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MITE:Equilibrium

MITE:Equilibrium

by Riz_0 • Downloads: 0 • Followers: 0
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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).

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.21.1
Neoforge
25d ago 1
1.21.1
Fabric
25d ago 1
1.21.1
Neoforge
2mo ago 1
1.21.1
Fabric
2mo ago 1
1.21.1
Fabric
3mo ago 1
1.21.1
Fabric
4mo ago 1
1.21.1
Fabric
5mo ago 1
1.21.1
Fabric
5mo ago 1
1.21.1
Fabric
6mo ago 1
1.21.1
Fabric
6mo ago 1
1.21.1
Fabric
6mo ago 1
1.21.1
Fabric
7mo ago 1
1.21
Fabric
8mo ago 1
1.21
Fabric
8mo ago 1
1.21
Fabric
8mo ago 1
1.21
Fabric
9mo ago 1
1.21
Fabric
9mo ago 1
1.21
Fabric
9mo ago 1
1.21
Fabric
9mo ago 1
1.21
Fabric
10mo ago 1
1.21
Fabric
10mo ago 1
1.21
Fabric
10mo ago 1
1.21
Fabric
10mo ago 1
1.21
Fabric
10mo ago 1
1.21
Fabric
10mo ago 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
MITE:Equilibrium-NeoForge-1.1.0.820261001_Beta
i. 内容同步至Fabric版本
1、解决了玩家不断进入游戏导致重复注册事件的bug,提升性能
(1)note:现在统一将事件注册集成在onCommonSetup方法中进行单次注册,因为任何放入onServerAboutToStart的事件都会在玩家重新进入游戏时被重复注册
2、修复了合成台中右键工具无法及时切换耐久品质的bug(即使经验足够)

MITE:Equilibrium-NeoForge-1.1.0.820261001_Beta

i. Content synchronized to the Fabric version.

1.Fixed the bug where players repeatedly entering the game caused repeated event registration, improving performance.

(1) note: Now event registration is uniformly integrated into the onCommonSetup method for single registration, because any event placed in onServerAboutToStart will be repeatedly registered when the player re-enters the game.

2.Fixed a bug where right-clicking the tool in the crafting table's output slot would not switch its durability quality immediately (even with sufficient experience).

MITE:Equilibrium-Fabric-1.1.0.820261001_Beta
1、新增了符文传送门方块,作为MITE-R196符文门的平替
(1)玩家正常通过黑曜石和火焰来创建下界传送门,当手持至少16个秘银粒右键下界传送门时,可以消耗16个秘银粒将传送门转换为符文传送门
(2)符文传送门可以用于在同维度随机传送,传送距离为半径4km之外到8km之内的正方形区域,传送目的点与传送门坐标无关
(3)符文传送门会在传送目的点附近创建一个4*4的石头平台(如果传送目的点是下界,那么平台的材质就是下界岩)此举措可以尽最大可能将玩家传送到海平面之上的位置
(4)一般情况下在末地无法使用符文传送门,因为传送门转换的前置:下界传送门,无法在这里工作
2、每天早上6点,主世界和地下世界中有12.5%的概率会将天气变成雾天
(1)雾天开始时,玩家客户端的视距会变成3到6的随机值
(2)雾天天气中,玩家不可以手动调整视距
(3)雾天结束时,玩家客户端的视距会重新调整至与模拟距离一致,同时重新开放调整视距的滑块选项
(4)玩家可以通过修改模组配置文件中的“fogDissipatedViewDistance”字段来自行定义雾天结束时应返回的渲染距离(需要删除原先的配置文件来让这个字段重新更新出来)
(5)雾天天气状态会进行保留,玩家可以进入下界从而驱散雾气,解锁视距调整设置,但返回时会在至多80tick之内锁定回雾天天气
3、秘银、艾德曼矿石和方块不会因爆炸而被破坏
4、如果帕秋莉手册内容为空,可以尝试退出手册界面,尝试同时按下F3+T来重载资源
5、修复了合成台中右键工具无法及时切换耐久品质的bug(即使经验足够)

MITE:Equilibrium-Fabric-1.1.0.820261001_Beta

1.Added the Rune Portal block, as a temp replacement for the MITE-R196 Rune Gate.

(1) Players can create a Nether Portal normally using obsidian and fire. When holding at least 16 Mithril Nuggets and right-clicking the Nether Portal Block, 16 Mithril Nuggets can be consumed to convert the portal into a Rune Portal.

(2) The Rune Portal can be used for random teleportation within the same dimension. The teleportation distance is within a square area from beyond a 4km radius to within 8km. The teleportation destination point is unrelated to the portal's coordinates.

(3) The Rune Portal will create a 4*4 stone platform near the teleportation destination point (if the teleportation destination is the Nether, then the platform's material is Netherrack). This measure is intended to teleport the player to a position above sea level as much as possible.

(4) Generally, the Rune Portal cannot be used in the End, because the prerequisite for portal conversion — the Nether Portal — cannot function here.

2.Every morning at 6 o'clock, there is a 12.5% chance in the Overworld and the Underworld that the weather will change to foggy weather.

(1) When foggy weather begins, the player's client render distance will become a random value between 3 and 6.

(2) During foggy weather, the player cannot manually adjust the render distance.

(3) When foggy weather ends, the player's client render distance will be readjusted to match the simulation distance, and the slider option for adjusting render distance will be re-enabled.

(4) Players can define the render distance to return to when foggy weather ends by modifying the "fogDissipatedViewDistance" field in the mod configuration file (the original configuration file needs to be deleted so that this field can be regenerated/updated).

(5) The foggy weather state will be retained. Players can enter the Nether to disperse the fog and unlock the render distance adjustment setting, but upon returning, it will be locked back to foggy weather within at most 80 ticks.


3.Mithril and Adamantium ores and blocks will not be destroyed by explosions.

4.If the Patchouli manual content is empty, you can try exiting the book interface and try pressing F3+T at the same time to reload resources.

5.Fixed a bug where right-clicking the tool in the crafting table's output slot would not switch its durability quality immediately (even with sufficient experience).
![RuneGate](https://cdn.modrinth.com/data/cached_images/e0e14af03900ca5dcf3efd914baeafbbd1068017.png)
![Foggy Weather (Underworld)](https://cdn.modrinth.com/data/cached_images/d2480e8574c92296c1309b02e467287b20770469.png)
![Foggy Weather (Overworld)](https://cdn.modrinth.com/data/cached_images/939682fe91f2f33e33c265d75f57d3df0bc70d63_0.webp)
MITE:Equilibrium-NeoForge-1.1.0.720260901_Beta
i.内容与Fabric端的1.1.0.720260901_Beta版本一致
ii.NeoForge所需求的前置如下
(1)必选:Forgified Fabric API,推荐版本:0.116.7+2.2.4+1.21.1)
(2)必选:Sinytra Connector,推荐版本:2.0.0-beta.14+1.21.1)
(3)可选:Patchouli,提供内置wiki内容(部分),推荐版本:1.21.1-92-NEOFORGE
初次加载模组,若Patchouli手册内容为空,请点击”资源包”,将“Fabric模组”资源包的优先级调整到最高
iii.在Fabric端创建的世界无法在NeoForge端打开,反之亦然

MITE:Equilibrium-NeoForge-1.1.0.720260901_Beta

i.The content is identical to that of the Fabric version 1.1.0.720260901_Beta.

ii. NeoForge-side dependencies

(1) Required: Forgified Fabric API
Recommended version: 0.116.7+2.2.4+1.21.1

(2) Required: Sinytra Connector
Recommended version: 2.0.0-beta.14+1.21.1

(3) Optional: Patchouli, providing some built-in wiki content.
Recommended version: 1.21.1-92-NEOFORGE

When loading the mod for the first time, if the Patchoui manual contains no content, click "Resource Packs" and move the "Fabric Mods" resource pack to the highest priority.

ii.Worlds created on Fabric cannot be opened in NeoForge, and vice versa.
MITE:Equilibrium-Fabric-1.1.0.720260901_Beta
i.Fabric端所需求的前置如下
(1)必选:Fabric API+1.21.1,具体版本任意
(2)可选:Patchouli,提供内置wiki内容(部分)推荐版本:1.21.1-92-FABRIC
1、支持加载锂模组(已测试的版本lithium-fabric-0.15.3+mc1.21.1)
2、玩家在物品栏中合成物品不再耗时,但仍受等级限制,该设定可用于快速批量合成食物(奶酪除外),代码方面也减轻了mixin压力,略微提升性能且提升兼容性
(1)一个相应的调整:奶酪合成所需等级+1,意味着玩家至少需要在合成台上合成奶酪
3、合成台系统变更
(1)原有的钻石合成台变更为秘银合成台
(2)在铁合成台上可利用钻石和远古金属来合成秘银合成台,与此前合成钻石合成台的配方一致
(3)更新了设定,使用钻石和远古金属可以仿制秘银锭达到合成秘银工作台的目的
(4)在秘银合成台上可合成秘银合成台,这里提供了一种不必使用钻石和远古金属来多次合成秘银合成台的途径(仅为了符合工作台名字而添加)
(5)原有的下界合金合成台变更为艾德曼合成台,同时更改了配方,引入了额外的一颗艾德曼锭配合下界合金锭进行合成
(6)彻底重构了合成台的耗时系统,耗时系统不再由mixin方法驱动,减轻了mixin压力,略微提升性能且提升兼容性
4、添加了对帕秋莉手册的支持,内置了一个快速检索的wiki(已测试的版本:Patchouli-1.21.1-92-FABRIC)
(1)手册在第一位玩家第一次进入世界时放入其背包,整个世界仅生成一本,当然也可以新创建一个测试世界来阅读
5、添加了蓝莓丛方块
(1)拥有两种状态,未成熟和结果状态,初始为未成熟,种植时每个随机刻有1/16的概率生长
(2)蓝莓丛只能生成在树林生物群系(minecraft:forest),但可种植在所有树林和丛林生物群系标签内的群系中
(3)蓝莓丛没有战利品表,只能使用剪刀右键来收获,其他任何情况只会将其破坏掉
(4)玩家右键成熟的蓝莓丛可以掉落一颗蓝莓
(5)蓝莓作为水果拥有一定糖值:4800
(6)蓝莓可以提供6000点植物营养素
6、调整了一系列糖值,现在与MITE-R196一致,整体上看玩家更容易获得胰岛素抵抗/糖尿病效果,但略微进行了改动
(1)降低了西瓜片的糖值:4800->1200
(2)添加面包的糖值:4800
(3)巧克力的糖值为:3600
(4)高版本涉及的浆果(甜浆果,发光浆果等)的糖值均为4800
7、略微提升了从沙砾中获得铜粒概率,与MITE-R196的1/18(5.56%)的概率保持基本一致
(1)保底机制导致长期平均每次挖掘触发“非沙砾物品”的概率 p≈0.2561
(2)铜粒在沙砾战利品表的概率为21.5%(此前为16%)
(3)从一次沙砾挖掘中获得铜粒的概率为0.055(5.50%),挖掘491次沙砾平均获得27个铜粒
8、现在即使玩家骑乘实体进入传送门时依然可以正确传送到对应维度,但会执行瞬间传送,就像其他非玩家生物进入传送门的表现一样

MITE:Equilibrium-Fabric-1.1.0.720260901_Beta
i. Fabric-side dependencies

(1) Required: Fabric API + 1.21.1, any specific version is acceptable.
(2) Optional: Patchouli, providing some built-in wiki content.
Recommended version: 1.21.1-92-FABRIC

1.Lithium support

Added support for loading the Lithium mod.
Tested version: lithium-fabric-0.15.3+mc1.21.1

2.Inventory crafting no longer takes time

Crafting items in the player's inventory no longer takes time, while level requirements still apply.

