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IRE

IRE

A datapack that overhauls and expands the survival experience for slower, more rewarding progression with a renewed focus on mining. Dig through numerous rock layers, each one requiring a better pickaxe than the last, until you reach the Nether itself.

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Description

IRE (Icerios's Ridiculous Edit) changes the game at a fundamental level for slower, more rewarding progression and tougher survival. The world is divided into numerous stone layers, requiring the player to upgrade their pickaxe as they dig their way to the Nether itself.
This datapack includes the Bookshelf Library block module by Gunivers (Mozilla Public License, v. 2.0; https://mcbookshelf.dev/), as well as files from TagLib by HeDeAnTheonlyone (Attribution 4.0 International; https://github.com/HeDeAnTheonlyone/Taglib).
The included resource pack (found under additional files in the individual versions' pages) is required.

Environment

Daylight Cycle & Lighting

The full daylight cycle is 60 minutes long. Players now have the option to use a bed to skip the day as well as night. Nighttime skylight is dependent on moon phase. A foggy weather cycle impacts both surface and deep biomes. Various biomes across all dimensions feature unique lighting and fog attributes. The End even boasts its own alien daylight cycle.

Cave-ins

Block breaking has a chance of causing a collapse. This affects the majority of natural blocks. Silk touch and golden tools prevent cave-ins. Logs, planks, fences, and walls provide support to prevent collapse. Unstable blocks can fall out from under the player if they fall from a great enough height.

Dig Deep

The world is divided into numerous rock layers, ranging from terracotta to netherrack, with the Nether beginning roughly 1500m below sea level. The deeper you go, the tougher the stone and the better the pickaxe you'll need. All lava is trapped within the Nether, so players must dig their way down before they can construct portals for quick travel.

Cave Air

The air becomes dense with toxins in the lifeless stone layers, requiring the use of respirators, as well as free breathing potions and suspicious stews. Deadly gas clouds appear when air quality becomes too poor. Furnaces, campfires, and torches do not work in these conditions. Smelt oxygen candles in furnaces to carve out temporary safe spaces where you can breathe and operate furnaces.

Misellaneous

  • Trees produce rooted dirt
  • Most trees have "dying" vine-covered variants
  • Birches, dark oaks, pale oaks, and spruces can generate with traces of resin
  • Leaves no longer support your weight, making them useful trap blocks
  • Lava always flows fast as if it's in the Nether
  • Monsters no longer burn in daylight
  • Reworked desert pyramids, plus a badlands variant
  • Vaults in pillager outposts
  • New witch hut variants
  • Reworked mineshafts
  • Tall plants will hide sneaking players
  • Unstable blocks can fall out from under the player if they land too hard
  • Unstable TNT can be found in structures or crafted with fire charges
  • Beds cannot explode, and work in all dimensions
  • Chests in certain structures may be infested with a silverfish or cursed with a vex

Mechanics

Soft Adventure & Ultra Hardcore

Blocks take a long time to break without the proper tool. Natural health regeneration is disabled. This is augmented with multiple new sources of healing. Players can heal from collecting experience, fueling campfires with logs, sleeping, braving the night, eating golden foods, using bandage and poultice items, and using Dungeons-inspired totems of regeneration. Different classes - chosen at spawn - have different health stats. Every 10 experience levels collected increases the player's maximum health by 1HP, for maximum of 40HP. Death without a bed or anchor will send the player up to 5,000m away from spawn.

Increased Storage

All stackable items stack up to 99. Most previously unstackable items without durability stack to 99, with a few exceptions like filled buckets and totems. Powerful consumables like potions, stews, and milk have cooldowns for balance. Bundles can be equipped in the leg slot, effectively adding another slot to your inventory.

Tinkering

Wood tools come in all wood variants (plus mushroom), and they are fully dyeable. Stone tools come in virtually all variants. There are also new tool+armor sets like redstone, emerald, and amethyst. All of these post-wood tools (including spears!) can be further customized. They can use a variety of dyeable handles - wood, bone, iron, gold, blaze, breeze - all with their own pros and cons. These tools can also be trimmed with any existing armor trim or trim material. Handles, dyes, and trims carry over when you upgrade your diamond tool to netherite (which is now indestructible, by the way).
All horse armor can have their fabric bits dyed, which can pare well with a dyed saddle. Bows, crossbows, fishing rods, things attached to fishing rods, and brushes can also be dyed. You can even dye those nice Stray robes you found while exploring.

