
MITE:Equilibrium
This mod offers a linear progression experience with the goal of liberating the End . Without overly flashy details, the main task is to carefully consider your environment and make the right choices.
MITE:Equilibrium Beta v1.1.0
beta2 апреля 2026 г.MITE:Equilibrium 1.1.0.020260401_Beta:
i.模组支持的游戏版本从1.1.0开始变更为1.21.1
1、沙砾在高版本中分布极为广泛,故沙砾方块设定为只能进行一次性开采
当沙砾未掉落燧石或金属颗粒时,不再掉落自身,而是以新方块“平凡的沙砾”作为替代,该方块永远只掉落自身
2、玩家之间可以使用teleportToPlayer命令进行传送,但每一次传送需要消耗500xp
3、添加新食物:巧克力,回复3饱食度和3饱和度,使用糖和可可豆进行合成
4、创造模式下不再监听破坏方块的事件,因而一些方块(比如矿物等)的自定义战利品表不会被加载,破坏这些方块不会获得物品
5、添加了一系列游戏规则,供玩家关闭一些基础词条,玩家仅可在世界生成时决定这些变量
这些基础词条均开启时,就可以在击败末影龙时获得通关凭证
(1)是否启用合成耗时和合成等级限制,类型:布尔值
(2)玩家挖掘速度减益,类型:布尔值
(3)血月枯萎机制,类型:布尔值
(4)是否启用高级动物AI,类型:布尔值
(5)是否取消玩家的营养不良状态,类型:布尔值
(6)是否启用玩家间的传送命令,类型:布尔值
(7)村庄生成是否不受限制,类型:布尔值
(8)移除了血月的闪电事件,类型:布尔值
6、略微上调了动物的逃跑速度倍率,非紧迫状态:1.6->1.7,紧迫状态:1.7->1.8,该数值将长期固定
7、玩家开启所有基础词条并击败末影龙后,就会在当前存档目录下生成一份通关记录"WorldInformationRecorder.dat",文件了记录玩家的通关天数、世界种子和版本号信息
8、新增了一条服务端指令/checkAdvancement,该指令可用于读取此存档下的通关记录,但要求文件中记录的原始种子和存档的种子保持一致
9、跨版本更新:此前版本生成的通关凭证"Finish Game Once.dat"不再可用
10、修复了一个结构生成的bug,废弃传送门不会总是在(0,0)处生成了,玩家无法总是通过废弃传送门宝箱进行快速发育
11、废弃传送门分布的密度得到提升(与原版分布密度一致),玩家在外探索时更有机会遇见该结构,但对宝箱中金粒和金锭的生成权重进行了一些下调
12、添加了一个隐藏成就:未曾设想的道路
13、高草和矮草、甘蔗块无法再被瞬间破坏,移除了草种子食用时小概率陷入饥饿的设定
14、修复了银工作台破坏不掉落物品的bug
15、新增了一条客户端指令/fastFlySpeed,该指令可以让玩家拥有更快的飞行速度,所指定的值最大不超过0.5F,最小值不小于0.1F(供测试,该指令运行需要权限)
16、新增了一条服务端指令/checkDifficultyEntry,该指令可以列出所有基础词条的开启状态,并进行统计
17、新增了一条服务端指令/clearHunger,该指令会清空玩家所有的饱食度和饱和度(供测试,该指令运行需要权限)
18、修复了一个Nbt标签未正确初始化的bug,该bug导致在创建世界的一瞬间若快速按住Esc进行保存有概率触发空指针错误
19、性能提升:通过更安全的策略直接修改游戏注册表,玩家在挖掘某些方块时不必再遍历方块标签来获取挖掘速度了
20、常用的功能方块(比如箱子、铁砧)的挖掘速度变得更快
21、修复了村庄和前哨站仍会在x>|1000|或z>|1000|的区域无条件生成的bug,现重构了底层代码,解决了一个长期历史遗留问题
(1)选址初筛:在没有Server上下文信息时,过滤掉所有1km正方形半径内的村庄、前哨站生成点(不受难度词条影响),再参与到下一步计算
(2)放置过滤:拿到Server服务器信息时,由难度词条、游戏天数、是否合成金属镐等变量决定是否在区块上生成村庄、前哨站
(3)已进行的测试用例
处于正方形半径内->一定不生成村庄 & 前哨站,然后在正方形外考虑:
关闭限制、天数≥10、有解锁 → 生成村庄 & 前哨站
关闭限制、天数≥10、无解锁 → 生成村庄 & 前哨站
关闭限制、天数<10、有解锁 → 生成村庄 & 前哨站
关闭限制、天数<10、无解锁 → 生成村庄 & 前哨站
开启限制、天数≥10、有解锁 → 生成村庄 & 前哨站
开启限制、天数≥10、无解锁 → 不生成村庄 & 前哨站
开启限制、天数<10、有解锁 → 不生成村庄 & 前哨站
开启限制、天数<10、无解锁 → 不生成村庄 & 前哨站
MITE:Equilibrium 1.1.0.020260401_Beta:
1.Gravel is extremely common in higher versions, so gravel blocks can now only be mined once.
2.When gravel does not drop flint or metal nuggets, it no longer drops itself. Instead, it is replaced by a new block, "Mundane Gravel", which always drops only itself.
3.Players can use the teleportToPlayer command to teleport to each other, but each teleport consumes 500 XP.
4.New food added: Chocolate. Restores 3 hunger and 3 saturation. Crafted using sugar and cocoa beans.