This allows food to be crafted instantly in batches (except for cheese). From the code side, this also reduces Mixin overhead, slightly improves performance, and improves compatibility.

(1) Related adjustment: The level requirement for crafting cheese has been increased to level-1, meaning that players must craft cheese at a crafting table (Flint Crafting Table at least).

3.Crafting table system changes

(1) The original Diamond Crafting Table has been changed to the Mithril Crafting Table.

(2) The Mithril Crafting Table can be crafted at an Iron Crafting Table using diamonds and Ancient Metal Ingots, using the same recipe that was previously used to craft the Diamond Crafting Table.

(3) The system has been updated so that diamonds and Ancient Metal Ingots can be used to replicate Mithril Ingots for the purpose of crafting a Mithril Crafting Table.

(4) A Mithril Crafting Table can now be crafted using a Mithril Crafting Table. This provides a way to craft multiple Mithril Crafting Tables without having to repeatedly use diamonds and Ancient Metal Ingots.
(This was added solely to make the crafting method consistent with the name of the crafting table.)

(5) The original Netherite Crafting Table has been changed to the Adamantium Crafting Table. Its recipe has also been changed, adding one additional Adamantium Ingot alongside the Netherite Ingots used for crafting.

(6) The crafting time system has been completely reworked. Crafting time is no longer driven by Mixin methods, reducing Mixin overhead, slightly improving performance, and improving compatibility.

4.Patchouli support

Added support for Patchoui, including a built-in wiki (recipes included) for quick information lookup.
Tested version: Patchouli-1.21.1-92-FABRIC

Currently, most of the book content is translated with the help of translation tools.

(1) When the first player enters the world for the first time, the book is placed in their inventory. Only one copy is generated per world.
Of course, a new test world can also be created to read it.

5.Added the Blueberry Bush block

(1) The Blueberry Bush has two states: an unripe state and a fruiting state. It starts in the unripe state, and when planted, each random tick has a 1/16 chance of causing it to grow.

(2) Blueberry Bushes can only generate naturally in the Forest biome (minecraft:forest), but they can be planted in all biomes included in the forest and jungle biome tags.

(3) Blueberry Bushes do not have a loot table and can only be harvested by right-clicking with shears. In all other cases, the bush will simply be broken.

(4) Right-clicking a mature Blueberry Bush causes one blueberry to drop.

(5) As a fruit, blueberries have a sugar value of 4800.

(6) Blueberries provide 6000 points of phytonutrients.

6.Sugar value adjustments

A series of sugar values have been adjusted and are now consistent with MITE-R196. Overall, players are now somewhat more likely to develop insulin resistance/diabetes effects, but some minor adjustments have been made.

(1) Reduced the sugar value of melon slices: 4800 -> 1200

(2) Added a sugar value to bread: 4800

(3) Chocolate now has a sugar value of 3600

(4) Berries introduced in newer versions (such as Sweet Berries, Glow Berries, etc.) all have a sugar value of 4800.

7.Increased the chance of obtaining Copper Nuggets from Gravel

The chance of obtaining Copper Nuggets from Gravel has been slightly increased, keeping it broadly consistent with MITE-R196's 1/18 (5.56%) probability.

(1) Due to the guarantee mechanism, the long-run average probability of triggering a "non-gravel item" per gravel dig is approximately p ≈ 0.2561.

(2) The probability of a Copper Nugget appearing in the Gravel loot table is 21.5% (previously 16%).

(3) The probability of obtaining a Copper Nugget from a single gravel dig is 0.055 (5.50%). On average, digging Gravel 491 times yields 27 Copper Nuggets.

8.Portal behavior when riding entities

Players can now be correctly transported to the corresponding dimension even when entering a portal while riding another entity.

However, the teleportation is instantaneous, behaving like other non-player entities entering a portal.
![Replace this with a description](https://cdn.modrinth.com/data/cached_images/ef73ffb02be3895f75ceb9ff9a1ff5284719e804.png)
![Replace this with a description](https://cdn.modrinth.com/data/cached_images/fdb160d527bbb5c328528f2579229deb947b9da1.png)
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](https://cdn.modrinth.com/data/cached_images/da02b3d18a3e0d6c045c6466b8a34bf9b0c04a3d.png)

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. ](https://cdn.modrinth.com/data/cached_images/58fdd4fb33dc170f57b2b85e8e02ec61d3330865.png)
### 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).

### 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.

### 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).
### 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.
### 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.
### 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.
### 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

### 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.
### MITE:Equilibrium 1.0.8.720260222_Beta:
1、模组初步适配,现在可以有选择性的添加以下经测试的模组:苹果皮、JEI
(1)苹果皮appleskin-fabric-mc1.21-3.0.5已确认可以正常在模组运作,不过苹果皮并不会渲染0饱食度的食物
(2)手持食物时,苹果皮会显示比目前饱食度上限更高的饱食度渲染,为正常现象,玩家一直可以无限制地吃掉食物,只不过多余的饱食度和饱和度都会随时截断掉
(3)JEI模组jei-1.21-fabric-19.8.2.99已确认可以正常在模组运作
2、添加了开启自动合成的配置字段:"enableAutoCrafting",默认开启,如果要进行版本升级,需要删除原先的配置文件让模组重新生成,或者手动在配置文件中添加该字段(注意格式)
(1)自动合成:完成合成时,如果接下来的合成合法,就会自动进行下一次合成
3、如果玩家尝试在非封闭空间入睡,除了给予提示信息外,还会生成一条寻路至外界的路径粒子,让玩家找到无法入睡的“空间泄露点”
4、为睡眠提示文本添加了英语翻译
5、添加了新生物:木蜘蛛
(1)在普通蜘蛛生成时,会检查以蜘蛛为半径,周围6 * 6 * 3范围中是否存在原木方块,若存在,则有1/8的概率代替普通蜘蛛生成为木蜘蛛
(2)木蜘蛛攻击伤害较低(1点),生命值较低(8点,4颗心),但攻击玩家时会造成中毒效果
(3)在光照较强时同普通蜘蛛一样,暂时不具有攻击性
(4)死亡时会随机掉落线、蜘蛛眼、木棍(更贴合名字了)
6、中毒效果现在变得致命,会让中毒的生物失去最后一点生命,对玩家同样生效

### MITE: Equilibrium 1.0.8.720260222_Beta:

1.Mod compatibility improvements – Now optionally compatible with the following tested mods: Appleskin, JEI
(1) Appleskin (appleskin-fabric-mc1.21-3.0.5) has been confirmed to work normally in the mod, though it does not render food with 0 hunger.
(2) When holding food, Appleskin may display hunger restoration higher than the current maximum hunger – this is normal behavior; players can always eat food without limit, but any excess hunger and saturation will be truncated immediately.
(3) JEI (jei-1.21-fabric-19.8.2.99) has been confirmed to work normally.

2.Added configuration option enableAutoCrafting (default: enabled). For version upgrades, either delete the old configuration file to let the mod regenerate it, or manually add this field to the config file (pay attention to the format).
(1) Auto‑crafting: After completing a craft, if the next recipe is still valid, it will automatically be crafted again.

3.Sleeping mechanics enhancement – When a player attempts to sleep in a non‑enclosed space, in addition to displaying a warning message, a path of particles leading to the outside will be generated, helping the player locate the “spatial leak” that prevents sleep.

4.Localization update – Added English translations for sleep prompt texts.

5.New mob: Wood Spider
(1) When a regular spider spawns, it checks a 6×6×3 area around itself for logs. If logs are present, there is a 1/8 chance it will be replaced by a Wooden Spider.
(2) Wooden Spiders have low attack damage (1 point) and low health (8 points / 4 hearts), but inflict poison on players when attacking.
(3) Like regular spiders, they become passive in high light levels.
(4) On death, they randomly drop string, spider eyes, and sticks (fitting their name).

6.Poison effect is now fatal – Poisoned creatures (including players) will be reduced to their last hit point and can die from it.

### MITE:Equilibrium Beta v1.0.8_620260214_Beta
i.无新内容引入
ii.此版本修复了玩家无法在背包合成栏合成燧石工作台的致命bug

### MITE:Equilibrium 1.0.8.620260210_Beta:
1、附魔金苹果额外提供抗性提升II效果
2、远程古尸、远古骷髅领主(远程形态)不再试图左右寻路,一旦锁定目标且在合适距离内就会停下进行瞄准,因此射箭更准
3、加入了远古骷髅领主,属于古尸的一个稀有变种,细节如下:
(1)初始拥有2点基础护甲,同时装备一整套秘银盔甲,护甲极高
(2)距离玩家较远时为远程形态,会瞄准玩家进行射击,一旦玩家主动接近就会切换近战武器
(3)每次退出重加载时,就会从初始装备中随机选取秘银锤(受击时额外施加缓慢效果)或秘银剑(极远的攻击距离,极高伤害)作为主要近战武器
(4)发现玩家时,若周围环境合适,则会召唤4只带有增益的古尸协助作战,古尸在召唤时有1/2的概率为近战,1/2的概率为远程
(5)被召唤出来的古尸拥有30秒的抗性提升II、力量II、再生II的增益
(6)远古骷髅领主死亡时掉落5000xp,经验极为丰富,但不会掉落秘银盔甲和武器
(7)远古骷髅领主仅在地下世界生成,但生成时正常受玩家刷怪距离逻辑制约
4、修复了近战古尸在无法攻击目标时出现异常动作渲染的bug
5、修复了亡魂缺失眼球材质的bug,该bug导致亡魂只渲染了发光的眼睛但没有渲染眼睛模型的实体
6、在不超过50级前,远古金属锭也可以通过右键消耗来提供经验值,每个250XP
7、在合成台界面也可以通过Esc进行退出
8、修复了一个bug:在符合配方的前提下,继续添加无关物品不会导致配方更新,强制合成后导致该物品消失
9、如果当前合成台无法合成目标物品,则合成台会正常输出应有的物品(而不是为空,无法取出,仅供展示),并在ToolTip处标明该物品需要更高合成台等级
10、优化了合成合成台的判定,合成台配方在镜像翻转后仍然可以被正常识别
11、等级大于50级后,就可以使用艾德曼合金来制作以物品形式存在的原版合成台,但不要试图放下直接使用,否则破坏不会掉落,使用会直接消失,这里只是给出一个用来合成无合成耗时的自动合成台的途径
12、金所需的合成等级+1
13、解决了一个非常隐秘的bug,该bug导致某些配方合成难度被错误地大幅降低,因为九宫格合成栏中一直只计算了左上四个合成栏的难度
14、修复了玩家使用非附魔弓箭时,对非附魔伤害免疫怪物造成伤害的bug,截至目前,免疫非附魔武器伤害的怪物列表如下
(1)烈焰人(但额外受来自雪球、水、雨水的伤害)
(2)火元素(但额外受来自雪球、水、雨水、离开岩浆的持续伤害)
(3)岩浆怪(无条件免疫来自玩家的非附魔武器伤害,同时免疫非附魔镐、附魔锤类武器造成的伤害)
(4)黑色史莱姆(无条件免疫来自玩家的非附魔武器伤害,极大减少来自附魔弓箭伤害(仅造成0.1的固定伤害),但不弓箭免疫击退)
(5)凋零骷髅(无条件免疫来自玩家的非附魔武器伤害)
(6)隐形潜伏者(无条件免疫来自玩家的非附魔武器伤害)
15、锤子现在可以施加耐久附魔,但无法施加效率附魔,同时进一步降低锤子的挖掘效率(更贴合MITE-R196的设计理念:与镐类工具进行取舍,从效率性和耐久性中二选一)
16、移植来自MITE-R196的银工作台,移植对应材质
17、为避免不必要的混淆,钻石工作台的合成配方固定,在原有基础上把远古金属锭摆放在右下角即可,配方为:
DFE
SLE
EEA
(1)D:钻石、L:原木、E:空白、S:木棍、F:皮革、A:远古金属锭
18、正确修复了资源包,现在版本附带的资源包可以被正确加载了
19、修复了在试图合成钻石工具时的强制类转换错误,因为钻石工具没有对应的经验耐久提升等级,且钻石工具已被删除
### MITE: Equilibrium 1.0.8.620260210_Beta:

1.Enchanted Golden Apples now additionally provide the Resistance II effect.

