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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.

Modrinth adventure

Описание

### 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