5.Block destruction events are no longer listened to in Creative mode. As a result, custom loot tables for some blocks (e.g., ores) are not loaded, and breaking these blocks yields no items.
6.Added a series of game rules that players can toggle to disable certain basic features. These variables can only be set when the world is generated.
7.When all basic "difficulty entries(These are gamerules that can only be set when creating a world)" are enabled, defeating the Ender Dragon grants a completion certificate.
(1) Enable crafting time and crafting level restrictions – Type: Boolean
(2) Player mining speed penalty – Type: Boolean
(3) Blood Moon withering mechanic – Type: Boolean
(4) Enable advanced animal AI – Type: Boolean
(5) Disable player malnutrition status – Type: Boolean
(6) Enable player teleport commands – Type: Boolean
(7) Village generation unrestricted – Type: Boolean
(8) Remove Blood Moon lightning events – Type: Boolean
7.Slightly increased the animal flee speed multiplier:
Non-fleeing state: 1.6 → 1.7
Fleeing state: 1.7 → 1.8
These values will remain fixed long-term.
8.After a player enables all basic features and defeats the Ender Dragon, a completion record file WorldInformationRecorder.dat is generated in the world save directory. The file records the player's completion day, world seed, and version information.
9.Added a new server command /checkAdvancement – reads the completion record in this world save, but requires that the original seed recorded in the file matches the world's seed.
10.Cross-version update: The previously generated completion certificate Finish Game Once.dat is no longer usable.
11.Fixed a structure generation bug: Ruined portals no longer always generate at (0,0), so players can no longer always rely on ruined portal chests for rapid early-game development.
11.Ruined portal density has been increased (matches vanilla distribution density), making them more likely to be encountered while exploring. However, the generation weight of gold nuggets and gold ingots in their chests has been slightly reduced.
12.Added a hidden achievement: "未曾设想的道路".
13.Tall grass, short grass, and sugar cane blocks can no longer be instantly broken. Removed the small chance of causing hunger when eating grass seeds.
14.Fixed a bug where silver crafting tables did not drop items when broken.
15.Added a new client command /fastFlySpeed – allows the player to have faster flight speed. The specified value must not exceed 0.5F and is at least 0.1F. (For testing; requires permission to run.)
16.Added a new server command /checkDifficultyEntry – lists the enabled status of all difficulty entries and provides statistics.