2.Ranged Ancient Corpses and Ancient Skeleton Lords (ranged form) no longer attempt to pathfind left or right; once they lock onto a target and are within a suitable distance, they stop to aim, resulting in more accurate shooting.

3.Added the BoneLord, a rare variant of the Longdead, with details as follows:
(1) Initially has 2 base armor and is equipped with a full set of Mithril armor, providing extremely high protection.
(2) When far from the player, it is in ranged form and will aim and shoot at the player; once the player approaches, it switches to melee weapons.
(3) Each time the game is reloaded, it randomly selects either a Mithril Hammer (applies Slowness effect on hit) or a Mithril Sword (extremely long attack range, very high damage) from its initial equipment as its primary melee weapon.
(4) Upon spotting the player, if the surrounding environment is suitable, it summons 4 Ancient Corpses with buffs to assist in combat. The summoned corpses have a 1/2 chance of being melee and a 1/2 chance of being ranged.
(5) Summoned Ancient Corpses gain Resistance II, Strength II, and Regeneration II buffs for 30 seconds.
(6) The Ancient Skeleton Lord drops 5000 XP upon death, offering abundant experience, but does not drop Mithril armor or weapons.
(7) The Ancient Skeleton Lord only spawns in the Nether, but its spawn is normally subject to the player's mob spawn distance logic.

4.Fixed a bug where melee Ancient Corpses displayed abnormal animation rendering when unable to attack a target.

5.Fixed a bug where Wraiths lacked eye textures, causing only the glowing eyes to render without the actual eye model entity.

6.Ancient Metal Ingots can now also be consumed by right-clicking to provide experience points, 250 XP each, up to level 50.

7.Exiting the crafting table interface can now also be done via the Esc key.

8.Fixed a bug where adding irrelevant items while meeting the recipe conditions did not update the recipe, forcing a craft that caused the item to disappear.

9.If the current crafting table cannot craft the target item, it will now output the appropriate item (instead of being empty and irretrievable, only for display) and indicate in the Tooltip that a higher-level crafting table is required.

10.Optimized the crafting table recipe detection; recipes can now be correctly recognized even after mirror flipping.

11.After reaching level 50, Adamantite can be used to create a vanilla crafting table in item form. However, do not attempt to place and use it directly, as breaking it will not drop the item, and using it will cause it to disappear. This is merely a way to craft an automatic crafting table without crafting time.

12.The required crafting level for gold has been increased by 1.

13.Fixed a very subtle bug that incorrectly significantly reduced the crafting difficulty of certain recipes, as only the top-left four slots in the 3x3 crafting grid were being calculated.

14.Fixed a bug where players using non-enchanted bows dealt damage to monsters immune to non-enchanted damage. As of now, the list of monsters immune to non-enchanted weapon damage is as follows:
(1) Blaze (but additionally takes damage from snowballs, water, and rain)
(2) Fire Elemental (but additionally takes damage from snowballs, water, rain, and continuous damage when leaving lava)
(3) Magma Cube (unconditionally immune to non-enchanted weapon damage from players, and also immune to damage from non-enchanted pickaxes and enchanted hammer-type weapons)
(4) Black Slime (unconditionally immune to non-enchanted weapon damage from players, greatly reduces damage from enchanted bows [only deals a fixed 0.1 damage], but not immune to bow knockback)
(5) Wither Skeleton (unconditionally immune to non-enchanted weapon damage from players)
(6) Invisible Stalker (unconditionally immune to non-enchanted weapon damage from players)

15.Hammers can now be enchanted with Unbreaking, but cannot be enchanted with Efficiency. Additionally, the mining efficiency of hammers has been further reduced (more aligned with the MITE-R196 design philosophy: making a trade-off between pickaxe-type tools, choosing between efficiency and durability).

16.Ported the Silver Crafting Table from MITE-R196, along with the corresponding textures.

17.To avoid unnecessary confusion, the crafting recipe for the Diamond Crafting Table is now fixed. Based on the original recipe, place an Ancient Metal Ingot in the bottom-right corner. The recipe is as follows:
DFE
SLE
EEA
(1) D: Diamond, L: Log, E: Empty, S: Stick, F: Leather, A: Ancient Metal Ingot

18.Correctly fixed the resource pack; the resource pack included with the version can now be properly loaded.

19.Fixed a forced type conversion error when attempting to craft diamond tools, as diamond tools do not have corresponding experience durability enhancement levels and have been removed.


# MITE:Equilibrium 1.0.8.520260124_Beta:日常维护更新
1、紧急修复了一个bug,该bug导致蘑菇岛上的哞菇牛错误继承已修改的原版牛的AI,现以修复,但为了保险起见,哞菇牛暂时被移除游戏(试图生成的一瞬间将会被清除掉)
2、在打开个人背包和工作台的时候,以前按任意非左shift键都会关闭该屏幕,现在统一设定为在背包按下E或Esc才会被关闭,在合成台按下E才会被关闭
3、寻路算法优化:
(1)继续优化寻路算法,动物寻找草、水源时会先试图寻路到最近的一个目标点上
(2)解决了一个寻路算法bug,该bug导致动物贴着墙面时,选取的寻路起点就在墙中,导致由墙开始可以寻路到墙之外的空间,该bug还会导致动物无法高效识别墙内的矮草和高草
(3)添加了一个命令:/ aStarFindPathCanGoToAndReturnForGettingGrass,如果在该版本中有关动物寻路遇到了预期之外的情况,你可以用它进行一次对矮草和高草的模拟寻路,如果寻路成功,会生成一条由羊毛临时铺成的路径,建议做好备份在测试环境下进行,该命令在下个版本将移除
(4)此前动物(被视作1 * 1 * 2的大小)总是会寻路到目标矮草、高草地点之上的一个方块,这意味着动物无法识别两米天花板下的任何矮草和高草方块,该bug已被修复
4、动物生病时会焦虑,检查环境的频率提升4倍,该机制也可以用来快速恢复健康
5、所有动物产出物品(比如肥料)的冷却降低,与鸡平均产蛋时间一致,鸡现在还可以额外产出羽毛
6、奶酪合成难度固定,比如用一桶牛奶合成奶酪的时间与九桶牛奶合成奶酪的时间一致
7、南瓜只能分解为一个南瓜种子,但南瓜种子拥有3饱食度3饱和度属性,而非此前的1饱食度1饱和度
8、玩家在睡觉时会记录一个特殊的常加载区域,细节如下
(1)以玩家睡觉的床作为中心点,其半径为8的所有区块都会被加载,这些被加载的区块会执行随机刻,以正确应用作物生长逻辑
(2)每名玩家只能创建唯一的一个常加载区块,当玩家在另一处床睡觉时就会覆盖掉原先的区块
(3)多人游戏中,所有玩家创建的常加载区块会取并集,进行统一管理
(4)玩家退出后,服务器就会回收对应玩家创建的所有常加载区块(两名玩家有两个相交的区块时,其中一名玩家退出会全额回收掉该玩家范围的所有区块,而不是仅回收非交集区块)
(5)服务器关闭后,这些常加载区块将不会被保存,而不是像指令/forceload一样持久保存
(6)该功能支持通过配置"enableSleepChunksAlwaysLoading"来进行开关,从往期版本升级时,需要删除原来的配置文件重新启动以创建该字段,也可以直接在json里写入该字段(注意json格式)
9、玩家死亡惩罚降低,死亡时,若经验大于等于35级,则仅扣除5级经验,并保留所有物品,后续版本会进一步完善难度分级分层设计,现阶段统一降低难度以避免为潜在的死亡频繁存档
10、玩家在50级就可以完整分解干草块(而不是75级),手持干草块副手无物品的情况下右键即可完整分解
11、玩家使用打碎宝石(红石、绿宝石、青金石、钻石、石英等)获得的经验上限为50级,而非35级


# MITE: Equilibrium 1.0.8.520260124_Beta: Routine Maintenance Update

1、Critical fix for a bug that caused Mooshrooms on Mushroom Islands to incorrectly inherit the modified AI of vanilla cows. This has been fixed. As a precaution, Mooshrooms have been temporarily removed from the game (they will be cleared the instant the game attempts to spawn them).

2、Screen Closure Keybind Adjustment: Previously, pressing almost any key other than Left Shift would close the player's inventory or crafting GUI. Now, the behavior is standardized:
Inventory: Closes only when pressing E or Esc.
Crafting Table: Closes only when pressing E.

3、Pathfinding Algorithm Optimization:
(1) Further optimized the pathfinding algorithm. Animals searching for grass or water will now first attempt to pathfind to the nearest viable target point.
(2) Fixed a pathfinding bug where if an animal was against a wall, the pathfinding start point could be set inside the wall. This allowed pathfinding to locations outside the wall from that starting point and also caused animals to inefficiently recognize short and tall grass located inside walled areas.
(3) Added a command /aStarFindPathCanGoToAndReturnForGettingGrass. If you encounter unexpected animal pathfinding behavior in this version, you can use this command to simulate pathfinding to short/tall grass. If successful, it will generate a temporary path marked with wool blocks. It is recommended to perform this test in a backup/safe environment. This command will be removed in the next version.
(4) Previously, animals (treated as 1 * 1 * 2 entities) would always pathfind to the block above the target short/tall grass. This meant they could not recognize any short/tall grass blocks under a 2-meter-tall ceiling. This bug has been fixed.

4、When animals get sick, they become anxious and will check their environment 4 times more frequently. This mechanism can also be used to recover health more quickly.

5、Reduced the cooldown for all animal product drops (e.g., manure) to match the average egg-laying interval of chickens. Chickens now also have a chance to drop feathers.

6、Cheese crafting difficulty is now fixed. The time required to craft cheese with one bucket of milk is the same as with nine buckets.

7、Pumpkins can now only be decomposed into one pumpkin seed. However, pumpkin seeds now provide 3 hunger points and 3 saturation, instead of the previous 1 hunger point and 1 saturation.

8、Persistent Loaded Area During Sleep: When a player sleeps, a special always-loaded chunk area is created. Details:
(1) The area is centered on the bed the player sleeps in, with a radius of 8 chunks. These loaded chunks will process random ticks, allowing crop growth logic to function correctly.
(2) Each player can only create one unique always-loaded area. Sleeping in a new bed will overwrite the previous area.
(3) In multiplayer, all always-loaded areas created by players are merged (union) and managed collectively.
(4) When a player logs out, the server will unload all chunks belonging to that player's always-loaded area. (If two players have overlapping areas, one player logging out will unload all chunks within their designated radius, not just the non-overlapping ones).
(5) These always-loaded areas are not saved persistently after server shutdown, unlike areas forced by the /forceload command.
(6) This feature can be toggled via the config setting "enableSleepChunksAlwaysLoading". When upgrading from a previous version, you may need to delete the old config file and restart to generate this field, or you can manually add it to the JSON file (mind the JSON format).

9、Reduced Death Penalty: Upon death, if a player has 35 or more experience levels, they will now lose only 5 levels and keep all items. Future versions will refine the difficulty tier system. For now, the penalty is uniformly reduced to discourage frequent save-scumming due to potential deaths.

10、Hay Bale Decomposition Level Lowered: Players can now fully decompose hay bales at Level 50 (instead of 75). Right-click while holding a hay bale with an empty offhand to decompose it.