Campfires

Campfires no longer require coal, but rather kindling such as leaf litter or grass; they also drop themselves when broken. These campfires must be ignited, which is easy to do early-game using a bow drill crafted from vines and sticks. Campfires ward off phantoms and provide regeneration when fueled with logs, so long as they are exposed to skylight. Soul campfires allow players to heal while underground. All campfires must be regularly refueled, or they'll burn out.

Resources

  • Most brush, from tall grass to vines, has a chance of dropping itself regardless of tool
  • Crops require full moisture for the best yield
  • All meats are potentially dangerous if eaten raw
  • Flint is no longer a gravel drop, and instead can be obtained alongside other vital resources by filling a bowl with sand, gravel, or coarse dirt and panning through it in water
  • Blast furnaces are now a key part of progression, being the only means to smelt iron or netherite
  • Entities killed by any arrow type will drop at least 1 standard arrow
  • Cactus can be smelted into cactus skin, which can be crafted into leather
  • Mushroom blocks can be crafted into mushroom leather, which can be crafted into leather
  • Rotten flesh can be smelted into leather
  • Edible glistering melon and slime balls
  • Enchanted golden carrots are crafted with gold ingots
  • Creepers and ghasts drop unique "meats"
  • Eggs and tropical fish can be cooked

Enchantments

Enchantments can be applied to a wider range of items, with tools accepting weapons enchantments and horse armor accepting most armor enchantments. Enchanted books can be duplicated with a craftable template on a smithing table. Books found in loot pull from pools unique to their structure. Enchanting tables, which act as a sort of "discovery table" with the introduction of book duplication, have the chance to imbue curses. There are new enchantments, and tweaks to existing ones:

  • Dungeons-style leveled Infinity enchantment
  • Poison cloud, Radiance, Refreshment, Bonus Shot, and Bane of Illagers enchantments inspired by Dungeons
  • Flame has a chance to set fires, increasing with each level
  • Bedrock-style Impaling, plus a Bane of the Sea based on Java's Impaling
  • Bane of Swine and Deconstructing (anti-golem)
  • Dwarfish, Hulking, and Vaulting to manipulate scale, step height, and jump strength
  • Silk Touch nerfed, with many blocks being obtainable without it; golden tools have a latent silk touch-like effect
  • Exploding arrows
  • Glass-shattering arrows
  • Curse of Instability to increase cave-in chance
  • Mending and Fortune locked behind endgame for balance

Miscellaneous

  • Totems of Undying can rescue players from the End void
  • The Totem of Resuscitation is a weak, crafted totem of undying variant
  • An Emergency Port can rescue the player from the Nether, or help them escape to the Nether
  • Altimeters, sextants, and cheaper maps supplement the reduced debug info
  • Handheld lanterns are useful for highlighting entities and damaging Specters
  • Tipped arrows are crafted from regular potions
  • All songs in the game are obtainable as music discs; discs can be duplicated with resin
  • Milk buckets cure less effects, and have a cooldown
  • Potions have cooldowns to offset new stacking ability
  • Zombies will sprint when enraged; zombies wielding axes or pickaxes can smash through a variety of blocks
  • Skeletons can switch between bows and swords depending on proximity to the player; bogged and strays inflict their respective potion effects in their melee attacks, and wither skeletons shoot flame arrows
  • Witches grant positive effects to nearby undeads
  • Endermen deal blindness on attack, snuff out campfires, and will freeze water to get to players
  • Hoglins, zoglins, and ravagers can bash through a variety of blocks
  • Blazes and magma cubes can regenerate health from heat sources
  • Blazes can ignite trodden blocks and deflect most projectiles
  • Burning creepers may explode if attacked
  • Spiders can spin webs in the darkness
  • Cave spiders turn invisible in absolute darkness if a player isn’t in close proximity
  • Phantoms turn invisible when attacked
  • Burning entities can ignite blocks
  • Specters are a unique shadow-based monster that must be fought using light sources
  • Silverfish bites can cause the Infested effect, which comes with an alpha-gal inspired side effect (many foods are rendered deadly)

Совместимость

Minecraft: Java Edition

26.1.x1.21.x

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Лицензия:LicenseRef-All-Rights-Reserved
Опубликован:8 месяцев назад
Обновлён:2 недели назад
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