17Added a new server command /clearHunger – clears all of the player's hunger and saturation. (For testing; requires permission to run.)
18.Fixed a bug where an NBT tag was not properly initialized, which could cause a null pointer error if the player quickly pressed Esc to save immediately after world creation.
19.Performance improvement: The game registry is now modified directly using a safer strategy. When mining certain blocks, the game no longer needs to iterate through block tags to obtain mining speed.
20.Commonly used functional blocks (e.g., chests, anvils) now mine faster.
21.Fixed a bug where villages and outposts would unconditionally generate in regions where x > |1000| or z > |1000|. The underlying code has been refactored to resolve a long-standing legacy issue.
(1) Initial site filtering: Without server context, all village/outpost generation points within a 1km square radius are filtered out (unaffected by difficulty rules) before proceeding to the next step.
(2) Placement filtering: When server information is available, whether villages/outposts generate in a chunk is determined by variables such as difficulty rules, in-game days, and whether a metal pickaxe has been crafted.
(3) Test cases performed:
Inside the square radius → villages & outposts never generate. Outside the square radius, the following results were observed:
Restrictions off, days ≥ 10, unlocked → villages & outposts generate
Restrictions off, days ≥ 10, not unlocked → villages & outposts generate
Restrictions off, days < 10, unlocked → villages & outposts generate
Restrictions off, days < 10, not unlocked → villages & outposts generate
Restrictions on, days ≥ 10, unlocked → villages & outposts generate
Restrictions on, days ≥ 10, not unlocked → villages & outposts do NOT generate
Restrictions on, days < 10, unlocked → villages & outposts do NOT generate
Restrictions on, days < 10, not unlocked → villages & outposts do NOT generate
MITE:Equilibrium Beta v1.0.8_8
beta28 февраля 2026 г.MITE:Equilibrium 1.0.8.820260228_Beta:
1、模组初步适配,实现了Architectury API的初步兼容,使用的版本号为“[Fabric 1.21] v13.0.5”、实现了自定义局域网联机的兼容,使用的模组版本号为“1.13.2”
2、新生物:加入了土元素,并派生出一系列不同种类
(1)所有土元素拥有较高的护甲(4点),拥有极高的击退抵抗(根据方块硬度处在60%到80%之间),极高的伤害(12点),但移动速度很慢
(2)目前的所有种类有石元素、黑曜石元素、下界岩元素、末地石元素,所有土元素死亡时掉落对应材质的一个方块
(3)所有土元素只会生成在对应方块的上方,比如下界岩元素只能生成在下界岩上