11、Increased XP Cap for Crushing Gems: The maximum experience level attainable from crushing gems (Redstone, Emerald, Lapis Lazuli, Diamond, Quartz, etc.) has been raised to Level 50 (up from 35).

# MITE:Equilibrium 1.0.8.420260118_Beta:杂项细节更新
### 已知bug:建议不要登上蘑菇岛,其中的哞菇牛加载不稳定,易触发闪退,该bug将会在下个版本得到修复
i.规范了发布版本号
ii.1.0.8.420260118意为1.0.8的第四个版本,构建于2026/01/18,Beta为测试版本
iii.内部版本展示名字不变,仍然使用1.0.8_X格式
iv.每发布一个非兼容前者的版本时将使用1.1.X、1.2.X命名
1、动物破坏草的频率降低到原来的1/4
2、草方块从污染状态恢复一个等级的概率正确应用为1/64(在选中随机刻的情况下的概率),而非快速测试环境下的1/2(选中随机刻的情况下)
3、正确实现了草方块污染逻辑,此前草方块最多只能被污染到等级1
4、奶酪合成速度显著降低(牛奶碗合成难度视作一块铁锭,牛奶桶的合成难度视作四块铁锭)
5、动物(牛、绵羊、鸡、猪)恐慌传播条件更宽松,任何来自同类的快速移动(比如被食物吸引)都会引起恐慌(或者认为是受惊)
6、16天之后,动物来自同类的恐慌阈值会得到降低(更不容易因为其他同类的鲁莽移动而应激了)
7、骨粉一定会催熟草方块,使其生长出矮草、高草和花(而非此前的1/8概率)
8、已确定新增特性,血月时会在露天的污染草方块上小概率生成凋零玫瑰,但只要有遮雨方块(比如树叶)就不会生成
9、移植了1.21.6的无粘液球的拴绳配方,在前期可以更好发展畜牧业,更好控制受惊的动物
(1)配方如下:X为蜘蛛线
XX
XX
EEX
10、修复了农作物生长时会莫名产生生病状态的bug(即使不处于血月期间)
11、区块刻正确调整至默认值,与随机刻速度同步,这是一个持续了近一年的bug,该bug导致树苗、农作物、竹子生长速度严重异常
12、鼠标左键长按时,此时点击右键就可以持续破坏方块,再次点击左键就可以取消持续破坏,该功能默认开启,也可以在config文件中的mite_equilibrium.json进行配置

### MITE: Equilibrium 1.0.8.420260118_Beta: Miscellaneous Details Update
i. Standardized release version numbering
ii. 1.0.8.420260118 indicates the fourth version of 1.0.8, built on 2026/01/18, with Beta denoting a test version
iii. The internal version display name remains unchanged, still using the 1.0.8_X format
iv. For each release that is incompatible with previous versions, naming will follow the 1.1.X, 1.2.X format

The frequency of animals trampling grass has been reduced to one-fourth of the original rate.

The probability of a contaminated grass block recovering by one level is now correctly applied as 1/64 (when selected for random ticks), rather than the 1/2 probability used in the quick-test environment (when selected for random ticks).

The contamination logic for grass blocks has been correctly implemented.Previously, grass blocks could only be contaminated up to level 1.

Cheese crafting speed has been significantly reduced (a bowl of milk is now considered as difficult to craft as an iron ingot, while a bucket of milk is considered as difficult as four iron ingots).

Panic spread conditions for animals (cows, sheep, chickens, pigs) have been relaxed. Any rapid movement from fellow animals (such as being attracted by food) will now cause panic (or be considered as startling).

After 16 days, the panic threshold for animals from fellow animals is lowered (they become less likely to be startled by reckless movements of other animals).

Bone meal will now always accelerate the growth of grass blocks, causing them to produce short grass, tall grass, and flowers (instead of the previous 1/8 probability).

A new feature has been confirmed: during a Blood Moon, wither roses have a small chance to spawn on exposed contaminated grass blocks, but will not spawn if there is any rain-blocking block (such as leaves) above them.

The leash recipe from version 1.21.6 (which does not require slimeballs) has been ported, allowing for better development of animal husbandry in the early game and better control of startled animals.
(1) Recipe is as follows: X represents spider string.E represents empty.
XX
XX
EEX

Fixed a bug where crops would inexplicably enter a diseased state while growing (even outside of Blood Moon periods).

Chunk ticks have been correctly adjusted to default values and synchronized with random tick speed. This was a long-standing bug, lasting nearly a year, which caused abnormal growth speeds for saplings, crops, and bamboo.

When holding down the left mouse button, clicking the right mouse button will now continuously break blocks. Clicking the left mouse button again will cancel the continuous breaking. This feature is enabled by default and can also be configured in the mite_equilibrium.json file in the config folder.



# MITE:Equilibrium Beta 1.0.8_3:底层架构更新
i.已收到来自该版本的诸多bug,这些bug将在下个版本得以修复:
(1)农作物生长时有时会自然带有生病状态(严重)
(2)草方块最多只能被污染到等级1(轻微)
1、重构了内置模组Craft Time的底层架构,引用率降低至约20%,几乎质变为一个新模组,降低代码维护成本的同时提升可移植性,细节如下
(1)在等级(xp level)溢出的情况下修复了连续合成时的箭头渲染问题和计算右键提升等级时的数值溢出问题
(2)在玩家合成栏中同样修复了有时合成栏无法连续输出物品的问题,以及循环播放无效合成动画的问题
(3)点击合成书中的物品可以正常进行合成输出(不再给出一个空白输出栏)
2、沙砾和粘土变得更软(硬度从40正确调整到30)
3、木铲子的耐久提升(可以挖掘7次沙砾)
4、下蹲右键可查看作物的完整信息(种类、生长状态、生病状态)
5、调整沙砾的金属掉落概率,前期流程进展更顺利,但随后阶段的要求变高,最终汇总细节如下
(1)在没有时运附魔的前提下,沙砾有25%的概率可以掉落燧石碎片、燧石或金属颗粒,否则不再掉落自身(即沙砾只能进行一次性开采)
(2)最多在连续11次挖掘沙砾没有掉落任何物品的情况下,第12次挖掘必定掉落物品(即保底为12次)
(3)每级时运附魔可以提高15%的掉落物品的概率
(4)对沙砾的战利品表进行调整,选择掉落战利品时,有0.01%的概率掉落红石粉(新增)、10%的概率掉落银粒(已提高)、14%的概率掉落完整燧石(已降低)、16%的概率掉落铜颗粒(已降低)、59.9%的概率掉落燧石碎片(大幅提高)
6、调整了破坏树叶的战利品表,仅限手动破坏树叶时,有10%的概率掉落木棍(而非此前的5%)
7、草种子(考虑其分布过于丰富)食用后在提高1点饱和度的同时小概率(5%)陷入30s的饥饿IV状态
8、食物调整
(1)草种子->0饱食度1饱和度(此前为1饱食度0饱和度)
(2)附魔金苹果食用后正确应用物品栏显示的效果:食用后获得40秒的再生与抗火(此前很长时间都是应用原版的食用效果)
9、加入沙拉(尽管高版本下蒲公英分布频率已大幅降低)->3饱食度3饱和度,恢复6000点植物营养素
10、蒲公英的堆叠数量提高至32
11、正确加入4碗牛奶合成一份奶酪的配方,同时使用4碗或8碗牛奶合成奶酪时不再消耗碗(正确返还配方中的碗)
12、钓鱼速度大幅降低,但额外引入了一些提高钓鱼速度的因素
(1)雷雨天、黄昏和黎明时提高钓鱼成功率
(2)在海洋生物群落下钓鱼成功率得到提升
(3)在宽阔的海面或湖面时钓鱼成功率得到提升(浮漂稳定落入水中时,检查以此浮漂为中心是否存在 16 * 16 * 8格的水域)
(4)大幅降低钓鱼杆耐久值至16(未来可能会在所需配方中加入金属粒以合成出不同耐久的钓鱼竿)
13、主世界只有在天气晴朗时才会渲染朝霞和晚霞效果,地下世界不再渲染任何天空效果(但保留了月色特效),在主世界晴天和雨天互相转化时,为朝霞和晚霞效果添加了过渡
14、蜜蜂催熟作物的概率降低到原来的1/8
15、新建了哈希表,静态穷举了所有物品的最大堆叠数量,不再进行动态判断进行修改,提升效率并提高了tps
16、移除了原版成就,用来解决模组成就和原版成就的重叠触发问题(至少通关一次进入Dev状态时可以还原)
17、移除了合成台方块、熔炉方块对应物品不应存在的防火特性
18、解决了一个切换世界的闪退bug,该bug在最近几个过往版本可以被如此触发
(1)单人游戏下,打开一个世界A然后关闭->新建另一个世界B,进入并按Esc触发保存(或随机等待一小段时间1~10tick)->闪退
(2)闪退一次后,再进入该世界B之后就不会再触发闪退
(3)触发原因:服务器信息保存对象错误(试图将信息写入一个此前被关闭的服务器中->空指针异常)
19、正确处理了火元素、隐形潜伏者、凋零骷髅、烈焰人的伤害免疫逻辑
20、已知特性:创建世界时,一定会在x=0,z=0处(可能也在出生点附近)会生成一处废弃传送门遗迹(对于y轴,遗迹在地面之上可见也可能深埋地下)

# MITE: Equilibrium Beta 1.0.8_3: Core Architecture Update

1、Refactored the underlying architecture of the built-in mod "Craft Time." Reference rate reduced to about 20%, essentially transforming it into a new mod, lowering code maintenance costs while improving portability. Details as follows:
(1) Fixed arrow rendering issues during continuous crafting when experience levels overflowed, and fixed numerical overflow when calculating level increase via right-click.
(2) Also fixed issues in the player crafting grid where the grid sometimes failed to output items continuously, and where invalid crafting animations looped.
(3) Clicking items in the recipe book now correctly performs crafting output (no longer provides a blank output slot).

2、Gravel and clay have become softer (hardness correctly adjusted from 40 to 30).

3、Wooden shovel durability increased (can dig gravel 7 times).

4、Sneak + right-click to view full crop information (type, growth state, disease state).

5、Adjusted metal drop rates from gravel. Smoother early progression, but later stages require more. Final summarized details:
(1) Without Fortune enchantment, gravel has a 25% chance to drop flint shards, flint, or metal nuggets. Otherwise, it no longer drops itself (gravel can only be mined once).
(2) If no item drops after digging gravel 11 times consecutively, the 12th dig is guaranteed to drop an item (pity system: 12 digs).
(3) Each level of Fortune increases the drop chance by 15%.
(4) Adjusted gravel loot table. When selecting a drop: 0.01% chance for redstone dust (new), 10% chance for silver nuggets (increased), 14% chance for full flint (decreased), 16% chance for copper nuggets (decreased), 59.9% chance for flint shards (significantly increased).

6、Adjusted leaf block loot table. Only when breaking leaves manually: 10% chance to drop sticks (instead of the previous 5%).

7、Grass seeds (considering their overly abundant distribution) now grant 1 saturation point when eaten, but have a small chance (5%) to inflict Hunger IV effect for 30 seconds.

8、Food adjustments:
(1) Grass seeds -> 0 hunger points, 1 saturation point (previously 1 hunger point, 0 saturation).
(2) Enchanted Golden Apple now correctly applies the inventory-displayed effect: grants 40 seconds of Regeneration and Fire Resistance upon consumption (for a long time, it used the vanilla consumption effect).

9、Added Salad (despite dandelion spawn frequency being greatly reduced in higher versions) -> 3 hunger points, 3 saturation points, restores 6000 Plant Nutrients.

10、Dandelion stack size increased to 32.

11、Correctly added recipe: 4 bowls of milk craft into 1 Cheese. Using 4 or 8 bowls of milk to craft cheese no longer consumes the bowls (correctly returns the bowls used in the recipe).

