快速增加,书架过少时该栏可能不会显示
(6)标准难度下还原了Minecraft1.21.1的原生(钻石)附魔台
(7)标准难度下玩家可以将原生附魔台通过合成转换为模组特制的(钻石)附魔台
(8)新增了一个进阶难度词条,开启后玩家所合成的原生(钻石)附魔台将转化为模组特制的(钻石)附魔台
(9)至少存在可用附魔时,玩家可以通过鼠标右键青金石栏扣除一个青金石以刷新出新的附魔,需要消耗150xp且经验足够
5、清理重构了一系列过时代码,提升性能,便于维护
(1)使用了更加安全的逻辑来执行药水效果翻倍的设定,所有酿造的药水持续时间均翻倍,包括初始酿造的,这些药水取出时都会正确触发合成药水的成就
(2)护甲属性修改不会再引入其他冗余变量
(3)暂时移除了一个设定,现在带有触及附魔的铁桶与炼药锅交互或试图打捞生物时会使附魔消失
(4)继续移除了其他一系列与主要流程无关,仅为早期功能测试的设定,进一步解放不必要的mixin
(5)移除了一个内置模组:Better Walls(1.21.1)
6、新增了皮革线物品,可以通过皮革来分解
(1)合成燧石手斧、燧石斧、燧石铲和燧石小刀时需要额外引入一根皮革线,配方如下

XY  XX   X   X    
ZY  XY  ZY  ZY    
    ZY   Y  

X:燧石、Y:木棍、Z:皮革线  
配方支持镜像合成  

(2)皮革线可以在砧上用来修复皮革装备,修复价值等效为原先的一整块皮革
(3)皮革线可以代替蜘蛛丝来合成弓或拴绳
7、修复了锤类武器的伤害增益对远古骷髅领主不生效的bug
8、所有武器伤害增益现在作为独立乘区参与计算,类似于跳斩带来的1.5倍伤害增益,而不再作用于基础值为1.0的玩家基础伤害乘区上(该乘区只会被经验等级所增益)
9、银锤、银剑对亡灵的伤害增益倍率从2倍调整至1.5倍,银短剑对亡灵的伤害倍率从1.5倍率调整至1.25倍,但应用第八条改动后相比此前版本仍然属于大幅加强,以下是伤害示例(满蓄力条件)
(1)0级玩家持有亡灵杀手V的银锤,可对骷髅+亡灵生物(比如远古骷髅领主)产生41.625的伤害(跳斩暴击时伤害提升至48.375),即使有高额护甲,该伤害仍然可以对远古骷髅领主一击必杀
(2)0级玩家持有银剑,可对僵尸造成10.5的伤害(跳斩暴击时伤害提升至15.75)
(3)35级玩家持有银短剑,可对僵尸造成8.25的伤害(跳斩暴击时伤害提升至12.375)
(4)0级玩家,同样附魔亡灵杀手V,攻击骷髅+亡灵生物的前提下银锤的伤害(29.25)仅次于艾德曼锤(32.25)
(5)35级玩家,手持亡灵杀手V的银锤,对骷髅+亡灵生物的跳斩暴击伤害计算:
基础攻击力:1.25+35 × 0.01 + 6-1=6.6
魔咒攻击力:2.5 × 5 = 12.5(亡灵杀手V)
跳斩暴击:6.6× 1.5 + 12.5 = 22.4
银锤亡灵杀手增益及重锤增益:22.4 ×1.5×1.5=50.4(实际为50.399998)
10、修复了在和合成栏中多次右键工具导致可用耐久增益次数溢出的bug
11、在合成时,可用的工具耐久增益次数从0.25倍率的工具耐久下调至0.1倍率
(1)举例:花费6720点经验可以刚好将22400耐久的铁锤合成到+150%耐久的史诗品质
(2)举例:花费123840点经验(此时为156等级)可以刚好艾德曼镐合成至+200%的大师品质
12、新增了一个服务端命令/showxp,用于显示玩家目前拥有多少经验值
13、取消了末影珍珠传送时造成的跌落伤害
14、实验性功能:新增了"enableShowDamage"的配置,用于显示玩家每次对实体造成的伤害量(折前伤害,即面板伤害),默认关闭
15、继续翻译了一些英语文本
16、疣猪兽保底掉落一份皮革

MITE:Equilibrium 1.1.0.620260801_Beta
i.This is the work content from July 1 to July 31.
1.Spawn System Fixes
Fixed the logic that limits animal spawning. The spawn process is now intercepted earlier instead of discarding entities immediately after successful spawning.
This slightly improves performance and prevents entities from repeatedly attempting to spawn at the same location.

2.Enchantment and Loot Table Fixes
Fixed an issue where the Silk Touch enchantment did not work on ores.
Fixed a series of other related loot table issues.

3.Resource Pack Update
Updated the diamond ore texture in the 1.1.0_6 resource pack.

4.Enchanting Table System Overhaul
Fully ported the enchanting table mechanics and added several additional details.

  • Enchanting no longer consumes a fixed number of levels. Instead, it consumes a specific amount of experience points.

  • The emerald enchanting table now has three enchantment slots again. It can absorb up to 12 bookshelves, providing an enchantment level equivalent to the vanilla level 16 enchanting table, with a maximum cost of 5200 XP.