(4)石元素、黑曜石只会生成在主世界中,下界岩元素只会生成在下界中,末地石元素只会生成在末地
(5)土元素只会受来自玩家的镐、锤伤害,以及由环境引起的跌落、爆炸(包括玩家创造的)和闪电伤害,除此之外免疫一切伤害
(6)如果镐、锤的硬度不足,也无法对土元素造成伤害,在目前四种土元素中,对于黑曜石元素需要用铁镐、铁锤才能造成伤害,其余三种元素使用诸如铜锤银镐等即可
3、额外添加了一些成就,帮助玩家更好地设定目标和推进进度,同时修改了易造成误解的成就描述
4、解决了一个历史遗留问题:对要塞生成条件进行更改,文本描述更清晰,只需要满足x或z坐标任意一个绝对值大于12000,就能生成带有传送门房间的要塞
(1)代码示例:boolean canGenerate = Math.abs(x) >= 12000 || Math.abs(z) >= 12000;
(2)变动对比:
此前:x和z坐标的绝对值均需要大于12000,符合生成条件的要塞被十字划分成四个区域
现在:x和z坐标任意一个的绝对值大于12000即可,符合生成条件的要塞分布在以(0,0)为中心点,半径为12000的正方形区域之外
(3)对于玩家:
此前:玩家需要盯着坐标,让x和z的绝对值全部大于12000
现在:玩家只需要确保一个坐标的绝对值大于12000即可,一般在13000的位置就可以成功投掷出末影之眼
(4)历史遗留问题修复
至此,要塞的生成与最初的移植的设定保持一致,即生成在正方形之外,而非此前被错误地生成在十字划分的四个区域
5、村庄、掠夺者前哨站的生成同样正确应用“4”提到的正方形区域,确保x和z任意一个坐标的绝对值大于1000,外加天数符合条件时就会生成
6、数据标准化工作:现在参照MITE数据降低了一系列工具的挖掘速度,不再故意缺省数据引用原版1.21的数据进行自动填充,并定义了一系列标准参照值
(1)斧类工具举例:
定义标准倍率1X为:对于硬度等于原木的方块(就用原木举例子),在玩家在0级时,使用燧石斧挖掘一个原木(原木适用此工具进行挖掘)的时间(约为9.5秒),则
燧石斧的倍率:1X
燧石手斧的倍率:0.5X(即挖掘时间翻倍,耗时为9.5秒 * 2)
铜、银斧的倍率:2X(即挖掘时间降低为原来的1/2,耗时为9.5秒 * 0.5)
金斧的倍率:4X(挖掘时间降低为原来的1/4,耗时为9.5秒 * 0.25)
铁斧的倍率:3X
秘银斧倍率:4X
艾德曼斧倍率:8X
(2)铲类工具:
标准倍率1X为燧石铲挖掘一个草方块的时间,铜银倍率2X,金倍率4X,铁倍率3X,秘银倍率4X,艾德曼倍率8X
(3)镐类和锤类工具:
标准倍率1X为铜镐挖掘一个石头方块的时间,银倍率1X,金倍率2X,铁倍率1.5X,秘银倍率2X,艾德曼倍率4X
锤类工具的挖掘速度是对应镐类的一半
(4)剑、燧石小刀和短剑、锄
同上,比例保持一致,挖掘一个适合该工具的方块时,按以上倍率比例来提升采集速度
剑的1X标准倍率为铜剑挖掘一个树叶或一个蜘蛛网的时间
短剑的1X标准倍率为铜剑挖掘一个树叶或一个蜘蛛网的时间
锄的1X标准倍率为铜锄挖掘一个干草块的时间
(5)此次数值标准将长期固定,视为标准速度,但未来可能会为玩家提供难度值选项,来进一步加速或减速采集方块的时间
7、更新了创造模式的物品栏,进行了物品分类
8、玩家大于等于50级时就无法通过右键硬币获得经验值,通过右键远古金属锭获得经验则不受玩家等级限制
9、正确应用了模组所有金属锭的堆叠数量 :64->16
10、实验性玩法:铁砧拥有固定的耐久值,细节如下
(1)初始拥有64点耐久值,每使用一次(命名也计入在内)就降低一点
(2)耐久值分为三个大型阶段,43<=i<=64时为完好无缺的状态,22<=i<=42为开裂状态,1<i<=21时为损坏状态,i=0时会被破坏掉
(3)每次放置,或耐久值变化时,铁砧所在坐标会进行一次方块更新,以匹配耐久值对应的状态
(4)铁砧只对耐久度负责,而不是外观优先,所以如果从创造模式中拿取或采集因坠落而开裂损坏的铁砧,由于使用次数为0,放置时会立刻更新外观至完好无缺的状态
(5)未放置过的铁砧,堆叠个数为16,尚未进行耐久值初始化,一旦放置过一次,就会为其创建一个耐久值条,此时铁砧被视作一种特殊的工具,其最大堆叠个数限制为1
(6)铁砧被视作工具时,正常参与因破坏方块引起的耐久值损失
(7)玩家可以手持铁块修复铁砧,每一个铁块提升24点铁砧耐久值,因此如果铁砧已处于开裂或损坏阶段,修复时一定会引起铁砧状态变化
(8)铁砧未有外观损坏时(即耐久值未低于42时),无法通过手持铁块右键铁砧进行修复,若有需求,可以选择用两个铁砧进行合成以合并耐久值
11、指令/deathTime回归,记录了玩家的总死亡次数(如果是多人游戏环境,则是记录所有玩家的总死亡次数)
12、构成了水桶相关的一段代码,使得适配Architectury API的同时,解决了空桶右键水源无法返回水桶的bug
MITE: Equilibrium 1.0.8.820260228_Beta:
1.Preliminary mod adaptation: Achieved preliminary compatibility with Architectury API, using version number "[Fabric 1.21] v13.0.5". Achieved compatibility with custom LAN hosting, using mod version number "1.13.2".