12、Fishing speed significantly reduced, but additional factors introduced to improve fishing speed:
(1) Increased fishing success rate during thunderstorms, dusk, and dawn.
(2) Increased fishing success rate in ocean biomes.
(3) Increased fishing success rate over wide open sea or lake surfaces (when the bobber lands stably in water, checks for a 16 * 16 * 8 block water volume centered on the bobber).
(4) Significantly reduced fishing rod durability to 16 (future recipes may include metal nuggets to craft rods with different durabilities).

13、The Overworld now only renders dawn and dusk sky effects during clear weather. The Underground dimension no longer renders any sky effects (but retains moon phase effects). Added transitions for dawn/dusk effects when the Overworld switches between clear and rainy weather.

14、Bee crop pollination probability reduced to 1/8 of the original.

15、Created a new hash table that statically enumerates the maximum stack size for all items, no longer performing dynamic checks and modifications, improving efficiency and TPS.

16、Removed vanilla advancements to resolve overlapping trigger issues between mod advancements and vanilla advancements (can be restored after completing the game at least once and entering Dev state).

17、Removed non-existent fireproof properties from the Crafting Table block and Furnace block items.

18、Fixed a world-switching crash bug that could be triggered in recent past versions as follows:
(1) In singleplayer, open World A then close it -> create a new World B, enter it, and press Esc to trigger a save (or wait randomly for 1~10 ticks) -> crash.
(2) After crashing once, entering World B again will not trigger the crash.
(3) Cause: Server info save object error (attempting to write info to a previously closed server -> Null Pointer Exception).

19、Correctly handled damage immunity logic for Fire Elementals, Invisible Lurkers, Wither Skeletons, and Blazes.

20、Known Feature: When creating a world, a ruined portal structure is guaranteed to generate at x=0, z=0 (and possibly near the spawn point as well). Regarding the y-axis, the structure may be visible above ground or buried deep underground
# MITE:Equilibrium Beta 1.0.8_2-fixed:致命bug修复更新
i.本次更新基于1.0.8_2,没有引入额外内容,原内容见对应的版本栏
ii.解决了一个恶性bug,该bug导致一系列方块(合成台、熔炉和洋葱方块)被破坏时无法掉落战利品
### MITE: Equilibrium Beta 1.0.8_2-fixed: Critical Bug Fix Update
i. This update is based on version 1.0.8_2 and introduces no additional content. For the original content, please refer to the corresponding version section.
ii. Fixed a critical bug that prevented a series of blocks (crafting tables, furnaces and onion blocks) from dropping loot when broken.
# MITE:Equilibrium Beta 1.0.8_2:新生物更新
### i.已知bug:所有的工作台方块、非原版熔炉方块和洋葱方块破坏时无法掉落物品,现已在1.0.8_2-fixed修复
ii.或许这些bug可以视作是一种另类的挑战?
iii.兼容性维护提上日程,未来版本将有一个长期兼容维护,尽可能修复新版本无法打开旧版本世界的问题
1、优化了水碗、牛奶碗的转化逻辑,背包满时不再损失物品,另外,牛奶碗可以在玩家蹲下时右键快速倒空(像倒空水碗一样)
2、玩家接触到完整的水方块时,周期性(每20ticks)检查一次玩家背包,若存在岩浆桶,直接在玩家所在位置生成一个石头方块,然后转化为铁桶
3、岩浆桶物品实体落入水中同样会触发上述定义的逻辑
4、加入亡魂,这是一个只会生成在主世界中y<0处的稀有僵尸变种,初始拥有全套的铁制盔甲(但无初始护甲,只应用了装备护甲),血量为30点,初始武器装备为铁剑或铁锤,伤害极高(1.0+对应武器伤害),攻击距离非常远(持有铁锤时为1.5格,持有长剑时为2.0格),但与僵尸一样移动速度较慢
5、岩浆怪(考虑为史莱姆由下界岩硬化而成)现在只受来自镐或锤类的攻击,综上,只有附魔镐或附魔锤才能对其造成伤害
6、加入了火元素,一种只生成在岩浆之上、全身透明着火、免疫火焰伤害的怪物,细节如下
(1)生成时无视亮度限制,在主世界生成时需要y<0的高度条件,在地下世界不生成,而在下界生成时不受高度限制
(2)只有附魔武器才能对其造成伤害,脱离岩浆时持续造成伤害,在岩浆池中每20tick恢复一点生命,雪球会对其造成大量伤害,在接触水的一瞬间就会消失
(3)对玩家仅造成1点伤害,但会施加一个比较长的火焰刻(共16点持续火焰伤害,每次受击会刷新火焰刻,但遇水可提前结束)
(4)丢失攻击目标时,会快速返回至最近的岩浆池中
(5)在岩浆池中应用一个更快的移动速度(与玩家游泳速度相近)
7、右键水碗倒出水(变回碗)就能立刻结束着火状态(在下界依然生效)
8、新建了一个大型哈希表,在其中穷举所有方块的硬度,抛弃方块tag架构(提升破坏方块效率,解决延迟问题,提升tps)
9、使用工具采集方块时,每次采集完毕会进行一次快速查表,减少对应方块硬度的耐久值
10、为甜菜根加入了生病状态,现在遇到村庄自然生成的甜菜根时不再触发闪退
11、对任意作物进行交互,会触发一次邻居状态更新,提升同步性(村庄自然生成的作物可以正常使用骨粉进行治疗)
12、村庄自然生成的作物不属于玩家种植而成,故维持默认的生病状态,即选择所有自然生成的作物默认生病
13、任何情况下生病的作物被破坏时都不会掉落任何战利品
14、正确修复了烈焰人、黑色史莱姆、凋零骷髅、隐形潜伏者对非附魔武器的免疫条件,新加入的火元素现在同样需要附魔武器才能造成伤害
(1)使用近战武器时检测玩家主手物品,检查该武器是否具有附魔属性,若没有,则对该伤害免疫
(2)使用弓和弩射击,命中时检查玩家主手物品,若不为弓或弩(因为在命中目标之前就切换了物品栏),或者为非附魔的弓或弩,则对该伤害免疫,若附魔过则正常造成伤害
(3)烈焰人、火元素可以正常被玩家的雪球命中并造成伤害(即使雪球一般不可能被附魔)
15、若猪在生病时装有鞍,则现在死亡时可以正确掉落鞍了(而不会因为生病不掉落任何战利品就移除鞍)


# MITE: Equilibrium Beta 1.0.8_2: New Creatures Update

i. Compatibility maintenance is now on the agenda. Future versions will have long-term compatibility maintenance to fix, as much as possible, issues where new versions cannot open old world saves.

ii. Known Bugs: All crafting table blocks, non-vanilla furnace blocks and onion blocks cannot drop items when broken. This issue has been fixed in version 1.0.8_2-fixed.

iii. Maybe these bugs can be regarded as a kind of special challenge?

1、Optimized the conversion logic for water bowls and milk bowls. Items are no longer lost when the inventory is full. Additionally, milk bowls can now be quickly emptied by right-clicking while crouching (similar to emptying water bowls).

2、When a player contacts a full water block, the player's inventory is checked periodically (every 20 ticks). If a lava bucket is found, a stone block is generated directly at the player's location, and the bucket is converted to an empty bucket.

3、The logic defined above is also triggered when a lava bucket item entity falls into water.

4、Added the Revenant, a rare zombie variant that spawns only in the Overworld at y<0. It initially spawns with a full set of iron armor (but no base armor value, only the armor from the equipment). It has 30 health points and is initially equipped with either an iron sword or an iron hammer. It deals extremely high damage (1.0 + the corresponding weapon's damage) and has a very long attack range (1.5 blocks with a hammer, 2.0 blocks with a longsword), but moves slowly like a regular zombie.

5、Magma Cubes (conceptualized as Slimes hardened by Netherrack) now only take damage from pickaxes or hammers. Therefore, only enchanted pickaxes or enchanted hammers can damage them.

6、Added the Fire Elemental, a monster that spawns only on lava, is transparent and on fire, and is immune to fire damage. Details are as follows:
(1) It spawns ignoring light level restrictions. In the Overworld, it requires the y<0 height condition. It does not spawn in the Underground. In the Nether, it spawns without height restrictions.
(2) Only enchanted weapons can damage it. It takes continuous damage when away from lava and regenerates 1 health every 20 ticks while in a lava pool. Snowballs deal significant damage to it, and it instantly disappears upon contact with water.
(3) It deals only 1 damage to players but applies a relatively long fire tick effect (16 points of total fire damage. Each hit refreshes the fire tick duration, but contact with water ends it early).
(4) When it loses its attack target, it quickly returns to the nearest lava pool.
(5) It applies a faster movement speed while in a lava pool (similar to the player's swimming speed).

7、Right-clicking a water bowl to pour out water (turning it back into a bowl) will now immediately extinguish the player's burning state (also works in the Nether).

8、Created a large hash table enumerating the hardness of all blocks, abandoning the block tag architecture (improves block breaking efficiency, solves latency issues, improves TPS).

9、When using a tool to harvest a block, a quick table lookup is performed after each harvest to reduce the tool's durability by an amount corresponding to the block's hardness.

10、Added a "sick" state for beetroots. Crashes are no longer triggered when encountering naturally generated beetroots in villages.

11、Interacting with any crop will now trigger a neighbor state update, improving synchronization (naturally generated crops in villages can now be properly treated with bone meal).

12、Naturally generated crops in villages are not planted by players, therefore they maintain the default "sick" state; meaning all naturally generated crops are set to be sick by default.

13、Sick crops do not drop any loot when broken under any circumstances.

14、Correctly fixed the immunity conditions for Blazes, Black Slimes, Wither Skeletons, and Invisible Lurkers against non-enchanted weapons. The newly added Fire Elemental also now requires enchanted weapons to take damage.
(1) When using a melee weapon, the player's mainhand item is checked. If the weapon does not have an enchantment attribute, the creature is immune to that damage.
(2) When shooting with a bow or crossbow, upon hit, the player's mainhand item is checked. If it is not a bow or crossbow (because the inventory was switched before the projectile hit), or if it is a non-enchanted bow or crossbow, the creature is immune to that damage. If it is enchanted, it deals normal damage.
(3) Blazes and Fire Elementals can be hit and damaged normally by player-thrown snowballs (even though snowballs generally cannot be enchanted).

15、If a pig has a saddle while it is sick, the saddle will now drop correctly upon death (and will not be removed just because being sick prevents all other loot from dropping).
# MITE:Equilibrium Beta 1.0.8_1:多人游戏改善更新
1、往期版本未列出的更新细节
(1)玩家出生时会在装有触发成就物品的奖励箱上生成一条信标光束,持续游戏日一天
(2)黑色食尸鬼、隐形潜伏者会主动破坏附近(以自身为中心3格半径的立方范围)所有路径可达(可攀附在墙面的1 * 1 * 1的格子判定)的火把方块
2、重构了网络通信架构,现在这些网络数据包可以在服务器上正常运作了
(1)ClickTimesPacket(C->S):向服务端发送玩家在合成台上右键单击工具的次数(计算等级、计算是否应用工具的耐久提升)
(2)TriggerContentChangePacket(C->S):向服务端发送一次合成台内容更新
(3)llnessTextureBooleanPacket(S->C):向客户端发送逻辑以更新生物外观
(4)StockChangeGrassColorPacket(S->C):向客户端发送逻辑以更新草方块污染程度
3、重构了怪物生成逻辑,避免怪物生成在墙中窒息死亡
4、地下世界特殊怪物生成频率提升,加入了食尸鬼和黑色食尸鬼,同时僵尸不再生成(考虑在地下世界中威胁相较过小)
5、删除并重构了所有不安全的注册表注入逻辑,由此解决了一个长期且非常令人头疼的bug,现在加入服务器再退出后不会直接闪退至桌面,而是正常回到多人游戏列表界面中
6、现在主世界的生物群落分布设定可以正常被加载,而不是被错误忽略

# MITE:Equilibrium Beta 1.0.8_1: Multiplayer Improvement Update
1、Previously Unlisted Update Details from Past Versions
(1) Players will now spawn with a beacon beam over a loot chest containing achievement-triggering items, which lasts for one in-game day.
(2) Black Ghouls and Invisible Lurkers will actively destroy all accessible torch blocks within a 3-block radius cube centered on themselves (using a 1x1x1 grid detection that allows climbing on walls).