  • The diamond enchanting table can absorb up to 24 bookshelves, providing an enchantment level equivalent to the vanilla level 31 enchanting table, with a maximum cost of 10000 XP.

  • Enchantment slots 1 and 2 have initial base enchantment levels. The enchantment level of slot 2 can slowly increase with the number of bookshelves.

  • The enchantment level provided by slot 3 is highly dependent on the number of bookshelves. It increases rapidly as more bookshelves are added, and this slot may not appear when there are too few bookshelves.

  • On Standard difficulty, the vanilla Minecraft 1.21.1 (diamond) enchanting table has been restored.

  • On Standard difficulty, players can convert the vanilla enchanting table into the MITE enchanting table through crafting.

  • Added Advanced difficulty entries. When enabled, any vanilla (diamond) enchanting table crafted by players will be converted into the MITE enchanting table.

  • When at least one usable enchantment exists, players can right-click the lapis lazuli slot to consume one lapis and refresh the available enchantments. This requires 150 XP and sufficient experience points.

5.Code Cleanup and Refactoring
Cleaned up and refactored a series of outdated code, improving performance and maintainability.

  • Implemented a safer logic for the potion duration multiplier setting. The duration of all brewed potions is now doubled, including initially brewed potions. These potions will correctly trigger the potion brewing advancement when taken out.

  • Armor attribute modifications will no longer introduce redundant variables.

  • Temporarily removed a setting. Iron buckets and cauldrons with the Reaching enchantment will now lose the enchantment when interacting with cauldrons or attempting to scoop up creatures.

  • Continued removing various settings unrelated to the main gameplay flow, which were only used for early feature testing. This further reduces unnecessary mixins.

  • Removed one built-in mod: Better Walls(1.21.1).

6.Added Sinew
Added the sinew item, which can be obtained by processing leather.

  • Crafting Flint Hatchets, Flint Axes, Flint Knives, and Flint Shovels now requires one additional sinew. Recipes:
    合成表

    X:Flint Y:Stick Z:Sinew
    Recipe support mirror craft

  • Sinew can be used on an anvil to repair leather equipment. The repair value is equivalent to one full piece of leather.

  • Sinew can replace spider string when crafting bows or leads.

7.Hammer Damage Fix
Fixed a bug where the damage bonus from hammer-type weapons did not apply to Bonelord.

8.Weapon Damage Calculation Changes
All weapon damage bonuses are now calculated as independent multipliers, similar to the 1.5× damage multiplier from jump attacks.
These bonuses no longer apply to the player's base damage multiplier with a default value of 1.0 (This multiplier is now only affected by experience level bonuses).

9.Silver Weapon Balance Changes
Adjusted undead damage bonuses:
Silver Hammer and Silver Sword: undead damage multiplier reduced from 2× to 1.5×.
Silver Dagger: undead damage multiplier reduced from 1.5× to 1.25×.
However, after applying the changes from section 8, these weapons are still significantly stronger than in previous versions.
Damage examples (fully charged attacks):

  • A level 0 player holding a Silver Hammer with Smite V can deal 41.625 damage to skeletons and undead monsters (such as Bonelord). With a jump attack critical hit, the damage increases to 48.375.
    Even with high armor, this damage is enough to instantly kill a Bonelord.

  • A level 0 player holding a Silver Sword can deal 10.5 damage to zombies (15.75 with a jump attack critical hit).

  • A level 35 player holding a Silver Dagger can deal 8.25 damage to zombies (12.375 with a jump attack critical hit).

  • A level 0 player with Smite V attacking skeletons and undead monsters can deal 29.25 damage with a Silver Hammer, second only to the Adamantium Hammer (32.25).

  • Damage calculation for a level 35 player holding a Silver Hammer with Smite V against skeletons and undead monsters with a jump attack critical hit:
    Base attack damage:
    1.25 + 35 × 0.01 + 6 - 1 = 6.6
    Enchantment damage:
    2.5 × 5 = 12.5 (Smite V)
    Jump attack critical hit:
    6.6 × 1.5 + 12.5 = 22.4
    Silver Hammer undead bonus and hammer bonus:
    22.4 × 1.5 × 1.5 = 50.4 (actual value: 50.399998)

10.Crafting Durability Bonus Bug Fix
Fixed a bug where repeatedly right-clicking tools in the crafting grid could cause the available durability bonus count to overflow.

11.Crafting Durability Bonus Adjustment
Reduced the available tool durability bonus count during crafting from 0.25× tool durability to 0.1× tool durability.

Examples:

  • Spending 6720 XP can exactly upgrade an Iron Hammer with 22400 durability to Superb quality with +150% durability.
  • Spending 123840 XP (level 156 at this point) can exactly upgrade an Adamantite Pickaxe to Masterwork quality with +200% durability.

12.New Server Command
Added the server command /showxp, which displays the player's current experience points.

13.Ender Pearl Change
Removed the fall damage caused by Ender Pearl teleportation.

14.Experimental Feature
Added the "enableShowDamage" configuration option.
When enabled, it displays the damage dealt by the player to entities after each attack.
The displayed value is pre-reduction damage (displayed damage).
Disabled by default.

15.Continued translating parts of the text.

16.Hoglins drop at least one leather.

Enchanting no longer consumes a fixed number of levels. Instead, it consumes a specific amount of experience points.

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

Комментарии

Загружаем…