2.New mobs: Added Earth Elementals, which have a series of different variants.
(1) All Earth Elementals possess high armor (4 armor points), extremely high knockback resistance (between 60% and 80% depending on block hardness), and extremely high damage (12 points), but have a very slow movement speed.
(2) Current variants include Stone Elementals, Obsidian Elementals, Netherrack Elementals, and End Stone Elementals. All Earth Elementals drop one block of their corresponding material upon death.
(3) All Earth Elementals only spawn on top of their corresponding blocks; for example, Netherrack Elementals can only spawn on Netherrack.
(4) Stone and Obsidian Elementals only spawn in the Overworld, Netherrack Elementals only spawn in the Nether, and End Stone Elementals only spawn in The End.
(5) Earth Elementals only take damage from Pickaxes and Hammers used by players, as well as environmental damage from falling, explosions (including player-made ones), and lightning. They are immune to all other forms of damage.
(6) If the Pickaxe or Hammer used does not have sufficient hardness, it cannot damage Earth Elementals. Among the four current types, Obsidian Elementals require an Iron Pickaxe or Iron Hammer to be damaged, while the other three can be damaged with tools like Copper Hammers or Silver Pickaxes.
3.Added several new advancements to help players set goals and track progress better, while also modifying advancement descriptions that could be easily misunderstood.
4.Fixed a long-standing issue: Modified the stronghold generation conditions and made the description clearer. Strongholds with portal rooms can now generate simply by requiring that the absolute value of either the x-coordinate or the z-coordinate is greater than 12,000.
(1) Code example: boolean canGenerate = Math.abs(x) >= 12000 || Math.abs(z) >= 12000;
(2) Comparison of changes:
Previously: The absolute values of both x and z coordinates needed to be greater than 12,000. Strongholds meeting the generation conditions were distributed across four quadrants (shaped like a cross).
Now: It is sufficient if the absolute value of either x or z coordinate is greater than 12,000. Strongholds meeting the generation conditions are distributed in the area outside a square with a radius of 12,000 centered on (0,0).
(3) For players:
Previously: Players had to watch their coordinates carefully, ensuring both x and z absolute values exceeded 12,000.
Now: Players only need to ensure one coordinate's absolute value exceeds 12,000. Generally, at a position around 13,000, an Eye of Ender can be thrown successfully.
(4) Legacy issue resolved: The generation of strongholds now aligns with the original ported setting, i.e., generating outside a square area, rather than the previously incorrect generation in the four quadrants of a cross.
5.Village and Pillager Outpost generation now correctly applies the square area logic mentioned in point "4". They generate as long as the absolute value of either the x-coordinate or z-coordinate is greater than 1,000, and the day count meets the requirements.
6.Data standardization work: Now referencing MITE data, the mining speeds for a series of tools have been reduced. Data is no longer deliberately left blank, allowing automatic population using vanilla 1.21 data as a reference. A series of standard reference values have been defined.