2、Refactored the network communication architecture. The following data packets can now function properly on servers:
(1) ClickTimesPacket (C->S): Sends the number of right-click interactions a player performs on a tool in the crafting table to the server (used for calculating levels and determining whether to apply durability upgrades).
(2) TriggerContentChangePacket (C->S): Sends a crafting table content update to the server.
(3) IllnessTextureBooleanPacket (S->C): Sends logic to the client to update entity appearance based on illness.
(4) StockChangeGrassColorPacket (S->C): Sends logic to the client to update the contamination level of grass blocks.

3、Refactored monster spawning logic to prevent monsters from spawning inside walls and suffocating.

4、Increased the spawn frequency of special monsters in the Underground World. Added Ghouls and Black Ghouls, while Zombies no longer spawn there (considered too low of a threat in the Underground World).

5、Removed and refactored all unsafe registry injection logic, resolving a long-standing and highly troublesome bug. Players will now properly return to the multiplayer server list after joining and exiting a server, instead of crashing directly to desktop.

6、Biome distribution settings in the Overworld can now be loaded correctly and are no longer erroneously ignored.
# MITE:Equilibrium Beta 1.0.8:农业与畜牧业更新
i.本次更新基于版本Beta1.0.7_2,实现了1.0.7的所有更新计划
ii.本版本不再与先前版本任何兼容,甚至无法打开,但在先前版本通关后获得的"Finish The Game Once.dat"用于解锁按钮限制的文件依然可以在新版本可用
1、新增了一些食物
(1)奶酪->3饱食度3饱和度,配方如下:一桶奶->一个奶酪、八个碗->两份奶酪、三桶奶->三份奶酪、九桶奶->九份奶酪
(2)牛奶碗->1饱食度0饱和度
(3)土豆泥,由牛奶碗、奶酪、烤土豆无序合成->8饱食度14饱和度
2、床至少要进行染色才可以设置为新的出生点(纯白色的床可以用来安心睡眠而不覆盖出生点)
3、新附魔:延展,用来延长武器攻击距离0.5格-1格-1.5格,适用于长剑,属于较常见附魔
4、将奶牛生存所需条件的代码段进行抽象,现在将生存限制也施加在绵羊、鸡和猪上,所有限制如下:
(1)水源:每四小时试图寻找一条通往最近水源地附近的路径,路径合法性判断依据:生物可沿路径走进水方块中,连续三次失败时将会生病
(2)矮草和高草:每四小时试图寻找一条通往周围草附近的路径,路径合法性判断依据:生物可沿路径走进矮草和高草中,连续三次失败时将会生病
(3)草方块:每四小时检查一次脚下是否为草方块,连续三次失败时将会生病
(4)幼年动物检查生存条件的频率是成年动物的四倍(本条限制让幼年动物一定不会在非适宜环境下成年,即使一开始的初始化状态幼年动物就是满健康度的)
(5)牛、绵羊会周期性地破坏矮草和高草,阻挡通向草的路径时确实不会使其被破坏,但也会因(2)生存条件缺失而生病
(6)生病的动物无法喂食、不会生长、挤奶和掉落物品(待修复:也会错误地损失掉猪身上的鞍)
(7)动物会周期性地污染草方块,使其变黄,在血月时,暴露在月光下被污染的土地会小概率生长出凋零玫瑰,使牲畜受伤
(8)对于牛,挤奶现在拥有冷却时间,平均一天一桶奶或四碗奶
5、提高牛、绵羊、鸡、猪的AI
(1)动物默认会主动远离玩家,除非玩家至少穿有任何一件皮革装备
(2)在玩家攻击动物时,动物会无条件逃离玩家,逃离(状态检测:动物的速度是否大于临界值?)的信息会通知给附近的其他同类,只有一段时间后看不到玩家时(检测距离极远)才会停下恐慌
(3)动物速度大幅提升,包括逃跑速度和被食物引诱的速度
6、作物的生长条件施加限制
(1)以下作物:小麦、胡萝卜、洋葱、土豆和甜菜会在血月期间生病,生病时纹理变白(纹理支持:小麦、胡萝卜、洋葱、土豆),也可以下蹲右键来查看作物状态
(2)与随机刻无关,所有作物会进行周期性检测,若为生病状态,小概率会被破坏掉,掉落其种子(ps.区块加载五分钟后掉落物会被清除)
(3)作物必须拥有全额的光照状态,否则小概率会被破坏掉,掉落其种子
7、刷线机在64天后就会解禁(待验证)
# MITE: Equilibrium Beta 1.0.8: Agriculture and Livestock Update

i. This update is built upon Beta 1.0.7_2 and fulfills all update plans outlined for version 1.0.7.

ii. This version is incompatible with all prior versions, and worlds from previous versions cannot be loaded. However, the Finish The Game Once.dat file, obtained after completing the game in a previous version and used to unlock button restrictions, remains functional in this new version.

1. New Food Items Added
(1) Cheese -> 3 Hunger, 3 Saturation.
Recipes:
  • 1 Bucket of Milk -> 1 Cheese
  • 8 Bowls -> 2 Cheese
  • 3 Buckets of Milk -> 3 Cheese
  • 9 Buckets of Milk -> 9 Cheese
(2) Milk Bowl -> 1 Hunger, 0 Saturation.
(3) Mashed Potatoes -> 8 Hunger, 14 Saturation.
Crafted via shapeless recipe using: 1 Milk Bowl, 1 Cheese, 1 Baked Potato.

2. Bed Mechanics Changed
Beds must now be dyed at least once to set a new respawn point. A pure white bed can still be used for sleeping without overriding your current respawn point.

3. New Enchantment: Reach
Increases weapon attack range by 0.5, 1.0, or 1.5 blocks. This enchantment is applicable to Longswords and is relatively common.

4. Expanded Livestock Survival Requirements
The code governing cow survival conditions has been abstracted. These restrictions now also apply to Sheep, Chickens, and Pigs. All conditions are as follows:
(1) Water Source: Every 4 hours, the animal attempts to find a valid path to the nearest water source. Path validity requires the animal to be able to walk directly into the water block. Three consecutive failures will cause the animal to become Sick.
(2) Grass (Short/Tall): Every 4 hours, the animal attempts to find a valid path to nearby grass. Path validity requires the animal to be able to walk into the grass block. Three consecutive failures will cause the animal to become Sick.
(3) Grass Block (Underfoot): Every 4 hours, the animal checks if the block it is standing on is a Grass Block. Three consecutive failures will cause the animal to become Sick.
(4) Juvenile animals check these conditions four times more frequently than adults. (This ensures juveniles cannot mature in an unsuitable environment, even if spawned with full health.)
(5) Cows and Sheep will periodically consume/destroy Short Grass and Tall Grass. If grass is present but path is blocked, it won't be destroyed, but the animal will still become Sick due to failing condition (2).
(6) Sick animals cannot be fed, will not grow, cannot be milked, and will not drop items. (Known Bug: Also incorrectly removes saddles from pigs.)
(7) Animals periodically contaminate Grass Blocks, turning them yellowish. During a Blood Moon, contaminated soil exposed to moonlight has a small chance to spawn Wither Roses, which can injure livestock.
(8) For Cows, milking now has a cooldown, averaging one Bucket of Milk or four Bowls of Milk per day.

5. Improved AI for Cows, Sheep, Chickens, and Pigs
(1) Animals will now actively avoid players by default, unless the player is wearing at least one piece of Leather armor.
(2) When attacked by a player, an animal will unconditionally flee. This "fleeing" state (detected by the animal's speed exceeding a threshold) is communicated to nearby animals of the same type. Panic only subsides after the animal has not seen the player for a period of time (detection range is very far).
(3) Animal movement speed has been significantly increased, including both fleeing speed and speed when lured by food.

6. New Crop Growth Restrictions
(1) The following crops can become Sick during a Blood Moon: Wheat, Carrots, Onions, Potatoes, and Beetroots. Sick crops display a whitish texture (textures supported for Wheat, Carrots, Onions, Potatoes). Players can also sneak + right-click to check a crop's status.
(2) Independent of random ticks, all crops undergo periodic checks. If a crop is Sick, there is a small chance it will be destroyed, dropping only its seeds. (Note: Item drops are cleared 5 minutes after a chunk loads.)
(3) Crops must be in full, unobstructed light. Otherwise, there is a small chance they will be destroyed, dropping only their seeds.

7. Wool Farm Mechanic
Wool farms will become unrestricted (i.e., functional) after 64 in-game days. (This requires verification).

# MITE:Equilibrium Beta 1.0.7_2-fixed:因发现致命错误而引起的提前更新
i.修复了一处非常致命的错误:现在燧石工具可以被正常合成了

ii.引入了其他一系列新版本的临时细节(原本应在几周后发布):
MITE:Equilibrium Beta 1.0.7_2:畜牧业更新(pre-Publish先行版本)
1、新增了一些食物
(1)奶酪->3饱食度3饱和度,配方如下:一桶奶->一个奶酪、八个碗->两份奶酪、三桶奶->三份奶酪、九桶奶->九份奶酪
(2)牛奶碗->1饱食度0饱和度
(3)土豆泥,由牛奶碗、奶酪、烤土豆无序合成->8饱食度14饱和度
2、床至少要进行染色才可以设置为新的出生点(纯白色的床可以用来安心睡眠而不覆盖出生点)
3、新附魔:延展,用来延长武器攻击距离1格-1.5格-2格(实际效果:0.5/1.0/1.5),适用于长剑,属于较常见附魔
4、刷线机在64天后就会解禁(待详细验证)
5、对奶牛做了较大改动,牛生存需要合适的条件
(1)水源,每四小时试图寻找一条通往最近水源地附近的路径,连续三次失败时将会生病
(2)矮草和高草,每四小时试图寻找一条通往周围草附近的路径,连续三次失败时将会生病
(3)草方块,每四小时检查一次脚下是否为草方块,连续三次失败时将会生病
(4)牛会周期性地破坏矮草和高草,阻挡通向草的路径时确实不会使其被破坏,但也会因(2)生存条件缺失而生病
(5)生病的牛无法喂食、挤奶和掉落肉和皮革,小牛不会生长,不过生病的牛并不会死亡
(6)牛会周期性污染草方块,使其变黄,在血月时,暴露在月光下被污染的土地会少量生长出凋零玫瑰,使牲畜受伤
(本条改动除了照例搬运R196细节外,也是为探索农作物血月生病机制做的一次前置临时试验)
6、猪、牛、羊、鸡会主动避开玩家(自带驱散光环)前期打猎难度大幅提升、基础速度(比如被玩家手中食物吸引行走的速度)提高、拥有更好的AI路径决策能力(重置了三维空间下的A星算法)


# MITE:Equilibrium Beta 1.0.7_2-fixed: Early Update Due to Discovery of Critical Bug
i. Fixed a very critical bug: Flint tools can now be crafted normally.

ii. Introduced a series of temporary details from other new versions (originally scheduled for release in a few weeks):
MITE:Equilibrium Beta 1.0.7_2: Animal Husbandry Update (Pre-Publish Preview Version)

1、Added some new food items:
(1) Cheese -> 3 hunger points, 3 saturation points. Recipes:

  • One bucket of milk → one cheese.
  • Eight bowls → two cheeses.
  • Three buckets of milk → three cheeses.
  • Nine buckets of milk → nine cheeses.