(1) Example for Axe-type tools:
Defines the standard rate of 1X as: For a block with hardness equal to a log (using a log as an example), the time it takes for a player at level 0 to mine one log with a Flint Axe (which is a suitable tool for mining logs) is approximately 9.5 seconds. Thus:
Flint Axe rate: 1X
Flint Hatchet rate: 0.5X (i.e., mining time doubles, taking 9.5 seconds * 2)
Copper/Silver Axe rate: 2X (i.e., mining time reduces to 1/2, taking 9.5 seconds * 0.5)
Gold Axe rate: 4X (i.e., mining time reduces to 1/4, taking 9.5 seconds * 0.25)
Iron Axe rate: 3X
Mythril Axe rate: 4X
Adamantium Axe rate: 8X
(2) Shovel-type tools:
The standard rate of 1X is the time it takes a Flint Shovel to mine a Grass Block. Copper/Silver rate is 2X, Gold rate is 4X, Iron rate is 3X, Mythril rate is 4X, Adamantium rate is 8X.
(3) Pickaxe and Hammer-type tools:
The standard rate of 1X is the time it takes a Copper Pickaxe to mine a Stone block. Silver rate is 1X, Gold rate is 2X, Iron rate is 1.5X, Mythril rate is 2X, Adamantium rate is 4X.
The mining speed of Hammer-type tools is half that of their corresponding Pickaxes.
(4) Swords, Flint Knives/Daggers, and Hoes:
The same logic applies, with the ratios kept consistent. When mining a block suitable for that tool, the mining speed is increased according to the rate ratio above.
The 1X standard rate for Swords is the time a Copper Sword takes to mine a Leaf or Cobweb block.
The 1X standard rate for Knives/Daggers is the same as for Swords.
The 1X standard rate for Hoes is the time a Copper Hoe takes to mine a Hay Bale.
(5) These numerical values will be fixed long-term and considered the standard speed. However, there might be options added in the future that provide players with difficulty value choices to further speed up or slow down block mining times.
7.Updated the Creative Mode inventory with item categorization.
8.Players level 50 or higher can no longer gain experience by right-clicking with Coins. Gaining experience by right-clicking with Ancient Metal Ingots is not restricted by player level.
9.Correctly applied the stack size for all mod metal ingots: 64 -> 16.
10.Experimental feature: Anvils now have a fixed durability value. Details are as follows:
(1) Starts with 64 durability points. Each use (including renaming) decreases durability by 1 point.
(2) Durability is divided into three main stages: 43 <= i <= 64 is the "Intact" state, 22 <= i <= 42 is the "Cracked" state, and 1 < i <= 21 is the "Damaged" state. When i = 0, the anvil is destroyed.
(3) Each time it is placed, or its durability changes, a block update occurs at the anvil's position to reflect the correct appearance corresponding to its durability state.
(4) The anvil's durability is the primary factor, not its appearance. So, if you pick up or take from Creative mode an anvil that was cracked or damaged due to falling, its placement will immediately update its appearance to the "Intact" state because its usage count (durability) is reset to its default/initial value.
(5) Anvils that have never been placed have a stack size of 16 and have not yet initialized a durability value. Once placed, a durability bar is created for it. At this point, the anvil is treated as a special type of tool, and its maximum stack size is limited to 1.
(6) When treated as a tool, the anvil participates in normal durability loss caused by breaking blocks.
(7) Players can repair anvils by holding Iron Blocks and right-clicking on them. Each Iron Block restores 24 durability points to the anvil. Therefore, if the anvil is already in the Cracked or Damaged stage, repairing it will certainly cause a change in its state.
(8) When the anvil shows no visual damage (i.e., its durability is not below 42), it cannot be repaired by right-clicking it with an Iron Block. If repair is needed in this state, players can combine two anvils in a crafting grid to merge their durability.
11.The command /deathTime has returned. It records the total number of player deaths (in a multiplayer environment, it records the total deaths across all players).
12.Completed a segment of code related to buckets. While adapting to the Architectury API, this also fixed the bug where right-clicking a water source block with an empty bucket did not return a Water Bucket.
MITE:Equilibrium Beta v1.0.8_7
beta22 февраля 2026 г.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_6
beta13 февраля 2026 г.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 Beta v1.0.8_6
beta11 февраля 2026 г.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.