(2) Milk Bowl -> 1 hunger point, 0 saturation points.
(3) Mashed Potatoes -> Crafted from a milk bowl, cheese, and baked potato (unordered) → 8 hunger points, 14 saturation points.

2、Beds must be dyed at least once to set a new respawn point (pure white beds can be used for safe sleep without overriding the respawn point).

3、New Enchantment: Extend — Extends weapon attack range by 0.5 block (Level I), 1 blocks (Level II), or 1.5 blocks (Level III). Applicable to longswords and is relatively common.

4、String farms will become unrestricted after 64 in-game days (subject to further verification).

5、Major changes to cows — they now require suitable living conditions:
(1) Water source: Every 4 hours, cows attempt to find a path to the nearest water source. If they fail three times in a row, they become sick.
(2) Short grass and tall grass: Every 4 hours, cows attempt to find a path to nearby grass. If they fail three times in a row, they become sick.
(3) Grass blocks: Every 4 hours, cows check if the block beneath them is a grass block. If it is not grass three times in a row, they become sick.
(4) Cows periodically destroy short and tall grass. If their path to grass is blocked, the grass may not be destroyed, but they may still become sick due to condition (2).
(5) Sick cows cannot be fed, milked, or drop meat and leather. Calves will not grow, though sick cows will not die.
(6) Cows periodically contaminate grass blocks, turning them yellow. During a Blood Moon, contaminated land exposed to moonlight may spawn withered roses in small quantities, harming livestock.
(Aside from incorporating R196 details as usual, this change also serves as a temporary experiment to explore crop sickness mechanics during Blood Moons.)

6、Pigs, cows, sheep, and chickens now actively avoid players (with a built-in repulsion aura). Early-game hunting difficulty is significantly increased. Their base movement speed (e.g., when attracted by food held by players) is improved, and they have better AI pathfinding (with a reset A* algorithm in three-dimensional space).



# MITE:Equilibrium Beta 1.0.7_1:工具更新
1、所有工具可以在合成时点击右键,消耗经验值,制作出更高基础耐久的工具,未来会将该设定推广至更多装备上

  • 在经验值足够的前提下,每一次右键提升品质,就能提高50%工具的耐久,所消耗的经验值等于工具基础耐久*0.25
  • 操作指引:用鼠标右键单机物品提升品质,再用鼠标左键点击物品进行合成
  • 提升的耐久值可以在ToolTip中显示,品质可分为:优秀(+50%的耐久)、精良(+100%的耐久)、史诗(+150%的耐久)、大师(+200%的耐久)


2、新添加了锤子(Hammer)工具
  • 可作为武器拥有所有武器类附魔,但每次降低100点耐久而非剑类工具的50点,作为工具仅有效率附魔,对骷髅类生物额外造成50%的基础伤害(银锤在拥有50%重锤增伤的同时也拥有针对亡灵生物100%增伤的乘区)
  • 拥有额外耐久,耐久值=材料耐久*(5+2额外奖励),但挖掘速率相较同类的镐类工具有所降低
  • 合成方法:X为金属锭,Y为木棍,E为空,需要适合该金属的合成等级的合成台进行合成
XXX
XYX
EYE

3、调整了玩家所造成伤害的增伤计算逻辑,如下所示
  • 玩家造成伤害=[(1 * 玩家经验等级增伤 * 增伤区间1 * 增伤区间2 * ... * 增伤区间n)+武器面板伤害] * 跳斩增伤(1.5倍率)
参考数值:在玩家35级时,手持亡灵杀手III的银锤,使用跳斩,可以对古尸(Longdead)(装备有全套远古锁链盔甲)一击毙命

4、参考了MITE1.6.4-R196的挖掘速度,降低镐类工具的采集效率,前期削弱,中后期影响较小,鼓励玩家提升等级

5、铁砧修复所需最高等级调整至50级

6、解决了一个长期令人头疼的bug,现在连续合成物品时(尤其在一边整理背包的情况下)不会出现中途断连的情况

7、解决了一个致命bug,项目中所有给予玩家物品的方法insertStack()统一替换为offerOrDrop(),后者在玩家物品栏满后将物品以掉落物的方式掉落而不是直接消失

8、干草块配方解禁,可以正常分解成小麦,但分解的数量仅有一个,在玩家等级达到75级后,右键干草块就可以完整分解成9个小麦

9、地狱堡垒中的箱子战利品钻石生成权重提升

# MITE:Equilibrium Beta 1.0.7_1: Tool Update


With sufficient experience points, each right-click increases the tool's quality, boosting durability by 50%. The experience cost equals the tool's base durability * 0.25.

Operation guide: Right-click the item to improve quality, then left-click to complete the crafting.

The increased durability is displayed in the ToolTip. Quality tiers include: Excellent (+50% durability), Fine (+100% durability), Epic (+150% durability), and Master (+200% durability).

Added new Hammer tools.

Can be used as weapons with all weapon enchantments, but each use reduces durability by 100 (compared to 50 for swords). As tools, they only accept Efficiency enchantment. They deal 50% extra base damage to skeleton-type mobs (Silver Hammer has both a 50% heavy hammer bonus and a separate 100% multiplier against undead).

Have extra durability: Durability = material durability * (5 + 2 bonus), but mining speed is lower compared to pickaxes of the same material.

Crafting recipe: X = metal ingot, Y = stick, E = empty. Requires a crafting table with the appropriate metal's crafting level.
XXX
XYX
EYE

Adjusted the damage calculation formula for player-dealt damage as follows:

Player damage = [(1 * player level multiplier * multiplier1 * multiplier2 * ... * multiplier n) + weapon base damage] * critical jump multiplier (1.5x).
Example: At player level 35, using a jump attack with a Silver Hammer enchanted with Smite III can one-shot a Longdead (equipped with full Ancient Chainmail armor).

Referenced MITE1.6.4-R196 mining speeds, reducing the efficiency of pickaxes. Early-game nerf, with less impact in mid-to-late game, encouraging players to level up.

Maximum anvil repair level requirement adjusted to 50.

Fixed a long-standing annoying bug: continuous crafting (especially while organizing inventory) will no longer interrupt midway.

Fixed a critical bug: all methods granting items to players, previously using insertStack(), are now replaced with offerOrDrop(). The latter drops items as entities when the player's inventory is full instead of making them disappear.

Hay bale recipe is now available. They can be decomposed into wheat, but only yield one wheat. When the player reaches level 75, right-clicking a hay bale decomposes it fully into 9 wheat.

Increased diamond generation weight in Nether fortress chest loot.
### MITE:Equilibrium Beta 1.0.7:难度调整更新
### MITE: Equilibrium Beta 1.0.7: Difficulty Adjustment Update

1、添加或调整了一系列食物:
Added or adjusted a series of foods:

(1)添加了洋葱->1饱食度1饱和度,提供6000点植物营养素,可以在主世界、地下世界的地牢箱子和废弃矿井中的箱子里找到
Added Onion -> 1 Hunger, 1 Saturation, provides 6000 Plant Nutrients, can be found in dungeon chests in the Overworld, the Underground World, and chests in Abandoned Mineshafts

(2)蔬菜汤->6饱食度8饱和度
Vegetable Soup -> 6 Hunger, 8 Saturation

(3)牛肉汤->20饱食度20饱和度
Beef Stew -> 20 Hunger, 20 Saturation

(4)蔬菜汤、牛肉汤的在原有无序合成的基础上额外添加洋葱
Added Onion as an additional ingredient to the existing shapeless crafting recipes for Vegetable Soup and Beef Stew

2、所有动物都会产生肥料(Manure),肥料可以具有此前版本骨粉的功能:小概率催熟作物/草方块、对农田进行施肥
2. All animals now produce Manure, which can function like Bone Meal did in previous versions: has a small chance to accelerate crop/grass block growth and can fertilize farmland

3、骨粉现在不再具有对农田进行施肥的功能,但保留了小概率催熟作物/草方块的功能
3. Bone Meal no longer has the ability to fertilize farmland, but retains its small chance to accelerate crop/grass block growth

4、刷怪笼生成10只怪物后就会熄灭,不再生成怪物
Monster Spawners now extinguish after spawning 10 mobs and will no longer spawn creatures

5、地下世界会在合适的地形结构中生成古尸(LongDead)刷怪笼,附属生成的箱子里会生成远古金属粒(Ancient Metal Nuggets)或远古金属锭(Ancient Metal Ingots),提供了除反向合成远古金属链甲(Ancient Metal Chain Mail)之外的远古金属来源,供合成钻石合成台所用
The Underground World now generates LongDead spawners in suitable terrain structures, with accompanying chests containing Ancient Metal Nuggets or Ancient Metal Ingots, providing an alternative source of Ancient Metal besides reverse-crafting Ancient Metal Chain Mail, for use in crafting the Diamond Crafting Table

6、血月生成的闪电实体只会生成玩家头顶的方块上
Lightning entities spawned during Blood Moons will now only generate on blocks above the player's head

7、更新了营养失衡(Malnutrition)的图标
Updated the Malnutrition status effect icon

7、完善了翻译文件
Improved translation files

8、兼容性:兼容Beta 1.0.6的所有子版本,兼容未来发布Beta1.0.7所有子版本
Compatibility: Compatible with all sub-versions of Beta 1.0.6 and all future sub-versions of Beta 1.0.7

9、资源包兼容性:正确调整了资源包版本号,现在可以将Programmer Art旧版纹理资源包正确拖入右侧而不报错
Resource Pack Compatibility: Correctly adjusted resource pack version number, now allowing proper dragging of the old Programmer Art texture resource pack to the right side without errors
![The Dungeon(Longdead) in the Underworld](https://cdn.modrinth.com/data/cached_images/30c72432a070107a998b1b791aefe7b3c02bcf91.jpeg)
### MITE:Equilibrium Beta 1.0.6_2:附属更新(Supplementary Update)

1、保留1.0.6 & 1.0.6_1的所有更改
Retains all changes from versions 1.0.6 & 1.0.6_1.

2、黑色史莱姆(Pudding)正确在光照小于7的位置生成
Black Slimes (Pudding) now correctly spawn only in light levels less than 7.

3、修复了铁桶不能与炼药锅交互的bug
Fixed the bug where Iron Buckets could not interact with Cauldrons.

### For1.0.6 &1.0.6_1
MITE:Equilibrium Beta 1.0.6:难度提升更新
MITE:Equilibrium Beta 1.0.6: Difficulty Increase Update

1、添加了一系列食物:
Added a series of foods:
(1)一碗水:由碗对着水源转换而成,再次右键可倒掉水转变回碗
Bowl of Water: Converted by using a bowl on a water source block; right-click again to pour out the water and revert to an empty bowl.
(2)蔬菜汤:由一碗水、胡萝卜和土豆无序合成->4饱食度8饱和度,恢复48000点植物营养素
Vegetable Soup: Crafted shapelessly from one bowl of water, one carrot, and one potato -> 4 Hunger, 8 Saturation, restores 48000 Phytonutrients.
(3)牛肉汤:由一碗水、胡萝卜、土豆和熟牛排无序合成->16饱食度20饱和度,恢复48000点植物营养素
Beef Stew: Crafted shapelessly from one bowl of water, one carrot, one potato, and one cooked steak -> 16 Hunger, 20 Saturation, restores 48000 Phytonutrients.
(4)南瓜汤:调整配方,由一碗水和南瓜无序合成,其他参数不变
Pumpkin Soup: Recipe adjusted, now crafted shapelessly from one bowl of water and one pumpkin; other parameters remain unchanged.

2、版本隔离:模组新建的世界与之前所有版本互不兼容,只有对应版本的模组中才能打开对应世界(未来会创建稳定的大型长期兼容版本)
Version Isolation: New worlds created by this mod version are incompatible with all previous versions; worlds can only be opened in the corresponding mod version (A stable, large-scale, long-term compatible version will be created in the future).

3、Dev端:在任意世界击败末影龙,即可解锁创造模式和允许指令按钮,届时可随意新建世界测试特性,另外彻底关闭局域网开放指令权限的接口
Dev Side: Defeating the Ender Dragon in any world unlocks Creative Mode and the 'Allow Cheats' button, allowing free creation of new worlds for testing features. Additionally, the interface for enabling LAN command permissions has been completely disabled.

4、合成台更新:钻石合成台的配方更改:先从左到右从上到下正确摆放好钻石、皮革、木棍、原木,然后在其他任意空白位置插入远古金属锭即可在铁合成台上合成钻石合成台。
Crafting Bench Update: The recipe for the Diamond Crafting Bench has been changed: First, place Diamond, Leather, Stick, and Log correctly from left to right, top to bottom. Then, insert an Ancient Metal Ingot into any other empty slot to craft the Diamond Crafting Bench on an Iron Crafting Bench.

5、只有在钻石合成台上才能合成秘银工具,但只有秘银工具才能采集钻石矿,这意味着第一颗钻石需要通过宝箱等途径获取(参照我的世界wiki-箱子战利品(结构索引)来查看钻石生成几率)
Mithril tools can only be crafted on a Diamond Crafting Bench, but only Mithril tools can mine Diamond Ore. This means the first diamond must be obtained through means like chest loot (Refer to Minecraft Wiki - Chest Loot (Structure Index) to check diamond generation chances).

6、古尸(LongDead)现在正常掉落箭(不区分近战远程之分,统一掉落)和骨头,小概率掉落自身的远古金属锁链盔甲,远古金属锁链盔甲可以在工作台上(无等级要求)分解为远古金属颗粒,9个远古金属颗粒可以合成为远古金属锭
Long Dead entities now normally drop arrows (no distinction between melee or ranged, unified drop) and bones. They have a small chance to drop their own Ancient Metal Chain Armor. Ancient Metal Chain Armor can be decomposed into Ancient Metal Nuggets on any crafting bench (no tier requirement). 9 Ancient Metal Nuggets can be crafted into one Ancient Metal Ingot.

7、含有钻石的配方(如钻石附魔台)需要在钻石合成台上合成
Recipes containing diamonds (such as the Diamond Enchanting Table) must be crafted on a Diamond Crafting Bench.

8、新增了绿宝石附魔台,将钻石附魔台的两颗钻石替换为绿宝石即可合成,无合成等级要求,但附魔栏仅有第一行可用,同时拥有将金苹果转换为附魔金苹果的能力:至少达到30级,将金苹果放入附魔栏,消耗一个青金石和一级经验转化为附魔金苹果
Added an Emerald Enchanting Table. It is crafted by replacing the two diamonds in the Diamond Enchanting Table recipe with emeralds. There is no crafting tier requirement, but only the first row of the enchantment slots is usable. It also has the ability to convert a Golden Apple into an Enchanted Golden Apple: Reach at least level 30, place the Golden Apple in the enchantment slot, and consume one Lapis Lazuli and one experience level to transform it into an Enchanted Golden Apple.

9、金苹果、附魔金苹果削弱,金苹果合成现在确定下来,不再消耗经验,但仅有生命恢复I效果20s,附魔金苹果继承了原先金苹果的能力:40s的生命恢复II和抗火
Golden Apples and Enchanted Golden Apples have been nerfed. The Golden Apple recipe is now finalized and no longer consumes experience, but it only provides Regeneration I for 20 seconds. The Enchanted Golden Apple inherits the original Golden Apple's ability: Regeneration II and Fire Resistance for 40 seconds.

MITE:Equilibrium Beta 1.0.6_1:附属更新
MITE:Equilibrium Beta 1.0.6_1: Supplementary Update

1、怪物掉落经验提升(10xp、50xp、100xp、200xp、500xp),掉落量根据击杀难度提升
Increased experience dropped by monsters (10xp, 50xp, 100xp, 200xp, 500xp). The drop amount increases based on kill difficulty.

2、再次削弱铜甲提供的最大保护值,最多提供11点,但最大耐久值翻倍,与铁护甲(最大耐久几乎相当,提供更高护甲,但易腐蚀)对比提供更多选择
Copper Armor's maximum protection value has been nerfed again, providing a maximum of 11 points. However, its maximum durability has been doubled. Compared to Iron Armor (which has similar max durability, provides higher armor, but is prone to corrosion), this offers more choices.

3、红石、绿宝石也可以右键“吃掉”获得经验值,分别提供10xp、250xp,但从吃掉晶体获得的经验值最大提升至35级
Redstone and Emeralds can now be right-clicked to "eat" them for experience, granting 10xp and 250xp respectively. However, the maximum experience level obtainable from eating crystals is capped at level 35.

4、回撤了铁砧损坏概率,与之前版本保持一致,继续保持更低的损坏概率,鼓励在前期多积攒铁资源制作铁砧来修复装备和工具
Reverted the anvil break chance to be consistent with previous versions, maintaining a lower break probability to encourage stockpiling iron resources early game to craft anvils for repairing equipment and tools.

5、现在黑色史莱姆只能在亮度小于7的位置生成
Black Slime(Pudding) can now only spawn in light levels less than 7.

6、正确调整了玩家生物交互距离,在手持长剑,仰角小于0(低头状态),按住shift潜行后可获得最大交互距离3.0格远,运用得当可以无伤史莱姆等碰撞箱接触型出伤怪物。处于末地会再次额外增加1.5格,允许玩家站在祭坛下方可以攻击到末影龙
Adjusted the player's entity interaction distance correctly. When holding a Longsword, with a pitch angle less than 0 (looking downward), and holding Shift to sneak, the maximum interaction distance becomes 3.0 blocks. Used properly, this allows taking no damage from slimes and other monsters that deal damage on contact via their hitbox. In the End, this distance is additionally increased by 1.5 blocks, allowing players to attack the Ender Dragon from below the central altar.

7、饱和度不再受当前饱食度的限制,空腹吃下面包会获得2点饱食度和8点饱和度,而非此前的2点饱食度和2点饱和度
Saturation gain is no longer limited by current hunger level. Eating bread on an empty stomach now grants 2 Hunger and 8 Saturation, instead of the previous 2 Hunger and 2 Saturation.

8、疾跑、行走饥饿速度修改,原版:疾跑1.0X、行走0.0X ->疾跑0.25X,行走0.125X,在无营养失衡等负面buff的情况下,20点饱和度可以维持连续疾跑和跳跃约60~70秒
Modified hunger drain from sprinting and walking. Original values: Sprinting 1.0X, Walking 0.0X -> New values: Sprinting 0.25X, Walking 0.125X. Without negative buffs like nutrient imbalance, 20 Saturation can sustain continuous sprinting and jumping for approximately 60~70 seconds.

9、铁桶默认不会接取源头,除非玩家按住了shift潜行键,这意味着单桶即可制作无限水和无限岩浆,但铁桶现在接取岩浆时有8%的概率熔化,除非岩浆盛放在炼药锅中(比如由滴水石锥制造的岩浆源,落在炼药锅里可以被铁桶完整取出而不会有烧毁风险)
Iron Buckets no longer pick up source blocks by default unless the player is holding the Shift (sneak) key. This means a single bucket can be used to create infinite water and lava sources. However, Iron Buckets now have an 8% chance to melt when picking up lava, unless the lava is contained in a Cauldron (e.g., lava source created by Dripstone dripping into a Cauldron can be picked up completely by a bucket without the burn-away risk).

10、物品堆叠最大设定改动:火把16->32、小麦种子、西瓜种子、南瓜种子:16->64、地狱疣:16->32
Changed maximum item stack sizes: Torches 16->32; Wheat Seeds, Melon Seeds, Pumpkin Seeds: 16->64; Nether Wart: 16->32.

11、兼容性:兼容1.0.6版本
Compatibility: Compatible with version 1.0.6.
## MITE:Equilibrium Beta 1.0.5 - 规范化更新 (Standardized Update)

### 1. 继续为一些物品添加了食物属性
  • Added Food Properties to More Items.

  • 小麦种子:1饱食度,0饱和度
  • Wheat Seeds: 1 hunger, 0 saturation;

  • 南瓜种子:1饱食度,1饱和度
  • Pumpkin Seeds: 1 hunger, 1 saturation

  • 西瓜种子:0饱食度,1饱和度
  • Melon Seeds: 0 hunger, 1 saturation

  • 糖:0饱食度,1饱和度
  • Sugar: 0 hunger, 1 saturation

### 2.界面按钮优化
  • Interface Button Optimization

重构按钮代码,解决了Tooltip按钮描述闪烁的问题。
Refactored button code to fix the issue of tooltip descriptions flickering.

### 3.附魔“Reaching”调整
  • Enchantment "Reaching" Adjustment

  • 附魔“Reaching”翻译为“触及”,仅可通过书架附魔获得,且仅适用于铁桶。
  • The enchantment "Reaching" has been translated to "触及" and can only be obtained through bookshelf enchanting, applicable only to buckets.

  • 每级附魔延长玩家24格方块触及范围(但铁桶无法挖掘方块),最高等级为II级,接水不会使附魔消失。
  • Each level increases the player's block reach range by 24 blocks (but buckets cannot mine blocks), with a maximum level of II. Collecting water does not remove the enchantment.

### 4.版本隔离 (Version Isolation)

  • 模组新建的世界与之前所有版本互不兼容,只有模组中才能打开模组建立的世界。
  • New worlds created by the mod are incompatible with all previous versions. Only the mod can open mod-created worlds.

  • 版本趋于稳定,现在对外开放的版本,对局域网开放从而获得指令权限的途径被删除。
  • The version is now stable and publicly available. The method to gain command permissions by opening to LAN has been removed.
### 5.其他
  • 翻译和文件结构优化
Translation and File Structure Optimization

  • 继续完善翻译,优化json文件结构。
  • Continued improvements to translations and optimized the JSON file structure.
进一步修复bug
重构了此前依赖服务器实例进行村庄生成的代码,现在通过context字段即可获得所需信息。
村庄生成重新恢复正常:天数达到12天、合成出金属镐(比如铜镐)之后,在x和z轴绝对值1000以上的位置可以生成。
继续重构代码,现在末影龙可以正确根据玩家死亡次数(服务器中所有玩家的死亡次数之和)获得基础护甲值。
经过最后一轮测试,该版本定位为近期的稳定版本。

测试:在服务器上是否可以正确生成村庄结构,符合预期
![局域网世界测试(Test in LAN)](https://cdn.modrinth.com/data/cached_images/b787812152f5dd8c4245643cec88518e1bcdef18_0.webp)
不稳定版本,无新内容,对单人模式无影响
本次改动着重改善了多人游戏的环境
可以继续以Beta1.0.3为主(仍在Versions栏中)

Beta1.0.4测试结果:对局域网开放的世界可以被局域网上其他玩家搜索到,且可以正常加入,但对于内网穿透跨网络联机的场景尚未测试
对大量代码进行重构:
彻底解决了原先非常粗暴使用Final提前赋值的方法进行Mixin导致的服务端和客户端出现注册表不一致的问题
删除了ServerInfoRecorder依靠服务器实例工作的相关方法,服务端保存的服务器实例并不能被客户端玩家读取,由此客户端读入的所有数据都会产生空指针错误。
遗留问题:现在金苹果合成不再消耗经验了(未来版本会回调)

测试截图:
![局域网世界测试(Test in LAN)](https://cdn.modrinth.com/data/cached_images/b41a78c98eac13ab7714cc1f1ca9b88af734fd06.png)



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